Adventure Quest Warrior Ultimate Guide

Adventure Quest Warrior Ultimate Guide by vezha


The mighty mages cast their spells dealing hoards of damage from a safe distance. The mysterious rangers throw their spears and lances and subsequently shoot piercing arrows of their bows from afar. Above all, it is the mighty warriors that do not fear being hit. That is, so long as they come out victorious! They have various methods of attack, seldom defensive. They carry their large and pointy swords, powerful axes and a large range of weapons only they could master. If you also desire to become a warrior, then this is the place you seek.

“I’d like to say that I had a lot of fun writing this guide, whether writing itself, researching the correct information for it or even asking some friends for feedback. I hope it will be helpful to all those who read it, especially those who decide to follow it.”
~Gus.


Index:
[UWG000]

To get to a specific section, simply use CTRL + F. That will bring up a search thingy. Put in the codes for each section, as you should need them. To get back to the main, just enter [UWG000].

[UWG001] : Stat Evaluation

[UWG002] : Stat Formula

[UWG003] : Warrior Sub-Builds

  • [UWG101] : Pure Warrior
  • [UWG102] : Tank Warrior
  • [UWG103] : Annihilator Warrior
  • [UWG104] : Beast Warrior
  • [UWG105] : Mystic Beastwarrior

[UWG004] : Stat Set-Up

  • [UWG201] : Pure Warrior
  • [UWG202] : Tank Warrior
  • [UWG203] : Annihilator Warrior
  • [UWG204] : Beast Warrior
  • [UWG205] : Mystic Beastwarrior

[UWG005] : Weapons

  • [UWG301] : Fire
  • [UWG302] : Water
  • [UWG303] : Ice
  • [UWG304] : Earth
  • [UWG305] : Wind
  • [UWG306] : Energy
  • [UWG307] : Light
  • [UWG308] : Darkness

[UWG006] : Armors

  • [UWG401] : Class Armors
  • [UWG402] : Standard Armors

[UWG007] : Shields

[UWG008] : Do warriors use Spells?

[UWG009] : Pets : All damage counts!

  • [UWG501] : Non-Beastmaster Pets
  • [UWG502] : Beastmaster Pets

[UWG010] : Miscellaneous Items

[UWG011] : End notes and helpful links

[UWG012] : Credits

[UWG013] : Change Logs


Stat Evaluation:
[UWG001]

What do stats do?

Strength: This is the main stat of the build, the intellect of Mages. This stat will give you a boost in your melee weapon’s random damage as well as make them more accurate. All Non-Custom Warrior’s will want 200 Strength at one point, although different variations will reach it at different points. Strength will also raise Ranged Weapon damage, and although Ranged Weapons are for Rangers, you will use a few of them too as you decide to pick the right uber weapons, which will be further explained as we progress.

Dexterity: This is Strength’s complementation. It adds to your Melee Weapon Bonus to Hit and your Ranged Weapon’s damage as well as BtH. Not only that, it also raises your blocking which is very nice. This is another stat every warrior will have and in a few builds, it will accompany Strength side by side. Even with the new stat formulae and Luck playing a new role, Dexterity shouldn’t be neglected whatsoever.

Intellect: It raises your MP and Spell Damage. If you’re looking for Spells, then perhaps your desire isn’t that of a Warrior, but of a Hybrid. There is one use of Intellect to a Warrior, to raise your MP just enough to cast (one or more times) certain Warrior Spells, essentials of the Build, such as healing spells, but even if you do get, don’t go on to expect too much out of it.

Endurance: This will raise you HP which is very important. Since you won’t have much mana to use healing spells a lot, nor tank in a defensive armor and cast extremely powerful spells, more HP is necessary. Of course some prefer to leave it out completely, the Annihilators. With monsters getting harder, they’re getting scarcer, which is good enough reason to show Endurance’s usefulness, but don’t overdo it. There is hardly any point in lasting forever if you can’t do enough damage. In most cases, there are generally limits to how much Endurance you should have, so that you do not end up hurting your offensive capabilities.

Charisma: To some this is a forgettable stat and to others it’s essential. Charisma raises Pet Damage and BtH. It will only be of your interest if you want to go down the path of the Beastmaster, otherwise it is completely unnecessary. It’s important to remember, however, for when you are looking for a pet, to see if your Charisma will be high enough for that pet to attack. (Specifically the Training Difficulty)

Luck: It’s similar to Dexterity in some ways, it raises your Bonus to Hit and Blocking, but by less than what Dexterity would provide, which makes Luck always the last stat to be trained. Surely you would think, if Dexterity does what Luck does and more (Ranged Weapon bonuses), then Luck must have something else! And you’re right, it does. Luck can help you go first in battle, however it’s required quite some Luck to be effective, that’s why it’s still trained last. It also helps in certain dice rolls, and the more Luck a character has, more mana and HP can be consumed through each Potion.

With the implementation of Lucky Strikes, Luck has one more way of keeping up with other stats in usefulness. Truthfully speaking, it is a great supplementary addition, but is something that cannot be solely relied upon. Nonetheless, as it has been introduced, I must indulge a bit upon it. Theoretically speaking, Lucky Strike % is a static 10% (the exception being 0 LUK, where there is no chance whatsoever). Lucky Strike damage is pretty simple. A flat 10% of the time, a Lucky Strike may occur and add Half your LUK to the stat damage, multiplied by whatever Stat% the armor/spell(why are you even using a spell?) has. Overall, it can be useful only at high doses of Luck. So, if you were originally thinking of grabbing anything below a bare minimum of 100, then you should scratch that notion out of your head, since it would be an utter waste of valuable stat points.

Where can I train my stats?

In BattleOn, on top of a hill quite near yourself you should see a cheerful Moglin called Twilly. He can heal you up after that hard and long quest as well as many other things. One of those very interesting things he does is lead you to the stat trainers. There are four options. The Combat Practice Trainer can help you test out new gear, but he won’t train your stats. You want to talk to the other 3. You can only train your stats up to 200 each and there is a limit on how many you can use up in total, which is five times your level, so train them wisely. If you want to see the prices for stats, then this nice little chart will be interesting.

Sir Lanceler: He can train you any of the 6 stats up to 75 Points, which is really nice because you can train up without moving around too much. Unfortunately, he’s a bit hard in the very beginning, when you’ve just started to play and haven’t done much either.

Neberon the Mage: He will train only Intellect, Charisma and Luck, but up to 200 each. Unlike Sir Lanceler he has a few rules, so be on the lookout when training with him. Although, you won’t see him much, only much later on, unless you chose the path of the Beastmaster or DogWalker.

Grimweld the Warrior: Like Neberon, he too only trains specific stats and has his own set of rules for each one. He trains Strength, Dexterity and Endurance, the most important Warrior stats so you’ll definitely see him often.

Oh no! I’ve changed the wrong stat or I want to change my build! What do I do? Don’t worry, there’s someone you can talk to who will take care of your problem!

Sir Pwnsalot: He is the untrainer. He will untrain your stats for you, and it won’t cost you, only for you to re-train your stats. Now, where does one find him you may ask. You will have to die. Search around in Death’s Domain and jump into the Purple Portals until you find Sir Pwnsalot. If you are a Guardian and you’ve seen him once before, you can then access him from the Guardian Tower. For more information on this quest, I suggest you look at the Guide to Nowhere Quest, by PaperClip OF DOOM.

Additionally, those of you who own an Estate can buy stat trainers with Z-Tokens. They work the same as Neberon and Grimweld, albeit at a discount. They can also untrain the same stats they can train.


Stat Formula:
[UWG002]

So you know what stats do, but how much exactly is the damage boost or the accuracy?
Note:Only formulas that apply to Warriors are added.

Random Damage Bonus

Melee:::: STR/8 + LUK/20
Ranged:: STR/10 + DEX/40 + LUK/20

Stat Bonuses to Hit (%)

Melee:::: [STR/16 + DEX/16 + LUK/20]
Ranged:: [DEX/16 + DEX/16 + LUK/20]

Blocking Ability

Block Bonus from Stats:: [DEX/10 + LUK/20]

HP & MP Formula

L = Level, E = Endurance, I = Intellect

HP=[5L + 0.05LE + E + 100]
MP=[5L + 0.05LI + I + 100]

For other formulae regarding Pets, going first, spell damage and whatnot, I highly suggest looking at EverestAllure’s Master List of Game Formula. There are too many to list here.


Warrior Sub-Builds:
[UWG003]

You didn’t think there was only 1 type of warrior, right? ;) There are many different versions, as well as you have the chance of customizing it to your own desire. Some want a bit more Endurance than the Pure, but not enough to be a Tank. Some want a bit of Charisma, but definitely not a Beastmaster. The options are numerous, it’s up to you which you really want and to help, I’m going to list out a few of the more common ones! Later on we can work on the set-up.

[UWG101]
Pure Warrior: The most common type of warrior. It focuses only on your weapons damage. Strength and Dexterity are the two important stats here, definitely trained first, although Endurance plays an important role and Luck comes in later on. The good thing about the Pure Warrior is that it has the least spread out stats of any build, making your weapon damage the highest achievable at your level. Unfortunately, concentrating on two more important stats will make it a reasonably expensive build early on (Although some builds have other costs) and 50 Endurance can be slightly problematic as a character levels. With the emergence of Lucky Strike, the damage from this build can be extraordinary. Nonetheless, it still doesn’t match that of the Beast-Warrior, which has a stable dosage of pet damage; key word being, stable.
[UWG102]
Tank Warrior: It’s a lot like the Pure Warrior, but there is one huge, fundamental difference. The Tank Warrior focuses much more on Endurance than the Pure version. You’ll train those three stats (Strength, Dexterity, Endurance), but the proportion mostly depends on your opinion. Personally, I believe that Dexterity and Strength are more important and should always be ahead, however, some prefer Strength and Endurance ahead with Dexterity behind and some to have the three equal. It depends on your own preferences really.
[UWG103]
Annihilator Warrior: It’s a dead breed by now to be honest. You completely lose out on Endurance to maximize your damage. Your weapon damage is even better than the Pure Warrior, but the difference isn’t worth the difference in HP, at least in my opinion. But of course, some prefer it, some like to use it for farming and others because of the challenge it provides. Even for Pure Warriors, 50 Endurance can be problematic, so at 0 Endurance, huge issues will arise. This is one of those builds I only suggest people with deep knowledge about the game try out.
[UWG104]
Beast Warrior: The Warriors who bring their pets to battle. It’s the warrior with the best damage per turn, but of course a few things are sacrificed. Mostly you lose out on a bit of weapon damage to gain pet damage. Some pets can do insane amounts of damage and some have special effects. Now, losing weapon damage to do even more damage isn’t much of a drawback, is it? Not really, but having to concentrate on three important stats instead of just two means you won’t be able to get the best of your weapons, nor of your pets until you are decently high level. Being said this, you can guess that the variations are many, and you’d be right. Some like to leave Dexterity well behind to take Strength and Charisma way up while others prefer to keep the three more equally balanced. Furthermore, this is perhaps the most expensive build to survive with, as you are basically paying for the same Stat prices, plus the expensiveness of pets. Needless to say, this is a very common build people choose.
[UWG105]
Mystical Beastwarrior: The name itself suggests a type of custom build, and an unusual one at that. It’s a crossover of the Beast Warrior and the Annihilator Warrior. With it, you can do a lot of damage – perhaps more than a regular Annihilator – at the cost of even more survivability. It’s definitely a good and interesting build and also makes use of every stat point it has trained; all it takes really, is creativity and strategy.
[UWG106]


Stat Set-Ups:
[UWG004]

Now that you have a generally good understanding about those builds, we can now look deeper into the stat distribution. Just an important note, this is just more or less how it should be. Of course you can make your own variations here and there (Like a bit more Strength and a bit less Dexterity, a bit of Intellect for that Healing Spell and so many other countless possibilities).


Pure Warrior:

[UWG201]

The general idea here is to train up Strength and Dexterity more often with a bit of Endurance. Eventually, when you reach 50 Endurance you can stop training it and just focus on Strength and Dexterity. Eventually you’ll max out Strength and Dexterity (in most cases, about level 100), and then you can go to work on Luck. If you are interested in numbers:

Lv. 25 = 50 STR | 50 DEX | 0 INT | 25 END | 0 CHA | 0 LUK

Lv. 50 = 105 STR | 105 DEX | 0 INT | 40 END | 0 CHA | 0 LUK

Lv. 75 = 165 STR | 160 DEX | 0 INT | 50 END | 0 CHA | 0 LUK

Lv. 100 = 200 STR | 200 DEX | 0 INT | 50 END | 0 CHA | 50 LUK

Lv. 130 = 200 STR | 200 DEX | 0 INT | 50 END | 0 CHA | 200 LUK

Lv. 136 = 200 STR | 200 DEX | 0 INT | 80 END | 0 CHA | 200 LUK


Tank Warrior:

[UWG202]

With the Tank you’ll want more HP. There are a few common variations of it until Lv.130; I’ll show my opinion on the matter, although some people prefer to neglect Dexterity almost completely until last, some prefer Endurance as a complement instead of Luck. Personally, I prefer to have more Endurance than common, but not too much in a way that Strength and/or Dexterity are left behind.

Lv. 25 = 45 STR | 40 DEX | 0 INT | 40 END | 0 CHA | 0 LUK

Lv. 50 = 90 STR | 90 DEX | 0 INT | 70 END | 0 CHA | 0 LUK

Lv. 75 = 145 STR | 140 DEX | 0 INT | 90 END | 0 CHA | 0 LUK

Lv. 100 = 190 STR | 190 DEX | 0 INT | 120 END | 0 CHA | 0 LUK

Lv. 130 = 200 STR | 200 DEX | 0 INT | 200 END | 0 CHA | 50 LUK

Lv. 136 = 200 STR | 200 DEX | 0 INT | 200 END | 0 CHA | 80 LUK


Annihilator Warrior:

[UWG203]

The main idea here is to max out Strength and Dexterity as quickly as possible. That means you’ll get the maximum bonus from your weapons. After that you will want to train up Luck, in hope that the bonus damage from Lucky Strike further impacts the immense damage that you inflict. There is one common variation in which Luck is trained as an equal from early on so you get a higher chance of going first to make up for the lack of Endurance, as well as the bonus damage. After rounding out your main stats, you should finish up with END. You may be an Annihilator, but 50-80 stat points aren’t much use in CHA or INT.

Lv. 25 = 65 STR | 60 DEX | 0 INT | 0 END | 0 CHA | 0 LUK

Lv. 50 = 125 STR | 125 DEX | 0 INT | 0 END | 0 CHA | 0 LUK

Lv. 75 = 200 STR | 175 DEX | 0 INT | 0 END | 0 CHA | 0 LUK

Lv. 100 = 200 STR | 200 DEX | 0 INT | 0 END | 0 CHA | 100 LUK

Lv. 130 = 200 STR | 200 DEX | 0 INT | 50 END | 0 CHA | 200 LUK

Lv. 136 = 200 STR | 200 DEX | 0 INT | 80 END | 0 CHA | 200 LUK


Beast Warrior:

[UWG204]

Well, here you’ll have Charisma, the main difference towards the other builds. You’ll also want the common 50 Endurance so that will make you have to concentrate on three main stats and have the Endurance there too, which makes it a hard build to accomplish early on. This also leads to a lot of customization. Some will prefer to keep it all equal, some will have Charisma as the main stat with Strength and Dexterity a tad behind, some will neglect Dexterity by a fair share and so many other options. Personally, I prefer one where you can get the best of most pets, but trying to keep a good amount of Strength and Dexterity. Dexterity being the 3rd stat will at some point need to be a bit behind, but never too much. This is the route I personally prefer.

Lv. 25 = 40 STR | 25 DEX | 0 INT | 20 END | 40 CHA | 0 LUK

Lv. 50 = 90 STR | 50 DEX | 0 INT | 30 END | 80 CHA | 0 LUK

Lv. 75 = 130 STR | 75 DEX | 0 INT | 50 END | 120 CHA | 0 LUK

Lv. 100 = 190 STR | 100 DEX | 0 INT | 50 END | 160 CHA | 0 LUK

Lv. 130 = 200 STR | 200 DEX | 0 INT | 50 END | 200 CHA | 0 LUK

Lv. 136 = 200 STR | 200 DEX | 0 INT | 80 END | 200 CHA | 0 LUK


Mystic BeastWarrior:

[UWG205]

This build is a bit more interesting. A combination of Annihilator Warrior and Beast Warrior, it may be worth trying if you have experience. Normally you would focus on STR and CHA, plus some DEX and a sprinkle of END. Not so here. You’ll want to drop END completely as well as, for the most part, DEX. It may be expensive, but you should try and get your STR and CHA both at 200 by L80. Once you do that, you add some INT and then DEX. Yes, I said INT. Having 50-80 INT means you can cast two or three healing spells, or make use of your CHA and use some powerful MP Summon Guests. This build can be a bit tough to manage, since it does not and never will have END, so make sure you know what you’re doing before you choose this build.

Lv. 25 = 75 STR | 0 DEX | 0 INT | 0 END | 50 CHA | 0 LUK

Lv. 50 = 125 STR | 0 DEX | 0 INT | 0 END | 125 CHA | 0 LUK

Lv. 75 = 190 STR | 0 DEX | 0 INT | 0 END | 185 CHA | 0 LUK

Lv. 100 = 200 STR | 50 DEX | 50 INT | 0 END | 200 CHA | 0 LUK

Lv. 130 = 200 STR | 200 DEX | 50 INT | 0 END | 200 CHA | 0 LUK

Lv. 136 = 200 STR | 200 DEX | 80 INT | 0 END | 200 CHA | 0 LUK


So, you’ve sorted out all your warrior stats, got a nice new build and can’t wait to get into battle, but wait, where is your warrior gear? That’s what this next part will cover. ^_^ Now, I’ll try to get all the basics covered, but of course, there is a lot more that needs to be done. LETS DO THIS!


Weapons:
[UWG005]

Fire[UWG301]

Guardians
Fire Blade (Level 0) -> Hotshot Sword (Level 25)-> Fyre Force(Level 35)-> Fyre Force Ultimate (Level 70)-> Guardian Kragoth’s Broadsword (Level 85) -> Nova Knight Kilij (Level 100) -> Kragoth’s Broadsword (125) -> Nova Knight Falchion (Level 130)

Adventurers

Fire Blade (Level 0) -> Hotshot Sword (Level 25)-> Kragoth’s Broadsword (Level 45)-> Incendiary Draketongue (Level 65) -> Conflagrant Draketongue (86) -> Nova Knight Kilij (Level 100) -> Kragoth’s Broadsword (Level 125) -> Nova Knight Falchion (Level 130)

Low Levels – Up to L50
Once you’ve started the game you definitely want to pick up Fire Blade. Despite being Level 0, it is a decent enough weapon and you may find yourself using it often. You will also want to grab the powerful Hotshot Sword once you hit L25, it’s a very good upgrade. 10 levels later, Guardians can pick up Fyre Force, which is renowned for its gigantic 20 BtH. Adventurers, however, are out of luck and have to wait another 10 levels to get Kragoth’s Broadsword.

Mid Levels – L50-80
Guardians are lucky. They can hold on to their Fyre Force all the way up to L70, when they can upgrade tothe Ultimate version. It still has an insane 20 BtH and good normal power, but the special can lag a bit compared to some others. Adventurers can upgrade their weapon a bit earlier, and grab Incendiary Draketongue.

High Levels – L80-110
Guardian Kragoth’s Broadsword can replace a Guardian’s Fyre Force Ultimate. Adventurers unfortunately miss out on this weapon as well, and have to stick with Conflagrant Draketongue for now. All characters will want to grab Nova Knight Kilij at L100, as it beats other available Fire weapons.

Top Levels – L110+
Nothing much here until the final levels. You have a choice between another Kragoth’s Broadsword or Nova Knight Falchion. They are fairly close power-wise, so if you get one, you don’t need to replace it for the other.

Token Options
At low to mid levels, Garthonk makes a very good weapon. No special, so it is a bit weaker in one-hit armours, but it still outpowers the competition. If you pick this up, you can keep it until around L70 before you sell it. It can also double as a very good Energy weapon. It triggers to deal Energy damage on Water monsters, as well as getting even stronger.


Water[UWG302]

Guardians
Anchorhand (Level 5) -> Gaiden’s Blade (Level 17) -> Guardian Anchorhand (level 30) (Optional) -> Gaiden’s Sharp Guardian Blade (Level 42) -> Gaiden’s Fine Blade(Level 67) -> Anchorhand (80) -> Gaiden’s Keen Blade (Level 92) -> Anchorhand (level 105) -> Gaiden’s Razor Edged Blade (Level 117) –> Guardian Anchorhand (Level 130)

Adventurers
Anchorhand (Level 5) -> Gaiden’s Blade (Level 17) -> Vile Cutthroat’s Cutlass (Level 45) -> Gaiden’s Fine Blade(Level 67) -> Anchorhand (80) -> Gaiden’s Keen Blade (Level 92) -> Anchorhand (level 105) -> Gaiden’s Razor Edged Blade (Level 117)

Low Levels – Up to L50
Early on, you have a good weapon in Anchorhand. Quite strong and fairly cheap, it can make a good purchase. You can forget about buying it to save money if you want, but either way you’ll want Gaiden’s Blade at L17. Guardians can swap it out for another Anchorhand at L30, or they can wait for one of Gaiden’s Blades at L42. Adventurers need to wait again, though, and need to keep the L17 Gaiden’s until the L45 Vile Cutthroat’s Cutlass.

Mid Levels – L50-80
About 20 levels on, another upgrade appears in the form of Gaiden’s Fine Blade. This weapon will last you another 13 levels until the L80 Anchorhand. Hmm, seems familiar…

High Levels – L80-110
Oh, look. A L92 Gaiden’s Blade =o You will want to grab this when you can. There’s also one more upgrade at L105, in the form of yet another Anchorhand. Hey, at least you get a different weapon every 15 levels.

Top Levels – L110+
And here we have one more Katana, the L117 Gaiden’s Razor-edged Blade. For Adventurers, this is the final stop. Guardians can get, you guessed it, yet another Guardian Anchorhand at L130.

Token Options
None worth the tokens.


Ice[UWG303]
Guardians
Chill Ripper (Level 20) -> Ice Katana (Level 50) -> Guardian Frigid Spire (Level 62) -> Brittle Marrow Spines (Level 71) -> Frigid Spire (Level 85) -> Frozen Time Spines (Level 98) -> Icicle Club (Level 110) -> Guardian Frigid Spire (Level 120)/ Absolute Zero Spines (Level 128)

Adventurers
Chill Ripper (Level 20) -> Ice Katana (Level 50) -> Rast Axe (Level 62) -> Brittle Marrow Spines (Level 71) -> Frigid Spire (Level 85) -> Frozen Time Spines (Level 98) -> Icicle Club (Level 110) -> Absolute Zero Spines (Level 128)

Low Levels – Up to L50
Hooray, Adventurers don’t lose out on anything here =o
You can ignore your Ice weapon for a while, until the L20 Chill Ripper. It’s a bit expensive, but will last 30 levels.

Mid Levels – L50-80
Once you hit L50, you get another weapon in the form of Ice Katana. Not particularly powerful, but it has a very nice Freezing special. A bit further on you can swap it out for either Guardian Frigid Spire or Rast Axe, or if you are low on money simply wait until L71. Once you get there, head to Jagged Peaks and grab Brittle Marrow Spines, another Freezing weapon.

High Levels – L80-110
The Spines’ freezing effect and low damage will start to become less useful as you continue on, so at L85 go for Frigid Spire. An upgraded version of the Guardian Frigid Spire from earlier, it has a multielemental special but gets a power boost to compensate. Next weapon after the Spire is Frozen Time Spines at L98. Basically the same as Brittle Marrow, only better. It will last until L110…

Top Levels – L110+
At which point you can get Icicle Club. Nothing special about this weapon either, but there’s nothing better you can get. Later on, you get two options: The Guardian-only L120 Frigid Spire for power, or the L128 Absolute Zero Spines for another Freezing weapon.

Token Options
There is one useful Ice weapon available at L100: the Elite Ice Katana. Another freezing weapon, basically the same as the Ice Katana but higher leveled.


Earth[UWG304]

Blade of Awe, Spear of Awe or Centaurion Guardian Glaive

Adventurers

Geoto Mace (Level 38) -> Centaurion Glaive series

Earth is a less used element, so at the first levels you can just use your default weapon, be it a Long Sword or a Guardian Blade. If you’re a Guardian, work on getting either the Blade or Spear of Awe as soon as you can. Adventurers will want to wait until L38 to buy the incredible Geoto Mace. They can hang on to that until the Level 82 Centaurion Glaive, then just upgrade that in 20 levels.

Note: If you get a buyable Earth weapon, you will have to miss out an on element. I recommend avoiding Water if you have Elite Ice Katana, or ignoring Ice if you do not have EIK. Guardians will have to choose between EIK and Guardian Anchorhand once they reach L130. This is largely a personal choice, however.


Wind[UWG305]

Chain Axe (Level 12) -> Beast Trainer’s Whip (Level 25) -> Aerodu Sword (Level 38) -> Fenris Gasher (Level 75) -> Exterminator (Level 85) -> Pavana (Level 85) -> Tonbo Giri (Level 105)

Low Levels – Up to L50
You won’t need a Wind weapon immediately, so just hang on a bit until Chain Axe. It will last you another dozen levels, until Beast Trainer’s Whip. It is fairly good, but again will only last a dozen levels. Once you hit L38, go for Aerodu Sword. It is ridiculously powerful and should not be passed up by anyone.

Mid Levels – L50-80
Yes, Aerodu Sword is good enough to last as long as you had to wait to get it. You can use it for almost 40 levels, until the L75 Fenris Gasher appears. Be warned – Fenris Quest is incredibly hard. Make sure the rest of your inventory is upgraded and bring lots of potions.

High Levels – L80-110
Despite the evil, evil quest, Fenris Gasher only lasts about 10 levels. You can upgrade it to The Exterminator at L85, or just plain get TE if you skipped out on Fenris. The next upgrade to this is the Vayu Set’s weapon Pavana, also L85 but much more expensive. If you really want to, you could keep Aerodu for 50 levels and just grab Pavana instead of Fenris/TE =p

There’s an upgrade to Pavana as well. The L105 Tonbo-giri stands tall over all other Wind weapons.

Top Levels – L110+
Nothing here. Tonbo-giri destroys all the competition.

Token Options
None.


Energy[UWG306]

Enforcer Blade (Level 20) -> Blade of Rennd (Level 30) -> Energy Cleaver (Level 45) OR Zale Broadsword (Level 46) -> Bad-Axe (Level 65) -> Brilhado Blade (Level 80) -> Neuro Shock Spines (Level 88)(optional) -> Merridi’s Sword (Level 100) -> Synapse Jolt Spines (Level 118) -> Merridi’s Sword (Level 130)

Low Levels – Up to L50
You don’t need an Energy weapon right away. Wait until L20, then go grab Enforcer Blade. It’s not bad, but at L30 you’ll want to replace it with Blade of Rendd. Rendd has a powerful special, and you’ll hang on to it for another 15 levels. At L45, you can grab Energy Cleaver, a bit expensive but triggers on a ridiculously tough monster called Xyfrag. If you don’t intend to use the Battle Monsters button, grab Zale Broadsword instead.

Mid Levels – L50-80
Hang on to your chosen weapon for about 20 levels, and upgrade to the L65 Bad-Axe. Fairly strong and quite cheap, it will last another 15 levels. At L80, pick up Brilhado blade. Strong and accurate, you can use it for quite a while.

High Levels – L80-110
Brilhado Blade is a good weapon, and can last you until L100 if you need it to. If you dislike it, or have extra gold, look into Neuro Shock Spines – an interesting weapon in that is freezes on special. Either way, you can later pick up the L100 Merridi’s Sword. It will last a fair while as well, until L118…

Top Levels – L110+
When you can pick up Synapse Jolt Spines, an upgraded version of Neural Shock. Its special of course takes a hit for having Freeze on it, but the status effect itself compensates for that. However, even if you find yourself liking its ability, you should swap it for another Merridi’s Sword at L130.

Token Options
Garthonk, as mentioned above in the Fire section. Can be used until Brilhado Blade.


Light[UWG307]

Adventurers
Sunslash Polearm (Level 10) -> Bad-Axe (Level 30) -> Golden Summoner (Level 45) -> Gleaming Beam Sword (Level 65) -> Golden Axe (Level 85) -> Rat Flail/ Stretchy Sceptre(optional, Level 115) -> Unverander’s Blade (Level 130)

Guardians
Sunslash Polearm (Level 10) -> Bad-Axe (Level 30) -> Golden Summoner (Level 45) -> Gleaming Beam Sword (Level 65) -> Golden Axe (Level 85) -> Rat Flail/ Stretchy Sceptre(optional, Level 115) -> Guardian Rat Flail/ Guardian Stretchy Sceptre (L135)

Low Levels – Up to L50
You can start by picking up the L10 Sunslash Polearm. It’s not bad, but by L30 it will start to kind of suck. Upgrade it to Bad-Axe, then later swap that out for Golden Summoner, which has a recently updated and incredible powerful special.

Mid Levels – L50-80
Golden Summoner will last about 20 levels, until you can get Gleaming Beam Sword. The sword has two modes – Power and Heal. Power mode(sword) increases your damage but hurts you a bit, Heal mode(dagger) gets no damage boost but causes the special to heal you.

High Levels – L80-110
By level 85, if you’ve been following the guide, you should have a fair amount of gold. Save up a bit longer, and buy Golden Axe. It is powerful and accurate, held back only by a fairly weak special. However, it has an enormous Undead trigger which puts it ahead of every other weapon until you start getting past L120.

Top Levels – L110+
If you’re getting tired of Golden Axe, there are two options at L115 – Rat Flail and Stretchy Sceptre. The Sceptre is the stronger of the two, but the Flail has an interesting trigger on “Shadow” monsters, gaining power and becoming Element Seeking. As there have been recent events involving these monsters and more are coming in the future, it may be worth looking into. Guardians can get an upgrade of their chosen weapon at L135, and Adventurers can get Unverander’s Blade at L130.

Token Options
The mighty Oaklore Crusher(Level 133). One of the strongest weapons in-game, beaten only by a handful of newer weapons.


Darkness[UWG308]

Guardians
Nefadon Claw (Level 10) -> Bludgeoner (Level 25) -> War’s Guardian Edge (Level 35) -> Hei Quan (Level 50) -> Kragoth’s Broadsword (Level 65) -> Doom Mace (Level 80) -> Kragoth’s Broadsword (Level 105) -> Irolustre’s Eviscerating Claw (Level 118)

Adventurers
Nefadon Claw (Level 10) -> Bludgeoner (Level 25) -> Black Axe (Level 35) -> Kragoth’s Broadsword (Level 65) -> Doom Mace (Level 80) -> Kragoth’s Broadsword (Level 105) -> Irolustre’s Eviscerating Claw (Level 118)

Low Levels – Up to L50
Start off by grabbing Nefadon Claw, which you can hang on to for a little while. At L25, you’ll want to swap it out for the rather unwieldy Bludgeoner, then keep it for another 10 levels. At L35, you will want either Black Axe or War’s Guardian Edge, depending on whether or not you upgraded. Guardians can grab Hei Quan at L50, which has no special, although that is an advantage in the newer, more powerful armours.

Mid Levels – L50-80
Hang on to your last Darkness weapon for another 15 levels or so. Once you hit L65, you want to pick up Kragoth’s Broadsword, which is notable for a good special. Another 15 levels on, you’ll want to grab Doom Mace, which is even stronger, albeit inaccurate.

High Levels – L80-110
Only one more weapon here. At L105, swap out your Doom Mace for another Kragoth’s Broadsword., which is a bit ahead of other Darkness weapons of its level.

Top Levels – L110+
One more upgrade here. Guardians should pick up another Doom Mace at L120, where Adventurers should get Irolustre’s Eviscerating Claw. Both are strong weapons, and will do well in all armours.

Token Options:
War’s Pulverizing Edge (Level 125) is a decent buy if you have spare tokens once you get there.


Armors:
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Class Armors:
[UWG401]

Class Armors are very good and even when you leave the levels that they are useful, they’ll still generally have a few perks to keep around. Each one is different and interesting. There are 3 tiers, the first that is designed for levels 10 to 30, Tier 2, which is designed for levels 30 to 70, and Tier 3, which are designed for levels 70 to 90. There’s also Tier 3.5, which will be mostly Tier 3 Classes, but have several higher-leveled abilities. Even though there are “levels” for them, some will still have some value after those stated levels, especially when you count the Guardian-Only Skills and (sometimes)Armors.

Tier 1 Class Armors:

Tier 1 consists of 4 classes: Scholar, Mage, Fighter and Rogue. Independently of being a Guardian or Adventurer, you can train them up all the way to level 10, although only Guardians can use the top 5 skills. Even though you won’t likely use the Mage Class, it’s important to train it because the higher tier classes require these Tier 1 levels.

Fighter Class: Again, a decent armor. Various skills raise your damage, some by a nice amount too. The final skill grants you an attack that’s twice as strong as your normal attack, and that’s really nice at these levels. Granted, it’s Guardian Only, but there are other damage boosting skills available as well.

Mage Class: This isn’t really meant for warriors, however it’s important to train your mage levels for classes of other Tiers. There is perhaps one use for Mage Robes, which is the Elemental Sphere, it’s quite a strong attack and doesn’t cost too much Mana, but since it’s optional, I think you’d be better of with Scholar.

Rogue Class: It’s a decent armor early on and even afterwards. There are a few skills that boost your attack and that’s what is valued once you have started. But overall, this armor’s main use isn’t targeted specifically for lower levels; it’s the “Call Partner” (Lv.5 Skill), which is really good when you’re higher leveled, since taking away your enemies BtH by –10% is astounding. I can assure you all, that it will prove helpful once you are higher leveled and face those monsters, which have an extraordinarily strong attack, yet lack accuracy.

Scholar Class: The skills from this class won’t be good for too long, but there is one particular skill that will be very good and interesting: Zard Prism. In the very beginning of the Game, when you’re below Lv.30 or so, you won’t really need a strong attack, so Scholar’s attack is more than acceptable. You can just use Zard Prism to change your weapons element. Now, that means all you need is one good weapon and you’re good to go for quite some time.

Tier 2 Class Armors:

Tier 2 consists of the larger chunk of classes. Each having interesting skills and making it most of the time up to you to decide which you prefer, but of course there are a few you just can’t miss out on. They are made to last to until Lv.70 generally speaking, but various of them have uses up until and well past Lv.100.

Beastmaster Class: The main skill for this armor is the summoning of guests. They are incredibly strong and attack quite a lot independently of your Charisma, but are still more oriented for Beast Warriors. It’s a must have for Beast Warriors and optional for the other types of Warrior, though I still think personally the guests are equally effective for non Beast Warriors and DogWalkers. Unfortunately, it’s a very limited armor for adventurers, who can only summon one guest, either Earth, Darkness of Fire, where Guardians can summon 2 guests of any elements (Sadly, never two of the same).

Berserker Class: You need to be a Lv.5 Fighter to train as a Berserker. It’s an incredible class for warriors and it allows you to do a lot of damage too! The more damage you take, the more damage you do, so you’ll get stronger as the fight rages on but on the other hand, just watch out for your HP! Caution is DEFINITELY needed! Some skills are a bit inaccurate, but the damage they incur really does balance it out. It’s a great armor and will last you for an exceptionally long time.

Dracomancer Class: It’s a mediocre armor overall. There are only two skills that qualify as good, or useful. The Lv.4 Skill, Dragon Wings provides really good wind damage, however as a Warrior you aren’t expected to have such MP. The other skill is, unfortunately, Guardian only, which is the Lv.8 skill: Great Dragon. It costs a lot of MP and there’s a chance of not even working, but it’ll be your access to Element X, which is really important when fighting those monsters who have all their resistances set really low. (i.e. Xyfrags) The Lv.10, Half-Dragon Transformation Skill also provides a really strong attack you can use, but for what purpose it serves, it costs a bit too much MP.

Dragonslayer Class( Elite/ Golden/ Golden Eclipse) I decided to make the update on the Dragonslayer class a relatively hefty issue, so that people are not oblivious of its many uses.

The update to Dragonslayer class involved a huge shift in focus, from a class designed to damage the monster fast to one which battles by bogging the dragon down with lots of status effects. The immediate uses for this change are limited, because dragons are almost without exception huge pushovers, however one can imagine the possibilities for this class once dragons get buffed. Defeating a dragon in a contest of pure strength will not be easy by any means, making Dragonslayer’s ability to strike at their weaknesses and wear them down indispensable.

For starters, the armor itself has a trigger against Dragons and Dragonkind, which will increase the damage of all player attacks (normal attacks, weapon specials, spells) by 20% when battling a dragon. That’s just icing on the cake compared to the abilities of the class, though. Daze Dragon will allow you to strike at the dragon’s SP and MP, which are very important to a dragon’s offensive and defensive abilities (the breath attack uses SP and defensive abilities will often cost the dragon some MP). Cripple Dragon will lower the strength and dexterity of any dragon you use it on, weakening their attacks and giving you a higher chance to hit them at the same time. Coat weapon applies a poison effect to the dragon which will deal unavoidable damage over several turns, giving you a boost in damage for little cost. Add all of these abilities together, and you get an armor that is able to level the playing field against any dragon.

While these skills are all valuable tools for dealing with a tough dragon, the class does have certain drawbacks. The biggest drawback of this class is that the SP costs at level 10 are very high and won’t allow you to use some of the skills more than once or twice. While you are allowed to scale back the SP costs, doing so results in less effective skills. It’s also worth noting that if you are not battling a dragon or dragonkin, the armor takes a penalty in its offensive and defensive capabilities. While an incredibly potent armor to use on dragons, against other monsters another armor will probably have to be used.

Knight Armor: It’s similar in nearly everyway to the Fighter Class, except more powerful. It also focuses on stronger-than normal attacks. It’s a nice armor once you’ve entered the beginning level for it. Mace Stun can lower your enemies Blocking, making it easier for you to hit them, which is essentially one of the more prominent moves it can do. Cavalry Charge and Arrow Assault can also do some nice damage when used appropriately.

Martial Artist Class: For adventurers, the White Gi is a good armor, a good attack and decent defense, however, for it’s intended levels (30 to 70), the 6000 gold tag is a bit expensive seeing as it doesn’t appear to last long in terms of overall effectiveness. Guardians have access to the more specialized choices, but Ancient Spirit Gi can be simply forgotten seeing as it gets it’s bonus from Intellect. Mountain Cudgel Gi is very strong and the last skill can paralyze, but the downside is the low BtH so it’s probably best left with a more Pure Warrior. It practically is another version of the Berserker Class, though less useful skills. Swift Talon Gi is extremely strong but the defense is seriously bad, so that’s something to keep an eye on. One last armor, Serpent Fang Gi is the last Martial Arts school; its got great defense and even better blocking. It has a few poison and counterattack skills, which combined with the good defense, makes it great to tank in since you can heal up and still do some damage. One other thing to watch on all the Gi’s is the extremely high SP cost for the better skills; luckily, SP is regained every turn, but if you rush things, you may be left with no SP and forced to change armor. Therefore, the key to using the Gi Armors proficiently is to figure out when the appropriate time is to use the right skills.

Ninja Class: After a couple of years stuck in the gutter of bad class armors, this rejuvenated class offers several useful abilities, which for the most part, costs SP. Smoke Bomb decreases the opponent’s BTH by 5 for 4 turns; Dragon Double can counter-attack the opposing monster if he misses, essentially this will raise your Combat Defense modifiers by 5 each during that turn. This class also has the passive Merciless ability, which has a chance to strengthen some of your skills – taking into account the fact that the opposing monster should be Paralyzed – which can be quite deadly if used correctly with some luck. Sacred Duality is an attack which allows you to attack with 2 of the 8 elements (however, be careful since the elements must be on the opposing spectrum i.e. Darkness/Light), which can be quite the versatile ability. The Ninja Stars ability acts as a simple ranged converter; for those that do not have Drakel Disguise, this may be a decent alternative. The passive Ninja Evasion ability boosts your Combat Defense modifiers according to your monster’s type (Melee/Ranged/Magic) attack, capping at 3. The Vampire’s Bite skill can Paralyze your opponent for 1 turn (a very nice ability considering the level of the class armor), and finally, the Ninja Death Strike ability is an interesting one indeed. Alone, it is rather weak, but combined with the passive Merciless ability, this attack creates great synergy. Overall, an excellent class for mid-levels. (typically around Lv. 30s – mid 60s)

Pirate Class: Patched up now, the Pirate Class is a defensive armor. While the Ninja Armor focuses mainly on offense, the Pirate Class as its counterpart focuses on defensive abilities. Summon Petey is a decent Guest, and fortunately he will attack even with 0 Charisma. He has a chance to make the enemy monster “taunted” (-5 BTH, 106.25% Base/Random/Stats damage), an interesting feature indeed. The Lv. 5 ability, Jolly Rotten Roger is a moderately effective Darkness Spell for those that cannot afford any Spell, and if at least one hit connects, it can make your foe Afraid for 4 rounds (25% chance of paralysis). The Cannon Fodder ability deals great fire ranged damage, and the SeaLeg Swagger toggle ability boosts your ranged defense by 6. Grog ‘n Flog ability can Burn your foe, or leave him bleeding, via flogging. The level 9 Plunder can steal 1 HP and 1 MP potion from your enemy, and finally, the level 10 Davey Jones’ Locker can Entangle your foe. This class has some decent options overall and if you can’t fill up a slot this may have several uses to your character.

Vampireslayer Class: As the name suggests, this class focuses on fighting Vampires, as well as Werewolves and the Undead in general. It’s probably the least useful Class Armor as of now.(That is, till they revamp this class, like they did the Dragonslayer Class) Most skills do little more than a normal attack and you’re better off with some other class armor.

Wizard Robe: Recently updated with 9 class armours, Wizard is a class you absolutely must get… if you’re a Mage. A Warrior could pick up Generalist’s Robes. It has a cheap MP healing skill that could see some use and it has an automatic spellboost that works on healing spells.

Tier 3 Class Armors:

Tier 3 Armors are intended for players over Lv.70 and below Lv.90, although some still have uses far beyond that, and start way earlier. Currently, there are 3 Tier 3 Classes, Paladin, Necromancer and Assassin.

Necromancer Class ( Obsidian Cloak): Another Class Armor that’s intended for mages, yet still has a few primary uses for Warriors. The Lv.7 Skill can lower your opponents blocking, but that’s not why Necromancer is such a good armor and should be purchased as soon as possible. The Lv.1 Skill does over 5 times your weapons damage for just 30 MP, unbelievably excellent for Adventurers, yet still as wonderful for Guardians too, since MP vanishes fast for Warriors. Guardians also have another strong skill, Undead Mutant, which essentially multiplies your weapons damage by 10!! Sure, 125 MP is quite a lot, but that’s a lot of damage! Those 2 skills have one minor drawback: they both don’t take Stat bonuses into consideration, but with such immense power, what difference does it make?

Paladin Class ( Golden Holy Armor): The Lv.1 Skill, Bless Weapon has incredibly high BtH for those Sneaks and Ambushes. Daimyo also happens to be a great guest which can heal! ^_^ Lay on Hands and Resurrection can heal you and the Lv.7 and 9 Skills can do a lot of damage too!

Assassin Class: A devastating class. Dual Wield gives good power and is a monster when a special triggers. Yajuu and Zetsubou Dageki are excellent sources of Harm damage, especially since you don’t have the MP for Void spells. Death From Above offers a nice array of skills, as does Final Blow. Backstab and Sneak Attack are fairly basic damaging skills, and the Hitokiri summon rounds off an excellent group of skills.


Armors by Level:

 

[UWG402]

The above section may have information about classes, but that isn’t enough. This section will outline what armours you should be buying as you level up, with lists at levels 50, 80, 110 and 130 with armours you should probably have by then.

Low Levels – Up to L50
Just start off using Steel Plate or Guardian Plate for a few levels. At L10, you can go pick up Aerodu to have a better offense and accuracy, but not much in the way of resistances. Also try and get Rogue armour, which isn’t good for offense/defense eithr but has a very overpowered summon guest. At L15, you can start making attempts to get to the Werepyre armour, which has offense and defense and will last you all the way to L45. Guardians can pick up Primal Garb eventually, and train that to use Double Guests.

At L30, you can pick up and train Dragonslayer. Once you get it maxed out it is quite a good armour, and can even be used to L90 and further. The L45 Elite versions are even better. Ninja’s Shinobi Shozoku is a good buy as well, although the later rolls in the quest are hard.

Once you get to L45, you have the choice to drop a pile of money (22 000 gold! D:) and get Noxious Chimeran Squire. It is expensive, but once you buy it and a few decent shields you shouldn’t have trouble with anything of your level.

By Level 50:

Mid Levels – L50-80 There’s really not much to get right away. Focus on training your Class levels and buying other things, but remember to save a bit of gold. At L60, you can upgrade your Chimeran armour to a considerably stronger one. After that there is, well, more of nothing for another 10 levels. At L70, a few very good armours appear. The Assassin Class is discussed above, and Whispering Raiment should definitely be on your purchase list. There are also the new, long-awaited Dracopyre subrace armours. They scale to your Dracopyre level and unlock a few class-like abilities, and since they’re on the newest offense standards they are very powerful. Guardians may want to look at Undead Guardian Plate, although Dracopyre may make it obsolete.

Another L70 armour is the new Brilliant Solaris Plate. It boasts enormous offensive power, more than any other amour of its level, at the cost of having basically zero defense against anything but Light. Then, at L75, buyers of Dracopyre of Night *may* want to grab Boreal Bolt Plate. It has a decent enough attack and has 4 good elemental resistances, so if you ever run into a tough monster you’ll be prepred for at least the first hit. It is optional, however, so unless you have plenty of money you can skip past it. Also at L75, there is another Chimeran armour. Definitely grab it, as it still outpowers everything at your level short of Solaris.

By Level 80:

High Levels – L80-110 Once you break L90, another couple of good armours appear. Another Boreal Bolt Plate, another Chimera, another Solaris. You can upgrade those, and hang on to the rest of your armours. You could also look into Valhallan Plate over Boreal, more expensive but somewhat better resistances. Assuming you have Assassin and Dracopyre fully trained, they can last you a fairly long time. They both go from L70-90 in power and can be used well into the 100s. At Level 105, you can pick up Scourge’s Tenet. Formerly known as Nemesis Plate, it has recently been hit by the Sweep and boasts much better offense and amazing Ice and Darkness resistance. By Level 110:

Top Levels – L110+ Nothing new here, just upgrades. Solaris at 110, Boreal and Chimeran at L120 along with Asgardian’s final upgrade, so take your pick there. Nova at L130, if you want it. Nemesis armours at 120 and 135. By Level 130:

Token Options None currently.


Shields:
[UWG007]

 

 


Shields are very important. They can raise your defenses, your blocking and some even raise your damage. In the earlier levels, Shields aren’t essential, mostly because monsters just can’t do enough damage.

At L16 Guardians can get Undead Terror, it adds extra damage to your Base and Random against Undead foes.

At L25 you’ll definitely want Glave Shield. It will be your Blocking shield for a good long while, as well as cover quite a few resistances, including Earth, Water, Energy and Wind.

Those with tokens may want the L30 Ultimus because it’s the best Trigger Shield for Undead.

At L38, Paladin is a good option to cover up Darkness and Light.

At L40, Aerodu Shield is good because it offers better blocking than Glave as well as good Earth and Water resistances. Also at L40, be sure to get DemonBreaker to cover up Fire and Ice. It covers Darkness too, but nowhere near as well Paladin.

At L45 you can pick up Starblaze Shield for the outstanding Light and Fire resistances. At the same level you can pick up Zephyr for the insane Wind Resistance.

A must get shield that appears at Lv.50 is Eye of Naab which just happens to have a effect that will serve you until you are L136. Just have a look at it:
“You can click the Eye of Naab in order to heal yourself to your HP/MP values of the previous turn, except for MP spent casting spells the previous turn. MP used for class skills or lost due to MP draining monster attacks will be regained. There is also a 10% chance the shield will restore your HP/MP back to the point when you first equipped it or to the first turn of the battle (whichever occurred last) Once this is used the Father Time’s special cannot be activated (and vice versa). This can only be done once per battle.”

At L60, you’ll definitely want Elven Barrier due to the great Earth resistance. In case you’re accumulating too many shields, sell Zephyr for it. Earth Monsters are more common than Wind.

Gyrate Shield, available at L65, will be your all-round shield until your first Mastercraft. It also has a few nice resistances.

Be sure to grab Ironthorn at L75.

Shields are fairly straightforward after that, with just an upgrade or two per slot to get better resistances.

L100 characters

Top Level Characters


Do warriors use spells?:
[UWG008]

 

 


Now that’s a good question. If we can agree that spells are for Mages, then why on earth would a Warrior use a spell when he or she can just simply mash the attack button? It’s obvious that warriors won’t be using purely Offensive Spells, but there are several spells which focus not on the damage, but on some secondary effect. Thus, Warriors do need their spells like mages still need non-spell casting weapons. The more diverse a Warrior’s spell selection, the better he or she can adapt to different situations. Warriors will want to stick to healing spells, summon spells and some other more strategically assorted spells.
Summon Spells:
Low to Mid Levels – Up to L70
There is, unfortunately, not much available to you for quite a while. Summon Galrick can be helpful, since Galrick uses your weapon’s element. You can probably do the quest around L40-50, and you’ll also want to grab Summon Giliara, who is weaker than Galrick but has a chance to heal you. He is most helpful while doing long quests or battles. Once you get to L60, you can go back to that quest and pick up Summon Eldron. He can be helpful against monsters with either high blocking or low resistances, as he has a powerful and accurate Void element attack.

Mid to High Levels – L70-100
The L70 Summon Krenos spell makes a decent choice for energy, although he has fairly low BtH. You can keep him and your other Summon Spells until you hit L86 and can purchase Argent Gnil. Decent power, Light element, can inflict Blind and has an SP upkeep instead of MP. One more level later, you can grab Summon Gaiden IV. Gaiden uses MP, but he is still an excellent guest to get. He does Water damage, and has a Heal attack that becomes more likely to occur as your HP lowers. There is also a decent Fire/Darkness guest at L90 – Summon Grax III.

Once you get to about Level 90, you’ll be using mostly the same Summon spells and just upgrading every so often. Note that all of the below guests use MP, so beware.
Fire: Summon Grax – Dual-element, Darkness/fire. Use until a pure-Fire summon arrives
Water: Summon Gaiden
Energy: Summon Crystal Dragon
Ice: Summon Mirror Ryuusei
Earth: N/A. This is a good slot for a healing spell.
Wind: Summon Eukara Vox
Light: Summon Paladin
Darkness: Summon Grax or Summon Cartwright

Healing and Utility Spells:
Low to Mid Levels – Up to L70
For the most part, you want to avoid Healing spells for a while. The lower versions are simply too expensive to warrant purchase. At L54, however, you can pick up a spell called Scrambler Light. A purely strategic spell, this can be used to rearrange your opponent’s Elemental Resistances at the cost of raising their blocking. It is only useful on a handful of monsters, but it is worth is since it makes them infinitely easier. THe same level offers you Randomizing Curse, which does the same thing, only raises their offense instead of blocking. Both spells are ineffective against monsters of their own element or monsters that resist/absorb that element. At L60, those with extra gold can get their first healing spell, Heal Wounds. It’s good for a quick burst of HP if you don’t have potions or are in a really tough fight. This is optional, however, and you very likely won’t need it for all but the toughest of challenges.

Mid to High Levels – L70-100
Once you hit L80, another Healing spell shows up. Heal Deep Wounds is one that should not be skipped unless you are low on money. By the time you get to L80, monsters are tougher and you may need to heal more often. More upgrades in the form of Randomizing Blight and Scrambler Beacon appear at L92, so upgrade the one you don’t have.

High Levels – L100+
At L100, yet another upgrade in Healing spells arrives. Heal Extreme Wounds is stronger than all the others, but carries a hefty MP cost. It is nonetheless a good upgrade, and lasts another 20 levels until Heal Mortal Wounds. With this spell, a player with 0 END averages a heal of around 410, and a player with 50 END gets around 465 HP on average. Definitely worth checking out, but remember you can only cast it once.


Pets : All damage counts!:
[UWG009]

 

 


Non-Beastmaster Pets[UWG501]

Unless you’re going for the Beast Warrior route, you’ll want to stick to some Non-Beastmaster Pets. Now, let’s go over the best pet for each element and more:

Fire:
Reign Phoenix -> Ravenous Grabbi

Ice:
Punisher’s Escort series

Water:
Dinozard Series -> Friendly Hummingpotamus

Energy: There are really no non-BM Energy pets worth buying for Gold. Dynamo, the token pet, reigns supreme but costs quite a few tokens. Unless you get Dynamo, pick up Fairy Godmother, who has a set attack rate but can heal you.

Earth:
Protector Pet L35 -> Tofu Koofu L95 or Toxic Baby Chimera -> Tofu Koofu L115 or Virulent Baby Chimera -> Teacher’s Snitch

Wind:
Gong of the Wind -> Gong of the Wind! -> Friendly Hummingpotamus/ Guardian Birdbunny

Light:
Dragonkitten Series or Hanuboy Series -> Spirited Hanuboy

Darkness:
Shadow Bird -> Grim Aranacabra (Guardian) -> Ravenous Grabbi


Beastmaster Pets[UWG502]

For Beast-Warriors, these are the pets to go with!

Fire: Red Muhrble L35 -> Red Muhrble L70 -> Red Muhrble L90 -> L120 Lil’Big Top -> L130 Melting Guardian Afterburner

Ice: Nerfkitten L10 -> Nerfkitten L50/90 (Guardian)

Water Gweez Series -> L119 Guardian Goldyfish

Energy: Yellow Muhrble L35 -> Yellow Muhrble L70 -> Yellow Muhrble L90 -> Perfected Creptus

Earth: L15 Flogg -> L60 Flogg -> L70 Protector Pet -> L93 Rascorpion Iuroidea -> L110 Azamay Marble Golem.

Wind: Blue Muhrble L35 -> Blue Muhrble L70 -> Blue Muhrble L90 -> L90 Vampire Nerfbat(Seasonal Rare)

Light: L75 Keeshish Kin -> L100 Keeshish-Kin OR Ancient Mummydas -> Guardian Antediluvian Mummydas

Darkness: L75 Broadkil Carcassdroid -> L95 Broadkill Necrobot -> L110 Corrupted Moglin -> L120 Doom Sheep -> L130 Guardian Eclipsus Moglin


Misc Items:
[UWG010]

 

 


Miscellaneous Items can be, at times, the difference between a victory and loss, yet for others, it can simply be a waste of time. They can be used for blocking, resistances, stat boosts or other handy effects. I’ll go through a little list that will sort some useful misc item by what they do. I will list the stats of the top level versions only, for simplicity’s sake.

Defensive Items:
–Blocking and resistances. Having those +10 Blocking items is a good thing for certain battles, and a resistance misc is never a bad thing.

Head of Raydius Dragon(Guardian/Token): +10 Ranged Defense, -10% Earth/Darkness resistance, +15 DEX, +5 STR/INT. Gives you great protection from Ranged attacks, as well as the largest boost to Earth and Darkness resistance in-game. Good for the occasional pesky Ranged monster or hard-hitting Earth/Darkness enemies.

Helm of Drakonnan/ Drakonnas(Guardian): +10 Magic Defense, -10% Fire(Drakonnan)/Energy(Drakonnas). These two helms are primarily used for Blocking, as there aren’t too many top-level Fire/Energy monsters you should worry about. Which one you pick is your choice.

Granemor Captain’s Helm(Guardian): +10 Melee Defense, -5% Darkness Resistance. Cheap and effective against Trolls and similar monsters. The Darkness resistance isn’t as good, but in my opinion it’s better than the +15 STR of Warrior’s Edge.

Warrior’s Edge(Token): +10 Melee Defense, +15 STR
-This item should only be grabbed by Adventurers. Since they have no better options for pure Melee blocking. Guardians can get the Granemor Helm

Rogue’s Charm(Token): +10 Ranged Defense, +15 DEX
-This charm focuses on Ranged blocking. However, it is less useful than Warrior’s Edge since there are not as many dangerous blockable Ranged monsters. It is also completely useless compared to Head of Raydius Dragon.

Irony Man Powershard: +20 STR, +7 Melee/Ranged Defense.
-A decent alternative to the above. Less effective overall, but it covers Melee and Ranged both in one slot.

Mage’s Globe(Token): +10 Magic Defense, +15 INT
-The Magic counterpart to Warrior’s Edge and Rogue’s Charm. Again, only Adventurers should pick this up. Guardians stick to Helm of Drakonnan/Drakonnas.

Everfrozen Shard(Token): +10 Melee Defense, -10% Water/Ice Resistance, +15 STR, +5 DEX/INT
-The first Prime Treasure, named such because of the various bonuses it gives you. Costs quite a chunk of tokens, as you will notice. If you are a heavy Token buyer, this is a possibility if there is nothing else on your list.

Urn of Daryngord(Token): +10 Magic Defense, -10% Fire/Energy Resistance, +15 INT, +5 STR/DEX.
-The second Prime Treasure, very expensive. If you are a heavy Token buyer, this is a possibility if there is nothing else on your list.

Beleqwaya’s Gift, Diamond of Body: +15 END/CHA, Small HP Regen, -5% All Resistances.
-A nice misc, especially for Beast variants. Since it doesn’t give the same END boost as the below Hogg Powershard, this item would be best used in tank battles.

Hogg Powershard: +40 STR/END
-It looks like it could be an offensive item, but it really isn’t. The best thing the Hogg Powershard does is give you a large chunk of HP at the last second for no turn cost. If you really need HP and can’t afford a Heal or potion, try this. The downside is that unequipping the Misc removes the HP, which can kill you.

Nova Knight Helm/ Great Helm
-Good blocking items. They both offer +7 Melee Defense and either 6 or 7 Ranged defense, plus a decent STR boost. They are also needed for the Nova Knight’s Full Set Bonus.

Offensive Items:
–These misc items may boost your overall damage or increase your STR stat. Regardless of how they do it, their main focus is amping up your offensive power.

The Orbs(Token, except for Light Orb): Light Orb, Dark Orb, Energy Orb, Fire Orb, Ice Orb and Wind Orb: Provides a 20% Base/Random boost when attacking monsters of the opposite element. The Light Orb and Wind Orb are the best, as there are so many Earth and Darkness monsters.

Cagliari’s Spectacles: +10 BtH against Darkness monsters
–Helpful against the higher-leveled Darkness monsters. Works for all forms of attack, save certain specials like Guardian Dragon and PWD(which can’t miss anyway)

Special Effect Items
–They don’t directly boost damage, they don’t heal you or help blocking. The real power behind these is the other bonuses you get.

Pet Whistle: +5 CHA, allows changing of pets without using a turn.
-Beastwarriors make the best use of this, but it’s very good for everyone. If you’re facing a tough monster and need to change pets, this is the item for you.

Pearapplos Basket: +15 CHA, +9 Pet BtH.
-Quite useful for Beastwarriors trying to get a Nerfkitten to hit a high-defense monster. Since it gives a good 10 BtH total for pets, it can be a great help.

Scrumptious Bora’jee(Token): +15 END, can cast Healing spell, 101-285 plus 1,062% Stats (END/8) for 278 SP. Requires a House and a Portal to Trescol.
-Essentially, you are paying 1750 Tokens to get ahold of this misc before actually paying for it. However, if you sell the Portal immediately after buying and the misc you get back 1350 Tokens, means you only lose 150. Having this item opens up several new options in battle, allowing you to save MP for extra healing if you need it, or Summon Spells for a Beastwarrior.

Teacup of Life: 10% Bonus to Healing, 10 HP Regen
-This is an interesting selection. It costs a small chunk of SP per turn, but it can be worth it when you will need to healing the near future. It also boosts it’s own ability, so you heal 11 HP per turn. Can overshadow Beleqwaya’s Gift in certain situations.

Friendship Bracelet: Bonus CHA and Summonable Earth guest
-Quite a good misc. It gets you the only non-rare Earth summon, although you have to use AQ’s Referral system to get the item. Beastwarriors should do their best to get ahold of this.

Best Set-Ups:
-What I consider the best final set, minus the really expensive token items. Feel free to debate.

Guardians:
-Head of Raydius Dragon
-Helm of Drakonnan/Drakonnas
-Nova Knight Great Helm
-Pet Whistle
-Scrumptious Bora’jee
-Hogg Powershard
-Cagliari’s Spectacles
-Friendship Bracelet(if possible)

Adventurers:
-Nova Knight Great Helm
-Mage’s Globe
-Pet Whistle
-Scrumptious Bora’jee
-Hogg Powershard
-Beleqwaya’s Gift
-Cagliari’s Spectacles
-Friendship Bracelet(if possible)


End notes and helpful links:
[UWG011]

 

 


That’s the end of my – well, theoretically speaking, Game Over’s, Gus.’, SiLvErWiNg’s and spellfire77’s – guide. I hope it helped you and hopefully by now, you have a strong and mighty warrior that will make the monsters of LORE tremble at your sight. As much as I can update the guide, some items will come and go, so be sure to check the AQ Encyclopedia from time to time to see if something new has come, and then check out Equipment Comparison to see if it’s worth checking out. In EC you’ll find comparisons of weapons of all types, pets of all types, armors, spells and so much more. It’s a really nice complementation to the guide. If you still can’t find a item location via the Encyclopedia, be sure to check out the AQ Shop Item List. If a monster is giving you trouble, be sure to go down to Battle Strategy to get some help.

If you’re looking for a build other than Warrior, you should have a look at Ward_Point’s Ultimate Hybrid Guide, Apocalyptic Silence’s Ultimate Mage Guide, or Dev’s Ultimate Ranger Guide.

“I also just have to say where I got all my inspiration to write this guide. The original, * ~ The Training Academy: Ultimate Warrior Guide ~ * by SiLvErWiNg and spellfire77. Another great inspiration for me was the Character Ratings and Advice board. I’ve met great friends there, all who helped in different ways, no matter how minor or how large, to build up all the knowledge I used to write this guide.”
~Gus.

Personally this was one of the best projects I’ve worked on and I’ll be honest; this was my first attempt at writing, or should I say, mass updating, a guide. So in all eventuality, I really hope I met the demands of the common Forum folk. :)

 

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1 Response

  1. Anonymous says:

    awesome really helped

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