Flambeau's PURE FORGESMITH (BLACKSMITH) GUIDE -------------------------------------------------------------------------------- BECAUSE PEOPLE ARE TO LAZY TO LOOK IN OTHER SECTIONS: created originally to provide a simple understanding as to the mechanics of a pure forgesmith Only Blacksmiths can forge, and amoung the 3 basic stat/skill builds the hardest to level and understand is the pureforger. Pure forgers are the ultimate test of will as they sacrifice all battle attributes for those to increase the forging success to the maximum levels. the reason they are hard to level is because the pure forger does not have any stats above one in the TWO main DEFENSIVE stats, VITALITY, and AGILITY, so they will always be hit because they have no flee which is provided by AGIlity nor will they have the damage reduction/increased Hit Points VITality provides Unfortunately Forging Blacksmiths are a rare breed, due to the fact ALL 49 job points to go into creating a true FORGESMITH. Thus rather than being able to gain some of the Blacksmith superior stat skills, the skill points are utilized to enhance forging success. Although most Players currently only need a daggersmith or a sword smith, with the advent of Juno, and the new classes, and thus newer builds and rehashes of old builds the rest of the skills are becoming more useful, and will be discussed later on. The requirements on the Blacksmith are created so that being a weaponsmith force the Blacksmith to scatter JOB points in some useless categories in order to meet prerequesites for thier true purpose, along with some skill points in a skill that no one is sure exactly if has any worth (ORIDECON RESEARCH). also a true FORGESMITH will be pumping DEX which is seemingly a waste for any blacksmith due tio the better powers of AGI and VIT First we shall look at the STATS STATS: (there are 2 current methods, and one emerging method) THE ORIGINAL --- Where DEX was twice the Power of LUK starting 9 DEXterity, 9 LUcK, 9 STRength - the object of this build is to get DEX and LUK to 99 by way of ( 2 DEX per every 1 LUK ) WITH THE ADVENT OF THE COMODO CHANGE --- where DEX and LUK have an equal success chance starting 9 DEXterity, 9 LUcK, 9 STRength - the object of this build is to get DEX and LUK to 99 in even amounts ( 1 DEX per every 1 LUK ) THE NEW VERSION starting: 9 INTelligence, 9 DEXterity, 9 LUcK - this version basis it's idea on the fact of abusing cart revolution and that 10-15 STR isn't gonna matter much - the object of this build is to get DEX and LUK to 99 in even amounts ( 1 DEX per every 1 LUK ) this is due to the fact DEX and LUK raise the success % of creating a weapon as stated in the versions: DEX = LUCK in forging success addition each DEX/lLUK adds +.1% success chance in forging so before JOB boosted STATS - (10 LUK = +1% Success Chance) - (10 DEX = +1% Success Chance) 99 DEX + 99 LUK ------- 198 * (+.1) = +19.8% success rate now a Blacksmiths JOB Stat Boosts are: +06 STR +12 DEX +02 LUK +2 AGI -, +6 VIT ----- Useless +2 INT -' so that brigs the grand total to 198 + 2 + 12 = 212 or +21.2% success chance BASED ON STATS JOB INCREASE ALSO ADDS SUCCESS RATE AT .3% PER JOB LEVEL 50 * .3 = +15% SUCCESS RATE BEFORE ADDITIONAL BOOSTING which will be at the END of this guide ---------------------------------------- Now for the SKILLS and what they do/are needed for ---------- THE ESSENTIALS ---------- HILT BINDING (LVL 1) - PRE REQUISITE for the Most MAJOR SKILL "WEAPON RESEARCH" - Makes it impossible to loose your weapon in a dungeon if you ever die in one - USELESS as no weapons drop, but needed to open "WEAPON RESEARCH" WEAPON RESEARCH (LVL 10) - NO BLACKSMITH SHOULD BE WITH OUT THIS SKILL - INCREASES SUCCESS CHANCE 1% PER LEVEL (MAX +10%) - ADDS 2 HIT per level (meaning you wont miss) - ADDS 2 DAMAGE per level (IGNORES DEFENSE -- except plants for some reason) ---------- THE ORE REFINING ---------- IRON MAKING 5 - used to refine iron ore into iron, the base metal for all level one weapons from the basic knife to a pike to the oft sold katana Steel Making Lvl 5 - The main ingredient in level 2 weapons and secondary material in level 3 weapon construction also used in some of the headgear quests like headset and cake hat. examples of level 2 weapons that use steel, are stillettos for thieves/assassins, Ring Pommel saber, and the hora, a knuckle weapon for monks, and it is used as the main ingredient in the level 3 weapons swordmace and stunner Enchanted Stone Making 1 (NOT NEEDED as a prerequisite for OREIDECON RESEARCH) - This is the supporting skill for Blacksmith to help make the super element stones. These "Enchanted stones" are what are added DURING FORGING ONLY to make elemental weapons and that is why they come to you NOT cause you can make a base non-elementl weapon. - Allows you to refine 10 of the same weak elemental stones into the more powerful "Enchanted" stone - "ENCHANTED STONES" are easily purchased form venders - - 10 Wind of Verdure -> 1 Rough Wind (WIND ELEMENT) - - 10 Red Blood -> 1 Flame Heart (FIRE ELEMENT) - - 10 Crystal Blues -> 1 Mystic Frozen (WATER/ICE ELEMENT) - - 10 Green Lives -> 1 Great Nature (EARTH ELEMENT) ---------- WEAPON MAKING ---------- (the main attribute/reason for making of a Forgesmith) SMITH DAGGER (LVL 3) - PRE REQUISTE OF ALL FORGING - Knives are the start of the forging tree - used mainly by dual dagger ASSASSINS and THIEVES SMITH SWORD (LVL 3) - PRE REQUISITE FOR "SMITH TWO HANDED SWORD" - used mainly by Counter KNIGHTS and THE UPCOMING class CRUSADERS SMITH TWO HANDED SWORD (LVL 3) - The EVER Popular CLAYMORES - used solely by swordsman tree (and there are a lot of them out there) SMITH AXE (LVL 3) - NOT NEEDED but will be valuable for ALCHEMISTS (Possibly) and used MAINLY by BATTLE BLACKSMITHS SMITH KNUCKLEBRACE (lvl 3) - PRE REQUISITE of "SMITH MACE" - Used solely by THE UPCOMING class MONK SMITH MACE (lvl 3) - used mainly by acolytes and PURE FORGESMITHS (THIS IS YOU!) SMITH SPEAR (LVL 3) - used mainly by Spear (DUH) KNIGHTS and THE UPCOMING class CRUSADERS ---------- OPTIONAL ---------- Oridecon Research lvl 5 - NOT NEEDED TO CONSTRUCT LEVEL 3 WEAPONS - THIS IS THE MOST SKETCHY OF ALL THE BLACKSMITH SKILLS - What it is supposed to do: raise success chance of forging a weapon that uses oridecons. - What we know it does: allows use of a level 1 or level 2 hammer in making a level 3 weapon (HAMMERS ARE LATER) - People will ask if you have this skill, so it might be wise to get it to level 3 even though it's max is level 5 (Some guides/Sites incorrectly label this) WEAPON REPAIR (LVL 1) - in AMATSU weapons will start breaking left and right and will need to be repaired - better to get this skill over raising "ENCHANTED STONE CRAFT" past level 1 --------------------------------------------------- TOTAL OF SKILLS --------- ESENTIALS --------- HILT BINDING 1 WEAPON RESEARCH 10 TOTAL: 11 ---------- WEAPONS ---------- DAGGER: 3 SWORD: 3 2HSWORD: 3 SPEAR: 3 AXE: 3 KNUCKLE: 3 MACE: 3 TOTAL: 21 ------------ ORES ----------- IRON REFINING: 5 STEEL REFINING: 5 ELEMENTAL STONE REFINING: 1 + __ TOTAL 11 + __ ---------- OPTIONAL --------- RESEARCH ORIDECON: 5 WEAPON REPAIR: 1 TOTAL: 6 ----------- TOTAL ----------- ESSENTIALS: 11 WEAPONS: 21 ORES: 11+ ___ OPTIONAL: 6 TOTAL = 43+___ OR job 44+__ OR (49 job 50 - NO EXTRA STONE MAKING) ---------------------------------------------- --------- BRIEF OVER VIEW OF FORGING --------- ---------------------------------------------- --------- HAMMERS --------- Construct LVL 1 Weapons Iron Hammer (Buy in GEFFEN) COST: 1000 ZENY Construct LVL 2 Weapons Golden Hammer (Buy in GEFFEN) COST: 3000 ZENY Construct LVL 3 Weapons Oridecon Hammer (Buy in GEFFEN) COST: 5000 ZENY - IN ORDER TO FORGE YOU NEED A HAMMER - HAMMER HAS NO EFFECT ON FORGING SUCCESS (as far as we know) - HAMMERS ARE USED ONCE AND DISSAPPEAR AFTER DOUBLE CLICK (MAKE SURE YOU HAVE ALL THE REQUIRED MATERIALS) --------- ANVILS ---------- IRON ANVIL: --------,___ useLESS DO NOT BUY, SAVE UP FOR AT LEAST A GOLDEN ANVIL ORIDECON ANVIL: ----' GOLDEN ANVIL: 300K (Buy in GEFFEN) EMPERIUM ANVIL: RARE --- Gift Box/OPB/OBB - THE ONLY WORTH WHILE ANVIL!! - Aceept nothing less (CURRENT COST 12 MILLION) The ANVIL USED ADDS to SUCCESS RATE: (HOW MUCH WE DO NOT KNOW) ---------------------------------------------- -- UNDERSTANDING HOW FORGING REALLY HAPPENS -- ---------------------------------------------- BASE SUCCESS RATE: 15% BASE STATS: +21.2% JOB BONUSES: +15% WEAPON RESEARCH: +10% TOTAL: 61.2% SUCCESS CHANCE PRETTY NICE ! ("DOUBLE ATTACK" has less a chance than this) --------------------------------------------------- NOW FOR THE MECHANICS OF FORGING WEAPONS THAT WILL ALTER THIS DRAMATICALLY FOR EACH LEVEL PLACED INTO A "SMITH _______" SKILL you gain +10% SUCCESSRATE so: SMITH _____ LEVEL 1 = +10% SMITH _____ LEVEL 2 = +20% SMITH _____ LEVEL 3 = +30% BUT EACH WEAPON LEVEL SUBTRACTS 10% SUCCESS RATE so: A LEVEL 1 WEAPON = -0% A LEVEL 2 WEAPON = -10% A LEVEL 3 WEAPON = -20% ----- USING THIS CUTE OPPOSITE EFFECT: ----- FORGING A LEVEL 1 WEAPON WITH SMITH _____ LEVEL 1 IS LIKE GAINING 10 SUCCESS CHANCE FORGING A LEVEL 2 WEAPON WITH SMITH _____ LEVEL 1 IS LIKE GAINING NO SUCCESS CHANCE FORGING A LEVEL 3 WEAPON WITH SMITH _____ LEVEL 1 IS LIKE LOSING 10 SUCCESS CHANCE FORGING A LEVEL 1 WEAPON WITH SMITH _____ LEVEL 2 IS LIKE GAINING 20% SUCCESS CHANCE FORGING A LEVEL 2 WEAPON WITH SMITH _____ LEVEL 2 IS LIKE GAINING 10% SUCCESS CHANCE FORGING A LEVEL 3 WEAPON WITH SMITH _____ LEVEL 2 IS LIKE GAINING NO SUCCESS CHANCE FORGING A LEVEL 1 WEAPON WITH SMITH _____ LEVEL 3 IS LIKE GAINING 30% SUCCESS CHANCE FORGING A LEVEL 2 WEAPON WITH SMITH _____ LEVEL 3 IS LIKE GAINING 20% SUCCESS CHANCE FORGING A LEVEL 3 WEAPON WITH SMITH _____ LEVEL 3 IS LIKE GAINING 10% SUCCESS CHANCE NOW FOR THE EVEN MORE PAINFUL SUCCESS REDUCERS "ENCHANTED STONES" - elemental stones reduce success rate by -30% - no one is gonna come to you for a regular weapon - this -30% success chance is imminent STAR CRUMBS - EACH STAR CRUMB REDUCES THE SUCCESS CHANCE BY -10% - YOU CAN HAVE UPTO 2 STAR CRUMBS --> -20% chance YES it's SAD BUT IT BRINGS THE BASE ESSENTIALLY TO: LEVEL 1 WEAPON: 91.2% - 30% = 61.2% LEVEL 2 WEAPON: 81.2% - 30% = 51.2% LEVEL 3 WEAPON: 71.2% - 30% = 41.2% ---------------------------------------------- ----- WANT TO BOOST YOUR SUCCESS CHANCE? ----- ---------------------------------------------- THE BASIC MOST EASIEST WAY FIND A PRIEST: "BLESSING" adds +1% SUCCESS RATE "GLORIA" adds +3% SUCCESS RATE THE HARD WAY --------- BEST GEAR --------- ------- IN IRO ------- HEAD UPPER: APPLE OF ARCHER (+3 DEX) HEAD MIDDLE: N/A HEAD LOWER: N/A BODY (ARMOR): PORING CARD (+2 LUCK) SHIELD: N/A ROBE: N/A ACCESSORY 1: SLOTTED GLOVE WITH ZEROM CARDS ( 1 + 3 DEX (+4 DEX)) ACCESSORY 2: SLOTTED GLOVE WITH ZEROM CARDS ( 1 + 3 DEX (+4 DEX)) SHOES: CRYSTAL PUMPS (FEMALE ONLY) -- MEN CAN WEAR (LUK +5) WEAPON: 4 SLOTTED KNIFE/AXE/SWORD WITH 4 DROPS CARDS (+1 dex (+4 dex)) - - - - FORTUNE SWORD (+5 LUCK) TOTAL = DEX = 15, Luck = (7), OVER ALL = 22 --> +2.2% - - - OR dex = 11, lUCK = (12), oVER ALL = 23 --> 2.3% -------------------------------------- --- OVER ALL (SOME NOT IN IRO YET) --- -------------------------------------- HEAD UPPER: MIMIC CARD (DEX+2, LUCK +3) HEAD MIDDLE: SLOTTED SUNGLASSES WITH A MIMIC CARD (DEX+2, LUCK +3) HEAD LOWER: N/A BODY: PORING CARD (+2 LUCK) SHIELD: RIDEWORD CARD (+6 DEX) ROBE: N/A ACCESSORY 1: SLOTTED GLOVE WITH STING CARDS ( 1 + 4 DEX (+5 DEX)) ACCESSORY 2: SLOTTED GLOVE WITH STING CARDS ( 1 + 4 DEX (+5 DEX)) SHOES: CRYSTAL PUMPS (FEMALE ONLY) -- MEN CAN WEAR (LUK +5) WEAPON: 4 SLOTTED KNIFE/AXE/SWORD WITH 4 "STEM WORM" CARDS (+2 dex (total +8 dex)) TOTAL = DEX = 28, Luck = 13, OVER ALL = 41 --> +4.1% FORGING CALCULATOR -------------------------------------------------------------------- WHEN FORGING FOR ANOTHER PERSON - Get Money & Materials up front - if required to make Iron and Steel, MAKE SURE YOU DO THAT FIRST - DON'T CHEAT THEY CAN TELL Now Before you can do all that you have to first GET to that point, and that requires leveling, and graduating form a MERCHANT to a BLACKSMITH. the changeing jobs from merchant to blacksmith will not be discussed in this faq till a later date as I personally do not have this information. Leveling consists of 4 main Things, STATS, SKILLS, and weapons, and armor let's proceed in order: #1. STATS - since a PUREF FORRGE-merchant only gets 9 STR, and a butt load of DEX and LUCK, there aren't many enemies he can kill easily, and those that are are very low in EXP gain, ways around this will be discussed in "TRICKS TO LEVEL" (easy name huh?) - - One side effect of this is that a monster that has over 1000 HP will take 10 hits from a weapon that deals 100 damage, and will be able to hit you at least 9 times barring the monster missing or you missing the monster giving it an exxtra chance to hit you. - Now the DEX does come in handy in one aspect, DEX means yoiu will miss less, but missing something that gives 14 EXP isn't exactly a great thing, but not missing means that the enemy monster will have less time to hit youas it will die faster than if you missed a lot. (as explained above) - - DEX also raises the minimum damage of a weapon, but only up to a weapon's BASE damage LEVEL so, if you have 99 dex, and are using knife, you will always do the BASE 43 DAMAGE (but there is a trick to this) - LUCK is also good in that every 10 luck = 1 lucky flee which essentially means for every 10 luck, you are missed 1% by monster's attacks, and at 99 luck, you are missed 10% because 99/10 = 9 +1 BASE LUCKY FLEE, but that will take you a long time to acchieve, so don't count on it, BTW when you perform LUCKY DODGE a little bubble that says lucky wwill spurt from your mouth. - - Another Side effect of LUCK is that for EVERY 3 LUCK you get +1% Criticalso at 99 luck you get 33% chance to critical, now theis is a great asopect of LUCK because criticals NEVER miss, but they alls come so few apart for them to be relied upon, so while they are a great thing when they hapopen, they shouldn't be too relyed on - - Criticals have some nice side effects: - - - Criticals never miss - - - Criticals ignore DEF, but NOT VITality, so usually, you will hit for higher damage and that brings us to the 3rd LUCK attribute - - LUCK BOOSTS CRITS DAMAGE by 1 LUCK = +1 DAMAGE so you get a max of +99 DAMAGE, now this may not seem like a lot right now, but this actually DOUBLES the attack of a FORGESMITH (BTW for the slow people, expect to only hit between 100-> 140) NOW let's combine the 2 stats: DEX = MAX DAMAGE OF WHATEVER WEAPON YOU WEILD, AND NO MISSING LUCK = CRITS THAT DO NOT MISS AND ADDED CRIT DAMAGE ESSENTIALLY THERE WILL BE A POINT IN YOUR LIFE WHERE YOU WILL NEVER MISS, too bad it will be against enemies that aren't worth the experience to always hit. BUT this never missing can be used to abuse the Tactics outlined in: "TRICKS TO LEVEL." also if it's possible to crit as much as possible, say like around 70% which is possible for a PURE FORGER you can go after hiher def monsters as if they were regular monsters and kill them quicker. this is good as higher DEF monsters often have low VIT and very good EXPerience that is the main part of leveling. now to acchieve around 70% crit rate as a regular non ASSASSIN (who cheats with a double crit rate from katar class weapons) 3 SOLDIER SKELETON cards in a 3 slot CHAIN = 27% crit 2 KOBOLD clips = 10% crit ____ 37% crit 99 LUCK = 33% crit 1% Base CRIT every class gets ___________________ 71% crit, THIS IS VERY EXPENSIVE - but when this is achieved around level 65-70 if you only max LUCK and ignore DEX (after gaining around 15-20 DEX) - this means witha basic 3 slot chain, you will always crit for around 200 because of the 84 BASE damage of the SWORDMACE and the added 99 damage from the 99 luck and the added 9 STRength = 192 (BUT don't worry you'll also get a bonus from your SKILLS as explained in the next section) #2 SKILLS UNFORTUNATELY besides MAMMONITE, the MERCHANT skills are NON-ATTACK based The BASIC SKILLS FOR ALL MERCHANTS ARE AS FOLLOWED (OF ALL THE VARIOUS SKILL TREESE THESE ARE ALWAYS PREVALENT) 5 ENLARGE WEIGHT LIMIT 10 PUSHCART (especially for CART REVOLUTION skill) 3 VENDING (ALLOWS VENDING OF UP TO 5 ITEMS) NOW FOR THE OTHER SKILLS 10 DISCOUNT 10 OVERCHARGE 10 MAMMONITE 1 ITEM APRAISAL (IDENTIFY'S ARMOR AND WEAPONS DROPPED FROM A MONSTER WITHOUT AID OF MAGNIFYING GLASS) - - - Most people sacrifice 1 LEVEL of VENDING (VENDING LEVEL 3 instead of VENDING LEVEL 4) for ITEM APPRASIAL ------------------------------ DISCOUNT - this skill is the basis of vending RED POTIONS and FLY WINGS at a lower price than the NPC ITEM SELLERS and re selling them at around 40-45 zeny for RED POTIONS and 47-52 zeny for FLY WINGS, unfortunately this gains you very little profit, but it does make LEVELING A LOT easier. OVERCHARGE - this skill is the basis of selling goods/monster drops/junk to the NPC for higher than normal values, essentially this is howe merchants get so rich, and are able to buy expensive items a lot easier than other classes, but don't get your hopes up too much, as a PUREFORGER is not able to kill the monsters that drop good selling stuff. but what you get from overcharging your stuff to the NPCs should allow you to buy the items you need with or without DISCOUNT so that you can level consistantly and constantly especially since your pushcart has an 8000 weight limit MAMMONITE - USELESS for a pureforger, as we do not PVP, even though a PUREFORGESMITH CAN ACTUALLY TAKE OUT AN AGI ASSASSIN PRETTY EASILY WHEN THEY HAVE THEIR LUCK MAXED - MAMMONITE allows the user to exchange zeny for the ability to do up to 600% damage, but at 1000 zeny is a hefty price to constantly use this to level but it does come in handy for doing a quick run into a dangerous area for a quick EXP run ------------------------------ OPTIONAL SKILLS CART REVOLUTION THE BEST MERCHANT->BLACKSMITH SKILL EVER MADE. - it damages ALL enemies around the CHOSEN enemy, not around the Palyer as it SEEMS LIKE IT WOULD (this can backfire) - - and it's treated as splash damage, 100% damage to chosen monster, 75% to any idiots around chosen monster - it does between 150% and 250% depending on weight of cart, - - EMPTY CART 150% DAMAGE - - FULL CART 250% DAMAGE - any damage modifiers ARE ADDED to to the damage IE wielding a a triple envenom chain dooes up to 360% damage on poison CRAZY UPROAR (gain +4 STR for 5 minutes) not that usefull, but if you get the 7 PEARLS needed for the skill, you might as well abuse the skill when not abusing CART REVOLUTION. CART CHANGE (simply for show, and essentially a cheap version of a 99 aura glow, does nothing to the damage of CART REVOLUTION) -------------------------------------------------------------------------------- #3 WEAPONS SWORDMACE: The main choice of a MERCHANT and BLACKSMITH. - 130 BASE DAMAGE - DROPPED BY DOKKAEBI CHAINS: the secondary choice of a MERCHANT and BLACKSMITH. - 84 BASE DAMAGE - THE ONLY MACE WITH 3 SLOT ABILITY (dropped by MARINE SPHERE (you'll have to buy this or kill with another character, as you won't survive in BYAMAN level 3 and 4)) THE 3 SLOTS: (the reason this is the main choice) - a merchant will always level on the same creatures from level 30 to level 99 with the occasional leap of faith for a quick EXP gain/zeny loss - the cards you use in the chain should reflect on the highest EXP monster in the area to kill. ELEMENTAL MODIFIERS - - - ANACONDAQ CARDS against POISON - - - DRAINLIAR CARDS against WATER - - - VADON against FIRE - - - MANDRAGORA CARDS against WIND - - - ORC SKELETON against HOLY - - - SANTA PORING against SHADOW - - - STROUF CARDS against DEMON - - - EARTH PETITE CARDS against DRAGONS (DON'T BOTHER) - - - KAHO CARDS against EARTH (YOU'LL NEVER GET THESE CARDS AS KAHO ISN'T IN IRO YET) - - - SCORPION KING against UNDEAD (NOT EASY TO COME BY - NOT IN IRO YET) RACIAL MODIFIERS - - - FLORA CARDS against FISH - - - GOBLIN CARDS against BRUTE - - - CARAMEL CARDS against INSECT - - - HYDRA CARDS against DEMI-HUMAN (MAINLY FOR PVP BLACKSMITHS) - - - SCORPION CARDS against PLANT THESE CARDS ADD 20% DAMAGE ON TOP OF WEAPON DAMAGE INCLUDING THE POWERS OF CART REVOLUTION WEAPON CHOICES: A 3 slotted CHAIN (dropped by MARINE SPHERE) - has a base damage of 84 +60% = 134 - - if held while doing "CART REVOLUTION" 134* 2.5 max = 268 A slotted SWORDMACE (dropped by DOKKAEBI) with one of these +20% cards in it - has a base damage of 130 +20% = 156 - - if held while doing "CART REVOLUTION" 156* 2.5 max = 390 #4 ARMOR THE BEST ARMOR FOR LEVELING IS: HEAD: GOGGLES (5 DEF) AROMOR: PADDED ARMOR (6 DEF) or CHAIN MAIL (7 DEF) ROBE: MUFFLER (2 DEF) (only need store bought) SHOES: BOOTS (4 DEF) (only need store bought) THE SHIELD (THE BEST SHIELD for a MERCHANT->BLACKSMITH is a BUCKLER) - SLOTTED BUCKLERS ARE DROPPED BY: GOBLINS, AND KOBOLDS RACIAL MODIFIERS - - - ORC WARRIOR CARD against BRUTE (50%) - - - BIGFOOT CARD against INSECT (50%) - - - THARA FROG CARD against DEMI-HUMAN (MAINLY FOR PVP BLACKSMITHS) (50%) - - - KHALITZBURG CARD against DEMON (50%) - - - RAFFELSIA CARD against FISH (NOT IN ANY RO VERSION YET) (50%) - - - SOLDIER ANDRE CARD against PLANT (NOT IN ANY RO VERSION YET) (30%) - - - ANUBUS CARD against ANGEL (USELESS AS NO LOW hp MONSTERS ARE ANGELS) (30%) SO BASICALLY YOU GET TO CHOOSE (BIGFOOT --- INSECTS) OR (ORC WARRIOR --- BRUTES) NOW SOMETHING TO UNDERSTAND ABOUT DAMAGE REDUCTION - FIRST COMES THE ARMOR DEF - SECOND COMES THE CARDED DEF AS A PERCENTAGE OF WHAT'S LEFT - THRID COMES THE 1 VIT (OR 40-50 IF YOU CHOSE THE NEW VERSION) --------------------------------------------------------------------------- ------------------------------------- ---------- TRICKS TO LEVEL ---------- ------------------------------------- "RED LEVELING" - USING RED POTIONS IN ORDER TO HEAL FASTER WHILE SITTING - COST SOME MONEY, BUT IT'S FASTER THAN WAITING ON YOUR BUTT FOR YOUR hp TO RISE - DOES NOT HEAL SP, ONLY HP "POWER LEVELING" - USING RED POTIONS CONSTANTLYIN ORDER TO KILL A MONSTER THERE WOULD BE NO CHANCE IN HELL YOU COULD EVER KILL ON YOUR OWN (About 80% of them) - COSTLY, economically stupid and pointless - hope you never run out mid monster or hope you have the FLY WING when you need it "TANKING" - This is where some one attacks the monster with a weak hit, and you kill it, while the monster is trying to kill your friend - also known as kill stealing if you don't have the person's permission - this is useful only to about level 40 (FOR ANY CLASS) "LEECHING" - THIS IS THE PRIME WAY FOR A PURE FORGER TO GAIN LEVELS - THIS METHOD IS DONE BY FORMING A PARTY WITH SOMEONE WITHIN 10 LEVELS OF YOUR LEVEL, TURNING ON "SHARE EXP", AND WHILE HE KILLS, YOU SIT ON YOUR BUTT ABSORBING THE STOLEN EXP (KINDA LIKE BEING TAXED IN A GUILD, THE GUILD GROWS, WHILE THE PERSON DOING THE DAMAGE LOOSES SOME EXP) - IF THE PERSON YOU "LEECHING" OFF DIES, ONLY HE LOOSES 1% EXP - This is your best way to level - they will get tired of leeching you... which brings us to: "SELF LEECHING" - PURCHASING A SECOND ACCOUNT OR ABUSING THE 15 DAY TRAIL TO CREATE A SECOND CHARACTER THAT YOU USE TO LEECH YOUR PURE FORGESMITH - USUALLY DONE WITH A ASSASSIN OR A MAGE - NOT ILLEGAL, BUT WASTING REAL MONEY TO LEVEL CHARACTER IN A FAKE WORLD. - - YOU NEED TWO COMPUTERS AND A ROUTER/SPLITTER TO DO THIS. - - - THERE MAY BE A WAY WINDOWS xp CAN OPPEN 2 INSTANCES OF ro LEAGALLY (WITHOUT MODIFYING THE CLIENT) THIS WILL BE A SHORT LIST LEVEL 1-20 (PORINGS, DROPS, THIEF BUGS, LUNATICS, WILLOWS) LEVEL (20 ->LEVEL 60) (BET YOU WERE EXPECTING LEVEL 20-LEVEL 30) POPORINGS, FEMALE THIEF BUGS AND THE ABOVE MONSTERS LEVEL 60-> LEVEL 99 ANACONDAQS, POISON SPORES AND THE ABOVE MENTIONED MONSTERS WOW SHORT LIST EH? HERE'S WHY A FORGESMITH gets no agi, so it's flee is basically (it's level + 1) so at level 40 you'll have 41 flee, you can't even dodgea poring with this little flee, so if a monster attacks, YOU WILL BE HIT, even with a mocking muffler, you will still be hit 90% of the time, and there is no way around this fact, besides tanking, and leeching. This class brings new meaning to the phrase "KILL OR BE KILLED" in RO, cause you will trade hits with whatever you are planning to kill. so if it hits for 100 damage, even with 25% off from DEF, you are still taking 74 damage (1 vit doesn't help much). While you will get hit a lot, you will also never miss, so this basically turns into a battle of the HP, kinda like 2 CRIT sins Fighting in PVP, they both don't miss, and it's a 50/50 chance to win if you have the same HP, but in fighting monsters you gain an edge, you get to hit first, as long as you not on an aggro map, and even though poison spores are aggro, there are maps where you can face them one one one for the most part. --------------------------------- --------------------------------- --------------------------------- Places Pure Forgers are known to level and habitate: CULVERTS 1, 2: THIEF BUG LAND - TO GET THIS PLACE "UNLOCKED" got to the North west (TOP LEFT) of PRONTERA, enter the knight guild (chivaly) and talk to the guide NPC (First NPC on left as you walk in) tell him you want to sign up and he will give you some potions and "UNLOCK" the culverts entrance and warp you there. - IF you die in CULVERTS, and you will, to go back to CULVERTS, simply walk out the WEST (LEFT) gate of prontera, and keep walking in a straight line to your LEFT (WEST) and talk to the guard to re enter. - OBVIOUSLY SAVING IN PRONTERA IS A WISE DECISION - thief bugs and female thief bugs are helpers (MOBBERS), meaning if you attack one, any other thief bugs on screen will come to kill you, UNLESS YOU KILL THE THIEFBUG IN ONE HIT. - THIS IS WHERE YOU WILL FIND 3 ITEMS YOU'LL NEED FOR WHEN YOU TURN BLACKSMITH - - THIEFBUG CARDS (+1 agi to armor) ASSASSINS LOVE THESE CARDS - - IRON ORE - refined into iron by "IRON TEMPERING" (used as main ingredient in level 1 weapons) - - slotted JACKETS - light weight, and slotted, you'll want to keep at least one as "FORGING GEAR" - - - ITEM APPRAISAL IS A GOOD SKILL TO USE ON THESE IF YOU PLAN TO LIVE HERE - - ALSO - - FEMALE THIEFBUG CARDS (+1 agi to weapons) THIEVES and DUAL DAGGER ASSASSINS LOVE THESE CARDS --------------------------------- ANGEL ISLAND From PRONTERA, exit the SOUTH (DOWN) exit, and got down 1 map, and on the desert map, take the RIGHT (EAST) exit (located in the middle of the map). on this map are PORINGS, DROPS AND POPORINGS, your main targets for leveling. but also on this map are ANGELING AND GHOSTRING, two minibosses that can kill you in 1-4 hits, so carry fly wings to escape. - THIS IS A GREAT PLACE TO FIND CERTAIN ITEMS YOU'LL NEED FOR WHEN YOU TURN BLACKSMITH - - PORING CARDS - +1 LUCK to armor (+ 2LUCK when JUNO comes out) (RAISES SUCCESS RATE OF FORGING) - - ZIRCON (dropped by POPORING) use to forge DAMASCUS, a DUAL DAGGER ASSASSIN'S most powerful weapon - - DROPS CARDS (+1 DEX on weapons) you need to get 4 of these cards, and a 4 slotted weapon which is: - - 4 slotted knife (dropped by PORING) NORMALLY USELESS - - - keep one for making a "quad dextrous knife" (4 DROPS CARDS) will allow +.4% success in forging - ALSO - - POPORING CARDS (DETOXIFY LEVEL 1) You'll want ONE of these for later leveling against ANACONDAQS or POISON SPORES (just add them to a BELT, purchased in PRONTERA weapon shop) You can't run from ANGELING nor GHOSTRING forever, and due to the fact this area is rich in FORGESMITH requirements, you might want to save in PRONTERA, much like if you were leveling in CULVERTS --------------------------------- ANACONDAQS (HODE map) ANACONDAQS (Red snakes found 2 maps south of MORROC) From MORROC, exit SOUTH (DOWN), then go SOUTH one map to the exit, (middle of bottom of map) ONLY kill one anacondaq at a time, THEY ARE NOT AGGRESIVE, THEY DO NOT MOB BUT: THEY DO HAVE 1000+ HP and hit for around 150, so make sure you have your best store bought armor on when you finally come to this area. - ITEMS YOU'LL NEED FOR WHEN YOU TURN BLACKSMITH - - DROPS CARDS (+1 DEX on weapons) you need to get 4 of these cards - ALSO - - ANACONDAQ CARDS (+20% on POISON property monsters) yes they give a card that helps kill them and POISON SPORES faster, how generous (TOO BAD STORE BOUGHT SWORDMACES AND CHAINS AREN'T SLOTTED) --------------------------------- POISON SPORES (GEFFEN DUNGEON) In GEFFEN goto the CENTER of the twon (it's a flipping circle) and enter the building, keep walking till you see a map in the right hand upper corner of your screen ONLY kill around the ENTRANCE/EXIT. THEY ARE AGGRESIVE, THEY DO MOB - IT IS WISE TO GET CART REVOLUTION BEFORE ENTERING THIS DUNGEON - IT IS WISE TO GET A DETOXIFICATION BELT (POPORING CARD) BEFORE ENTERING THIS DUNGEON - THIS AREA DROPS NOTHING USEFUL. --------------------------------- NOW, TO HELP THE LEECHERS: PLACES TO LEECH your PURE FORGESMITH friend/SELF/character Since the best leech is a MAGE/WIZARD/SAGE (basically the same skills (fire wall and fire bolt)) - HODE MAP - - detailed how to get to above - - no aggros means leech can sit anywhere - ARGIOPE FIELD - - PRONTERA, go NORTH (UP) through the CASTLE, then UP one map, taking the UPPER RIGHT PORTAL (Located 75% to the right of the top of the map) - - AGRESSIVE MAP - - SAFESPOT: Bottom RIGHT entrance (people patrol this area keeping death toll down) - - BEST ALL LEVEL LEECHING PLACE - CLOCK TOWER LEVEL 2 - - In AL DE BARON goto the CENTER of the toWn and enter the building. walk to the RED DOT in the middle of the LARGE sopt in the center of the map - - AGRESSIVE MAPS - - SAFESPOT: TOP LEFT of the LARGE AREA of the map up the stair case, following the path to the right and up to where it stops - - BEST HIGH LEVEL LEECHING PLACE (BLACKSMITH) as your tank needs to be about level 50-60 to even start leveling here --------------------------------- --------------------------------- ---------------------------------