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    Weapon Guide by RoboShop

    Version: 2 | Updated: 11/22/02 | Search Guide | Bookmark Guide

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    Ragnarok Online Beta2
    
    Weapon Guide
    by M. Fitzpatrick (aka RoboShop)
    mattfitz at oco dot net
    Release 2: Fri 22 Nov 2002
    
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    Introduction
    
         With the introduction of new classes, new skills, refining, upgrading,
    forging, new weapons, and even new properties and level limits on old weapons,
    the old question of "What weapon should I use?" demands a whole new answer.
    
         For a simple, on-the-spot answer of what weapon to use, please scroll to
    the bottom of this document-- the chart will outline good choices for weapons
    without getting too in-depth.
    
         For a more detailed explanation of what makes some weapons good and
    others bad-- a must-read if you plan on playing multiple characters, a weapon
    vendor, or a difficult character such as a Merchant or pre-spellcasting
    Novice-- please browse the three explanatory sections that precede the charts.
    
         Warning: This data is not based on the English Beta2 service, but instead
    Japanese Beta2, which is more likely to reflect changes that will be made upon
    English Beta2's December 2nd relaunch.  Likely, but not completely certain, so
    expect some changes to be made next month.
    
         <>
    
    Contents
    
    I.   Classes, Proficiencies, Weapon Types, and Level Limits
         - Table: Weapon Types by Class Availability
         - Table: Level Limits by Weapon Type and Level
    II.  How to Upgrade Weapons
         - Table: Upgrade Shops by Location
         - Table: Upgrade Data by Weapon Level
    III. Attack Speed and Damage Formulas
         - Table: Weapon Swing Time by Class and Weapon Type
         - Table: Effective Double Slash Swing Time by Skill Level
         - Table: Determining BASE Damage (non-bows/unarmed)
         - Table: Determining BASE Damage (bows)
         - Table: Size Factors by Weapon Type
         - Table: Damage Reduction from VIT
    IV.  Good Novice-Level Weapons
         - Wands, Daggers, 1H-Swords, Maces
    V.   Good Low-Level Weapons
         - Wands, Daggers, Bows, 1H-Swords, Maces, 2H-Swords, Spears, Axes
    VI.  Good High-Level Weapons
         - Wands, Daggers, Bows, 1H-Swords, Maces, 2H-Swords, Spears, Axes
    VII. Bad Weapons - Throw These AWAY!
    VIII.Weapon Cards
         - Table: Weapon Cards, Alphabetical
    IX.  Monster Data: Size, Form, Property, Weapon Drops (partial)
    
         <>
    
    I.   Classes, Proficiencies, Weapon Types, and Level Limits
    
         Beta2 offers thirteen classes: one Novice class all players start as, six
    low-level classes to choose from upon mastering the Novice class, and one
    high-level class to match each of the six low-level ones.  [Beta3 note: In the
    future, there will be TWO high-level classes to choose from for each low-level
    one, except two gender-dependent high-level classes for Archers, making a
    grand total of twenty classes in the game.]
    
         Each class is limited to certain weapon types-- a Mage, for instance,
    cannot use a Spear, while a Swordsman cannot equip a Wand.  In addition, most
    classes grant skills that work only with certain weapon types-- a Swordsman
    could use an Axe, for instance, but will usually use a Sword since he has
    access to skills that increase his damage with Swords.
    
         The Weapon Types and their availability to the different low-level
    classes are as follows (high-level classes generally can still use whatever
    the corresponding low-level class can use):
    
         - Table: Weapon Types by Class Availability
    
                      Novice  Swordsman  Thief  Merchant  Acolyte  Mage  Archer
         Unarmed   -   Yes       Yes      Yes     Yes       Yes    Yes    Yes
         Wands     -   Yes                                  Yes    Yes
         Daggers   -   Yes       Yes      Yes     Yes              Yes    Yes
         Bows      -                      Yes                             Yes
         1H-Swords -   Yes       Yes      Yes     Yes
         Maces     -   Yes       Yes              Yes       Yes
         Spears    -             Yes
         2H-Swords -             Yes
         Axes      - 1H-only     Yes              Yes
    
         Weapon type "Books" exists but is only for the high-level class Priest.
    Weapon type "Katar" exists but is only for the high-level class Assassin. 
    [Beta3 note: Weapon types "Lutes" and "Whips" for the future Bard and Dancer
    classes (high-level job changes for Archers) will eventually be enabled.]
    
         Slightly complicating the situation is attack speeds-- different classes
    have different attack speeds with each weapon.  A Merchant, for instance, is
    equally slow with an Axe or a Sword, but a Thief can wield a Dagger much more
    quickly than a Sword or Bow.  More information on this will be given in part
    III of this guide.
    
         In addition, all weapons have level limits-- required minimum base level
    to be able to use a weapon.  This also serves to diversify the number of
    weapons you'll have to use on the way to high levels.  The base level needed
    for a weapon depends on the weapon type and its weapon level-- weapon level is
    a number from 1 to 4 roughly describing the weapon's power level.
    
         - Table: Level Limits by Weapon Type and Level
    
         Weapon Level: -1-   -2-   -3-   -4-
         Wands     -     1    12    24    36     - Wands
         Books     -     2    14    27    40     - Books
         Daggers   -     1    12    24    36     - Daggers
         Bows      -     4    18    33    48     - Bows
         Katars    -     4    18    33    48     - Katars
         1H-Swords -     2    14    27    40     - 1H-Swords
         Maces     -     2    14    27    40     - Maces
         Spears    -     4    18    33    48     - Spears
         2H-Swords -     4    18    33    48     - 2H-Swords
         Axes      -     3    16    30    44     - Axes
    
         Weapon type "Unarmed," of course, has no level requirement.
    
         <>
    
    II.  How to Upgrade Weapons
    
         In the weapon charts, you'll notice I've included numbers in front of
    many of the entries... "+6 Stiletto", for instance.  This means the number of
    times the weapon has been refined, or (to avoid confusion with a Blacksmith
    player's skills to refine ores and elemental stones) "upgraded."
    
         Anyone with the proper ore, upgrade fee, and ability to equip a weapon
    can upgrade it by visiting an upgrade shop.  There are four upgrade shops:
    
         - Table: Upgrade Shops by Location
    
         Alberta  - Merchant Guild (bottom-left corner building), north room
         Morroc   - Bottom-left corner building, basement
         Payon    - Armory (top-left corner building), west room
         Prontera - Building down and right from the center statue
                    (i.e. half a screen straight down from the Armory)
    
         Each upgrade shop houses three NPC's: one who will sell you Phracon and
    Emveretarcon, one who will change Rough Elunium into Elunium and Rough
    Oridecon into Oridecon, and a third who will perform the actual upgrades. 
    Phracon costs 200z and Emvertarcon costs 1000z: because they're bought through
    an NPC conversation interface rather than a shop, Merchant Discount doesn't
    work, but they can now be bought in multiples.
    
         There is risk to upgrading, however-- after upgrading beyond a certain
    safe point, there is a very large chance (an estimated 50%) each additional
    upgrade will fail, reducing the weapon back to non-upgraded state.  There also
    used to be a small chance (an estimated 1-2%) of failure up to the safe point,
    but that has been removed.  I've been told +10 is the maximum; it's a good
    number to take a weapon to if you've got enough zeny and loads of time on your
    hands, but better make sure it has the extra slot so it's worth it.
    
         - Table: Upgrade Data by Weapon Level
    
                          Fee Req'd    Ore Req'd    Safe Point    Atk Per +1
         Weapon Level 1:      50z     Phracon          +7            +2
         Weapon Level 2:     200z     Emveretarcon     +6            +3
         Weapon Level 3:    1000z?    Oridecon         +5            +5
         Weapon Level 4:   10000z?    Oridecon         +5            +5
    
         This means a Mace, which is Weapon Level 1, requires Phracon and 50z for
    each upgrade, can be upgraded seven times easily, and gives +14 bonus Atk when
    upgraded seven times.  Little is known about Weapon Level 4 items, which are
    extremely rare except in the longer-established Beta2 services, such as Korean
    Sakray service.
    
         Armor can also be upgraded, but I haven't gathered the data for it.  Also
    please note that Rough Elunium is very rare (definitely more rare than
    Elemental ores) and Rough Oridecon is extremely rare (refined Oridecon, though
    available from more sources than Empirium, is less actively hunted and so is
    about as valuable as Empirium).  Iron Ore, Iron, and Steel are used for
    forging new weapons, not for upgrading-- and only Blacksmith players can use
    them.
    
         An alternative to self-upgrading is buying through a Merchant player who
    specializes in upgraded weapons-- since the Merchant has already assumed the
    risk of upgrade failure, he'll have spread out the failure costs over all his
    items.  It's kind of like upgrade insurance, and a good alternative for people
    who don't have the time to deal with upgrading, or have had too much bad luck
    in the past.  Make sure you're either buying an over-upgraded weapon or a
    correctly-priced safe-upgraded weapon, though-- a lot of Merchants seek to
    profit from people who don't know how to upgrade themselves.
    
         <>
    
    III. Attack Speed and Damage Formulas
    
         Attack speed in Ragnarok Online is measured by ASpd-- a figure which,
    like most of the numbers in your status display, doesn't really describe
    what's actually happening.  Attack speed is based on a weapon swing time--
    the larger the swing time, the slower the weapon.
    
         - Table: Weapon Swing Time by Class and Weapon Type
    
                      Novice  Swordsman  Thief  Merchant  Acolyte  Mage  Archer
         Unarmed   -   0.50     0.40     0.40     0.40     0.35    0.50   0.40
         Wands     -   0.65                                0.60    0.70
         Daggers   -   0.65     0.50     0.50     0.60             0.60   0.60
         Bows      -                     0.85                             0.70
         1H-Swords -   0.70     0.55     0.65     0.70
         Maces     -   0.70     0.65              0.70     0.60
         Spears    -            0.65
         2H-Swords -            0.60
         Axes      -   0.80     0.70              0.75
    
         (Sorry, no data on Books and Katars yet.)
    
         Weapon speed is made quicker (i.e., the swing time becomes smaller)
    with AGI and DEX.  Every 2 points in AGI will reduce the decimal speed
    value by 1/150th... Every 5 points in DEX also reduces the value by
    1/150th.
    
         The Thief skill Double Slash gives each attack with a knife a chance
    to hit twice instead of once, though double attacks still take the same
    amount of time as single attacks.  Increasing Double Slash skill reduces a
    Thief's effective knife slowness if you average out those bonus attacks:
    
         - Table: Effective Double Slash Swing Time by Skill Level
    
         No Double Slash    =  no double attack = 0.50 (=10/20)
         Double Slash Lv. 1 =  5% double attack = 0.48 (=10/21)
         Double Slash Lv. 2 = 10% double attack = 0.45 (=10/22)
         Double Slash Lv. 3 = 15% double attack = 0.43 (=10/23)
         Double Slash Lv. 4 = 20% double attack = 0.42 (=10/24)
         Double Slash Lv. 5 = 25% double attack = 0.40 (=10/25)
         Double Slash Lv. 6 = 30% double attack = 0.38 (=10/26)
         Double Slash Lv. 7 = 35% double attack = 0.37 (=10/27)
         Double Slash Lv. 8 = 40% double attack = 0.36 (=10/28)
         Double Slash Lv. 9 = 45% double attack = 0.34 (=10/29)
         Double Slash Lv.10 = 50% double attack = 0.33 (=10/30)
    
         This is why Thieves with Double Slash should still use Knife class
    weapons against enemies of all sizes-- Knives for Lv.10 Double Slash
    Thieves swing about as fast as an unarmed Acolyte, if you average all the
    extra slashes in.
    
         For reference, the in-game displayed ASpd equals 2.00 minus your stat-
    adjusted swing time, then multiplied by 100.  This explains why a 1-AGI
    1-DEX Axe Novice with a listed ASpd of 120 seems half as fast as a 70-AGI
    30-DEX Ring Pommel Saber Swordsman with a listed ASpd of 160... the AGI
    Swordsman really is twice as fast: his swing time is 0.40 to the Axe
    Novice's 0.80!
    
         Damage is a little bit tougher to figure, since you have two components
    that add together: BASE damage granted by your stats, masteries, and
    refining, and a damage RANGE on top.  Both are calculated very differently.
    
         - Table: Determining BASE Damage (non-bows/unarmed)
    
         Each point in STR:                       +1
         Every +1 upgrade (Weapon Level 1):       +2
         Every +1 upgrade (Weapon Level 2):       +3
         Every +1 upgrade (Weapon Level 3):       +5
         Every +1 upgrade (Weapon Level 4):       +5?
         For having 10-19 STR:                    +1
         For having 20-29 STR:                    +4
         For having 30-39 STR:                    +9
         For having 40-49 STR:                   +16
         For having 50-59 STR:                   +25
         For having 60-69 STR:                   +36
         For having 70-79 STR:                   +49
         For having 80-89 STR:                   +64
         For having 90-99 STR:                   +81
         For having 100-109 STR:                +100
         For having 110-119 STR:                +121
         For having 120-129 STR:                +144
         Every 5 full points in DEX:              +1
         Every 5 full points in LUK:              +1
         Weapon Mastery bonuses:            As given
    
         Please note the 10-point STR tier bonuses are not cumulative in this
         table.
    
         - Table: Determining BASE Damage (bows)
    
         Each point in DEX:                       +1
         Every +1 upgrade (Weapon Level 1):       +2
         Every +1 upgrade (Weapon Level 2):       +3
         Every +1 upgrade (Weapon Level 3):       +5
         Every +1 upgrade (Weapon Level 4):       +5?
         For having 10-19 DEX:                    +1
         For having 20-29 DEX:                    +4
         For having 30-39 DEX:                    +9
         For having 40-49 DEX:                   +16
         For having 50-59 DEX:                   +25
         For having 60-69 DEX:                   +36
         For having 70-79 DEX:                   +49
         For having 80-89 DEX:                   +64
         For having 90-99 DEX:                   +81
         For having 100-109 DEX:                +100
         For having 110-119 DEX:                +121
         For having 120-129 DEX:                +144
         Every 5 full points in STR:              +1
         Every 5 full points in LUK:              +1
    
         Please note the 10-point DEX tier bonuses are not cumulative in this
         table.
    
         The damage RANGE that generates a random number to add on top of your
    BASE damage is easier to figure.  The high end of the range equals your
    weapon's listed Atk value (plus arrow Atk value, if applicable).  The low
    end of the range equals your DEX, but cannot exceed the high end of the
    range.  If you're unarmed, your RANGE value is zero.  For instance, a
    Merchant with a Ring Pommel Saber and 20 DEX has a damage RANGE of 20-100,
    because Ring Pommel Saber's Atk is 100.
    
         Once the damage RANGE is determined, a number within the RANGE is
    picked at random (each number in the range having equal odds), then the
    RANGE result is reduced by size penalties, if the size of your weapon does
    not match the size of your target.  The size-adjusted RANGE result is then
    added to BASE damage (which is not size-adjusted), reduced by a percentage
    equal to your target's DEF, then reduced according to your target's VIT.
    
         As an example, if a Merchant has BASE damage of 48, a damage RANGE of
    20-100, and attacks an great-sized Ambernite with a Ring Pommel Saber, a
    number is selected from 20-100, reduced by 75% (due to size mismatch),
    then added to the BASE of 48, then reduced by the Ambernite's DEF, and
    VIT.  See part IX, Monster Data, for information on monster sizes.
    
         Critical hits deal damage equal to your BASE plus the maximum limit
    of your RANGE-- i.e., your Atk value-- and completely ignore enemy DEF and
    VIT.  The RANGE is still size-adjusted, though-- this makes critical hits
    handy for figuring out enemy sizes, even if their DEF and VIT is unknown.
    
         - Table: Size Factors by Weapon Type
    
         Monster Size: Small   Medium   Great
         Unarmed   -    100%    100%     100%
         Wands     -    100%    100%     100%
         Daggers   -    100%     75%      50%
         Bows      -    100%    100%      75%
         Katars    -     75%    100%      75%
         1H-Swords -     75%    100%      75%
         Maces     -     75%    100%     100%
         Spears    -     75%     75%     100%
         2H-Swords -     75%     75%     100%
         Axes      -     50%     75%     100%
    
         (Sorry, no data on Books yet.)
    
         - Table: Damage Reduction from VIT
    
         Every 2 points in VIT: 1 damage reduction
         For having 10-19 VIT:  1 damage reduction
         For having 20-29 VIT:  2 damage reduction
         For having 30-39 VIT:  3 damage reduction
         For having 40-49 VIT:  4 damage reduction
         ... etc.
    
         This means a target with 47 VIT receives (47 / 2) + 4 = 23 + 4 = 27
    total damage reduction applied after the DEF percentage is taken.  [Beta3
    note: the VIT bonus has been tweaked more than any other one, and damage
    reduction is almost sure to change again by the time eBeta returns.]
    
         <>
    
    IV.  Good Novice-Level Weapons
    
         "Effective Atk" is a number I use to describe a weapon's overall power.
    It's based on the weapon's actual Atk value (adjusted for any size penalties)
    plus double any bonus from refining (since refining adds both minimum and
    maximum damage, and isn't affected by size penalties).  > < denotes no size
    penalties applied.  20%DC is buying price assuming a 20% Discount.  No price
    is given for "OVER" (over the safe upgrade limit), "RARE" (rare weapons), or
    "ORID" (upgrades requiring Oridecon) because these are all difficult to get!
    
         Under slots, a colon (:) indicates store-bought slots on the weapon,
    while a period (.) indicates monster-drop bonus slots on a weapon.  For
    example, ::. indicates the store-bought version has 2 slots, and the monster-
    dropped version has 3.  0 means no slots.  Lv indicates Base Level required
    to use the weapon.  Don't forget to take weapon speed and one- or two-
    handedness into account when selecting a weapon.
    
    Upgraded Weapon Level 1 pricing comments:
    +7: Anyone can get a Weapon Level 1 to +7 with a mere 1750 zeny investment,
        with no risk involved and very little time invested.
    +8: Uncommon but not difficult to get.  Plan to invest another 7K (less if
        you're lucky with upgrading).
    +9: Not often seen.  Having an extra slot is a good idea if you plan on
        taking a weapon to this level.
    +10:Nobody does this, but nobody's stopping you.  Rare due to most people not
        bothering to upgrade this much on a Weapon Level 1.  Max upgrade. 
        Limited use, but not too hard to make one yourself if you have the time
        and 100K or more extra zeny and an absolute need for four card slots.
    
    Upgraded Weapon Level 2 pricing comments:
    +6: Anyone can get a Weapon Level 2 to +6.  A good level to shoot for if
        you're short on zeny.  It only costs 7200 zeny to get a +6.
    +7: Buying through a merchant is safe, though you can expect it to run
        about 30K above the +6 price.  Not too hard to do yourself, though.
    +8: Most people shoot for this level.  Having a monster-drop weapon (i.e.
        extra slot) is a good idea if you plan on taking it to +8 or higher.
        +8 Weapon Level 2 weapons usually run over 100K when vended.
    +9: Super-rare.  Definitely better have extra slot.  Expect to pay top zeny.
        If doing it yourself, it's best to upgrade two weapons in tandem so
        you have a +8 to fall back on no matter how many times you fail.
    +10:The coveted max upgrade-- I don't expect to see any of these for a very
        long time.  Good luck getting anyone to part with such a weapon for less
        than two million.
    
    Weapon Level 3/4, of course, will almost always stop at +5, since the risk
    involved in over-upgrading is huge-- pure Oridecon, needed for each upgrade,
    typically fetches a price of around a quarter million apiece on the English
    servers (half as much on Asian language servers).  Even a +6 Weapon Level
    3/4 item is likely to be a highly prized possession, and the maximum of +10
    is unlikely to ever be seen in the game.  If you manage to over-upgrade one
    of these, add 10 to Effective Atk across all sizes per over-upgrade.
    
    Effective Atk vs: Small   Med    Great| Wgt  Slot  20%DC  Lv  Special
    
    Rod                >15<   >15<   >15< |  40  :::.     40   1  MAtk+15%
    +7 Rod             >43<   >43<   >43< |  40  :::.   1790   1  MAtk+15%
    +10 Rod            >55<   >55<   >55< |  40  :::.   OVER   1  MAtk+15%
    
    Knife              >17<    12      8  |  40  :::.     40   1
    Main-Gauche        >43<    32     21  |  60  :::.   1920   1
    +7 Main-Gauche     >71<    60     49  |  60  :::.   3670   1
    +10 Main-Gauche    >83<    72     61  |  60  :::.   OVER   1
    
    Sword               18    >25<    18  |  50  :::.     80   2
    Blade               39    >53<    39  |  70  :::.   2320   2
    +7 Blade            67    >81<    67  |  70  :::.   4070   2
    +10 Blade           79    >93<    79  |  70  :::.   OVER   2
    
    Club                17    >23<   >23< |  70  :::.     96   2
    Mace                27    >37<   >37< |  80  :::.   1280   2
    +7 Mace             55    >65<   >65< |  80  :::.   3030   2
    +10 Mace            67    >77<   >77< |  80  :::.   OVER   2
    
         Yeah, a Novice could use an "Axe," but at 35 Atk, slower than a mace, and
    lacking any low-level Great enemies (easiest one is Pecopeco), what'd be the
    point?
    
         <>
    
    V.   Good Low-Level Weapons
    
         I've assumed low-level characters don't have access to Oridecon or Cards
    yet so I've excluded upgraded Weapon Level 3/4 items as well as weapons such as
    Gladius that have poor Atk for their Weapon Level but have an extra slot-- if
    you do have Oridecon to use or Cards to slot, then please cross-reference the
    high-level weapon table for more options.
    
    Effective Atk vs: Small   Med    Great| Wgt  Slot  20%DC  Lv  Special
    
    +7 Rod             >43<   >43<   >43< |  40  :::.   1790   1  MAtk+15%
    +10 Rod            >55<   >55<   >55< |  40  :::.   OVER   1  MAtk+15%
    +6 Staff           >76<   >76<   >76< |  40  ::.   14800  12  MAtk+15%,INT+2
    +10 Staff         >100<  >100<  >100< |  40  ::.    OVER  12  MAtk+15%,INT+2
    Arc Wand           >60<   >60<   >60< |  40  :.    36000  24  MAtk+15%,INT+3
    Mighty Staff      >130<  >130<  >130< |  70  0      RARE  24  MAtk+15%,STR+10
    
    +7 Main-Gauche     >71<    60     49  |  60  :::.   3670   1
    +10 Main-Gauche    >83<    72     61  |  60  :::.   OVER   1
    Stiletto           >87<    65     43  |  70  ::.   15600  12
    +6 Stiletto       >123<   101     79  |  70  ::.   22800  12
    +10 Stiletto      >147<   125    103  |  70  ::.    OVER  12
    Fortune Sword      >90<    67     45  |  50  0      RARE  36  LUK+5
    
    Bow                >15<   >15<    11  |  50  :::.    800   4  2H
    Composite Bow      >29<   >29<    21  |  60  :::.   2000   4  2H
    +7 Composite Bow   >57<   >57<    49  |  60  :::.   3750   4  2H
    +10 Composite Bow  >69<   >69<    61  |  60  :::.   OVER   4  2H
    Crossbow           >65<   >65<    48  |  90  ::.   13600  18  2H
    +6 Crossbow       >101<  >101<    84  |  90  ::.   20800  18  2H
    +10 Crossbow      >125<  >125<   108  |  90  ::.    OVER  18  2H
    Arbalest           >90<   >90<    67  | 100  :.    38400  33  2H,DEX+2
    
    +7 Blade            67    >81<    67  |  70  :::.   4070   2
    +10 Blade           79    >93<    79  |  70  :::.   OVER   2
    Ring Pommel Saber   75   >100<    75  |  90  ::.   19200  14
    +6 RPS             111   >136<   111  |  90  ::.   26400  14
    +10 RPS            135   >160<   135  |  90  ::.    OVER  14
    Haedonggum          90   >120<    90  |  90  :.    40000  27  INT+3
    
    +7 Mace             55    >65<   >65< |  80  :::.   3030   2
    +10 Mace            67    >77<   >77< |  80  :::.   OVER   2
    Chain               63    >84<   >84< |  80  ::.   18400  14
    +6 Chain            99   >120<  >120< |  80  ::.   25600  14
    +10 Chain          123   >144<  >144< |  80  ::.    OVER  14
    Sword Mace          97   >130<  >130< | 120  .     40000  27
    
    Pike                45     45    >60< | 100  :::.   2760   4
    +7 Pike             73     73    >88< | 100  :::.   4510   4
    +10 Pike            85     85   >100< | 100  :::.   OVER   4
    Partizan            93     93   >124< | 200  :.    21600  18  2H
    +6 Partizan        129    129   >160< | 200  :.    28800  18  2H
    +10 Partizan       153    153   >184< | 200  :.     OVER  18  2H
    Halberd            123    123   >165< | 250  :.    43200  33  2H
    
    Katana              45     45    >60< | 100  :::.   1600   4  2H
    +7 Katana           73     73    >88< | 100  :::.   3350   4  2H
    +10 Katana          85     85   >100< | 100  :::.   OVER   4  2H
    Bastard Sword       86     86   >115< | 160  ::.   18000  18  2H
    +6 Bastard Sword   122    122   >151< | 160  ::.   25200  18  2H
    +10 Bastard Sword  146    146   >175< | 160  ::.    OVER  18  2H
    Broad Sword        105    105   >140< | 200  :.    52000  33  2H,DEF+5
    Two-Handed Sword   120    120   >160< | 220  :.    48000  33  2H
    
    Battle Axe          37     56    >75< | 180  :::.   4320   3  2H
    +7 Battle Axe       65     84   >103< | 180  :::.   6070   3  2H
    +10 Battle Axe      77     96   >115< | 180  :::.   OVER   3  2H
    Hammer              55     82   >110< | 230  ::.   12400  16  2H
    +6 Hammer           91    118   >146< | 230  ::.   19600  16  2H
    +10 Hammer         115    142   >170< | 230  ::.    OVER  16  2H
    Two-Handed Axe      85    127   >170< | 300  :.    44000  30  2H
    Bloody Axe          80    120   >160< | 400  0      RARE  44  2H,STR+10
    
         <>
    
    VI.  Good High-Level Weapons
    
    Effective Atk vs: Small   Med    Great| Wgt  Slot  20%DC  Lv  Special
    
    +10 Rod            >55<   >55<   >55< |  40  :::.   OVER   1  MAtk+15%
    +6 Staff           >76<   >76<   >76< |  40  ::.   14800  12  MAtk+15%,INT+2
    +10 Staff         >100<  >100<  >100< |  40  ::.    OVER  12  MAtk+15%,INT+2
    Arc Wand           >60<   >60<   >60< |  40  :.    36000  24  MAtk+15%,INT+3
    +5 Arc Wand       >110<  >110<  >110< |  40  :.     ORID  24  MAtk+15%,INT+3
    Mighty Staff      >130<  >130<  >130< |  70  0      RARE  24  MAtk+15%,STR+10
    +5 Mighty Staff   >180<  >180<  >180< |  70  0      ORID  24  MAtk+15%,STR+10
    
    +10 Main-Gauche    >83<    72     61  |  60  :::.   OVER   1
    +6 Stiletto       >123<   101     79  |  70  ::.   22800  12
    +10 Stiletto      >147<   125    103  |  70  ::.    OVER  12
    Gladius           >105<    78     52  |  70  ::.   34400  24
    +5 Gladius        >155<   128    102  |  70  ::.    ORID  24
    Damascus          >118<    88     59  |  80  :.    39200  24
    +5 Damascus       >168<   138    109  |  80  :.     ORID  24
    Fortune Sword      >90<    67     45  |  50  0      RARE  36  LUK+5
    +5 Fortune Sword  >140<   117     95  |  50  0      ORID  36  LUK+5
    
    +10 Composite Bow  >69<   >69<    61  |  60  :::.   OVER   4  2H
    +6 Crossbow       >101<  >101<    84  |  90  ::.   20800  18  2H
    +10 Crossbow      >125<  >125<   108  |  90  ::.    OVER  18  2H
    Arbalest           >90<   >90<    67  | 100  :.    38400  33  2H,DEX+2
    +5 Arbalest       >140<  >140<   117  | 100  :.     ORID  33  2H,DEX+2
    Gakkung           >100<  >100<    75  | 110  :.    33600  33  2H
    +5 Gakkung        >150<  >150<   125  | 110  :.     ORID  33  2H
    Hunter Bow        >100<  >100<    75  | 110  :::.  51200  33  2H,HunterOnly
    +5 Hunter Bow     >150<  >150<   125  | 110  :::.   ORID  33  2H,HunterOnly
    
    +6 Jur             129   >161<   129  |  80  ::.   15600  18  DblCrit,AssOnly
    +10 Jur            153   >185<   153  |  80  ::.    OVER  18  DblCrit,AssOnly
    Katar              111   >148<   111  | 120  :.    32800  33  DblCrit,Ass,DEX+1
    +5 Katar           161   >198<   161  | 120  :.     ORID  33  DblCrit,Ass,DEX+1
    Jamadhar           123   >165<   123  | 150  .     29760  33  DblCrit,AssOnly
    +5 Jamadhar        173   >215<   173  | 150  .      ORID  33  DblCrit,AssOnly
    
    +10 Blade           79    >93<    79  |  70  :::.   OVER   2
    +6 RPS             111   >136<   111  |  90  ::.   26400  14
    +10 RPS            135   >160<   135  |  90  ::.    OVER  14
    Haedonggum          90   >120<    90  |  90  :.    40000  27  INT+3
    +5 Haedonggum       90   >120<    90  |  90  :.     ORID  27  INT+3
    Saber               86   >115<    86  | 100  ::.   39200  27
    +5 Saber           136   >165<   136  | 100  ::.    ORID  27
    Tsurugi             97   >130<    97  | 120  :.    40800  27
    +5 Tsurugi         147   >180<   147  | 120  :.     ORID  27
    Flamberge          112   >150<   112  | 150  0     48000  27
    +5 Flamberge       162   >200<   162  | 150  0      ORID  27
    
    +10 Mace            67    >77<   >77< |  80  :::.   OVER   2
    +6 Chain            99   >120<  >120< |  80  ::.   25600  14
    +10 Chain          123   >144<  >144< |  80  ::.    OVER  14
    Morning Star        82   >110<  >110< | 110  :.    32800  27
    +5 Morning Star    132   >160<  >160< | 110  :.     ORID  27
    Sword Mace          97   >130<  >130< | 120  .     40000  27
    +5 Sword Mace      147   >180<  >180< | 120  .      ORID  27
    Stunner            105   >140<  >140< | 200  0     48000  27  PriestOnly
    +5 Stunner         155   >190<  >190< | 200  0      ORID  27  PriestOnly
    
    +10 Pike            85     85   >100< | 100  :::.   OVER   4
    +6 Glaive          114    114   >140< | 120  ::.   16000  18  2H
    +10 Glaive         138    138   >164< | 120  ::.    OVER  18  2H
    +6 Partizan        129    129   >160< | 200  :.    28800  18  2H
    +10 Partizan       153    153   >184< | 200  :.     OVER  18  2H
    Trident            112    112   >150< | 120  ::.   40800  33  2H
    +5 Trident         162    162   >200< | 120  ::.    ORID  33  2H
    Halberd            123    123   >165< | 250  :.    43200  33  2H
    +5 Halberd         173    173   >215< | 250  :.     ORID  33  2H
    Lance              138    138   >185< | 250  0     48000  33  2H,KnightOnly
    +5 Lance           188    188   >235< | 250  0      ORID  33  2H,KnightOnly
    
    +10 Katana          85     85   >100< | 100  :::.   OVER   4  2H
    +6 Bastard Sword   122    122   >151< | 160  ::.   25200  18  2H
    +10 Bastard Sword  146    146   >175< | 160  ::.    OVER  18  2H
    Broad Sword        105    105   >140< | 200  :.    52000  33  2H,DEF+5
    +5 Broad Sword     155    155   >190< | 200  :.     ORID  33  2H,DEF+5
    Two-Handed Sword   120    120   >160< | 220  :.    48000  33  2H
    +5 Two-Hand Sword  170    170   >210< | 220  :.     ORID  33  2H
    Claymore           135    135   >180< | 250  0     59200  33  2H,KnightOnly
    +5 Claymore        185    185   >230< | 250  0      ORID  33  2H,KnightOnly
    
    +10 Battle Axe      77     96   >115< | 180  :::.   OVER   3  2H
    +6 Hammer           91    118   >146< | 230  ::.   19600  16  2H
    +10 Hammer         115    142   >170< | 230  ::.    OVER  16  2H
    Two-Handed Axe      85    127   >170< | 300  :.    44000  30  2H
    +5 Two-Handed Axe  135    177   >220< | 300  :.     ORID  30  2H
    Bloody Axe          80    120   >160< | 400  0      RARE  44  2H,STR+10
    +5 Bloody Axe      130    170   >210< | 400  0      ORID  44  2H,STR+10
    
         <>
    
    VII. Bad Weapons - Throw These AWAY!
    
         Certain Weapon Level 3 weapons, though popular, are worse than the
    corresponding upgraded Weapon Level 2 weapon-- heavier and more
    expensive too!  Unless you've got Oridecon to upgrade these, or have cards
    you positively do not want to put into a Weapon Level 2 item, get rid of
    them!
    
    Effective Atk vs: Small   Med    Great| Wgt  Slot  20%DC  Lv  Special
    
    Damascus          >118<    88     59  |  80  :.    39200  24
    Gakkung           >100<  >100<    75  | 110  :.    33600  33  2H
    Tsurugi             97   >130<    97  | 120  :.    40800  27
    
         For comparison:
    
    Effective Atk vs: Small   Med    Great| Wgt  Slot  20%DC  Lv  Special
    
    +6 Stiletto       >123<   101     79  |  70  ::.   22800  12
    +6 Crossbow       >101<  >101<    84  |  90  ::.   20800  18  2H
    +6 RPS             111   >136<   111  |  90  ::.   26400  14
    
         Not to mention that for the cost of the Weapon Level 3 items here, it's
    not too hard to over-upgrade to +7 on the Weapon Level 2 items for an
    additional 6 effective Atk against all enemy sizes.
    
         <>
    
    VIII.Weapon Cards
    
         Cards can be inserted in any combination-- cards can even be
    duplicated, thus why you'll occasionally see Double Smart Arc
    Wands for spellcasters, or Triple Clamorous Bastard Swords for beast-
    hunting swordsmen.  Asterisks indicate cards for bosses, which are
    ultra-rare-- don't expect to get your hands on them without a lot of
    time, a lot of levels, and a lot of luck.  The precise numerical
    effects of "25% more damages" cards are still being investigated.
    
         - Table: Weapon Cards, Alphabetical
    
    Abysmal Knight Card
    "Enable to do more damages by 25% on a Boss Monster"
    Adds Prefix: "Liberation"
    
    Anacondaq Card
    "Enable to do 25% more damages on a Poison Property Monster"
    Adds Prefix: "Envenom"
    
    Andre Card
    "ATK + 10"
    Adds Prefix: "Hurricane"
    
    Andre Larva Card
    "INT + 1"
    Adds Prefix: "Smart"
    
    Archer Skeleton Card
    "Enable to do 25% more damages on a Flying Monster"
    Adds Prefix: "Kingbird"
    
    Baphomet Card*
    "Amplify every attack to do splashed damages around 9 cells"
    Adds Prefix: "Scythelike"
    
    Caramel Card
    "Enable to do 25% more damages on a Insect-like Monster"
    Adds Prefix: "Insecticide"
    
    Desert Wolf Card
    "Enable to do 25% more damages on a Small Sized Monster"
    Adds Prefix: "Gigantic"
    
    Deviace Card*
    "Enchant a Weapon with the Water Property"
    Adds Prefix: "Aqua"
    
    Doppelganger Card*
    "Enable to do Faster-Attack all the time"
    Adds Suffix: "of Verserk"
    
    Dracula Card
    "Regain 10% of the Damage Done on an Enemy as SP (Success Chance 25%)"
    Adds Prefix: "Spiritual"
    
    Drainliar Card
    "Enable to do 25% more damages on a Water property Monster"
    Adds Prefix: "Saharic"
    
    Drake Card*
    "Enable to do perfect damages on every sized monsters"
    Adds Suffix: "of Infinity"
    
    Drops Card
    "DEX + 1"
    Adds Prefix: "Dexterous"
    
    Earth Petite Card
    "Enable to do 25% more damages on a Dragon-like Monster"
    Adds Prefix: "Dragoon"
    
    Fabre Card
    "VIT + 1"
    Adds Prefix: "Vital"
    
    Familiar Card
    "Curse 'Darken' when attack (Success Chance 1%)"
    Adds Prefix: "Blink"
    
    Female Thiefbug Card
    "AGI + 1"
    Adds Prefix: "Shrewd"
    
    Flora Card
    "Enable to do 25% more damages on a Fish-like Monster"
    Adds Prefix: "Fisher"
    
    Goblin Card
    "Enables to do 25% more damage on an Animal-like Monster" (formerly "Brutes")
    Adds Prefix: "Clamorous"
    
    Golem Card
    "Preserve a weapon from being damaged"
    Adds Prefix: "Solid"
    
    Hornet Card
    "STR + 1"
    Adds Prefix: "Martyr"
    
    Hunter Fly Card
    "Regain 50% of the Damage Done on an enemy as HP (Success Chance 25%)"
    Adds Prefix: "Malicious"
    
    Hydra Card
    "Enable to do 25% more damages on a Demi-Human Monster"
    Adds Prefix: "Bloody"
    
    Kaho Card
    "Enable to do 25% more damages on a Earth Property Monster"
    Adds Prefix: "Underneath"
    
    Lunatic Card
    "LUK + 1"
    Adds Prefix: "Lucky"
    
    Magnolia Card
    "Cast 'Curse' when attack (Success Chance 1%)"
    Adds Prefix: "Cursing"
    
    Mandragora Card
    "Enable to do 25% more damages on a Wind Property Monster"
    Adds Prefix: "Windy"
    
    Marina Card
    "Cast 'Frostbite' when attack"
    Adds Prefix: "Ice"
    
    Metaller Card
    "Curse 'Silence' when attack"
    Adds Prefix: "Silence"
    
    Minorous Card*
    "Enable to do 25% more damages on a Great Sized Monster"
    Adds Prefix: "Titan"
    
    Mummy Card
    "Add Accuracy Rate by 20%"
    Adds Prefix: "Ancient"
    
    Orc Skel Card
    "Enable to do 25% more damages on a Holy Property Monster"
    Adds Prefix: "Damned"
    
    Peco Peco Egg Card
    "Enable to do 25% more damages on a Formless Monster"
    Adds Prefix: "Beholder"
    
    Phreeoni Card*
    "Enable every attack to hit (except for Perfect Dodge)"
    Adds Prefix: "Perfect"
    
    Plankton Card
    "Curse 'Sleep' when attack (Success Chance 1%)"
    Adds Prefix: "Drowsy"
    
    Requiem Card
    "Curse 'confusion' when attack (Success Chance 1%)"
    Adds Prefix: "Chaos"
    
    Santa Poring Card
    "Enable to do 25% more damages on a Dark Property Monster"
    Adds Prefix: "Hallowed"
    
    Savage Bebe Card
    "Cast 'stun' when attack (Success Chance 1%)"
    Adds Prefix: "Stun"
    
    Scorpion Card
    "Enable to do 25% more damages on a Veggie Monster"
    Adds Prefix: "Chemical"
    
    Scorpion King Card
    "Enable to do 25% more damages to the Undead"
    Adds Prefix: "Divine"
    
    Sidewinder Card
    "25% chance to double attack"
    Adds Prefix: "Hybrid"
    
    Skel Worker Card
    "Enable to do 25% more damages on a Medium Sized Monster"
    Adds Prefix: "Boned"
    
    Skeleton Card
    "ATK + 2"
    Adds Prefix: "Keen"
    
    Snake Card
    "Curse 'toxication' when attack (Success Chance 1%)"
    Adds Prefix: "Untouchable"
    
    Soldier Skel Card
    "Critical + 10%"
    Adds Prefix: "Critical"
    
    Strouf Card
    "Enable to do 25% more damages on a Demon-like Monster"
    Adds Prefix: "Decussate"
    
    Vadon Card
    "Enable to do 25% more damages on a Fire Property Monster"
    Adds Prefix: "Flammable"
    
    Wolf Card
    "ATK + 5"
    Adds Prefix: "Wolverine"
    
    Zenorc Card
    "Curse '?????' when attack (Success Chance 1%)"
    Adds Prefix: "Venomer's"
    
         <>
    
    IX.  Monster Data: Size, Form, Property, Weapon Drops (partial)
    
         Monsters have a size which determines how effective different weapons
    are, a form which describes their general classification, and a property
    which defines their elemental weaknesses.  "25%" type Weapon Cards exist
    specific to size, form, and elemental property too!
    
    --Monster------Size-Form----Propty.-Weapon Drop(not confirmed)
    Santa Poring    M  Veggie   Holy
    Poring          M  Veggie   Water   Knife
    Pupa            S  Insect   Earth
    Fabre           S  Insect   Earth   Club
    Drops           M  Veggie   Fire    Rod
    
    Pecopeco Egg    S  Formless Neutral
    Picky           S  Animal   Fire
    Willow          M  Veggie   Earth
    Chonchon        S  Insect   Wind    Cutter
    Picky(hat)      S  Animal   Fire
    
    Condor          M  Animal   Wind    Bow
    Lunatic         S  Animal   Neutral Sword
    Roda Frog       M  Fish     Water
    Thief Bug Egg   S  Formless Neutral
    Ant Egg         S  Formless Neutral Katana
    
    Savage Bebe     S  Animal   Earth   Axe
    Hornet          S  Insect   Wind    Main Gauche
    Thief Bug       S  Insect   Dark
    Rocker          M  Insect   Earth   Javelin
    Spore           M  Veggie   Water
    
    Desert Wolf(s)  S  Animal   Fire
    Plankton        S  Fish     Water
    Farmiliar       S  Animal   Dark    Falchion
    Thief Bug(f)    M  Insect   Dark    Slayer, Blade
    Kukre           S  Fish     Water
    
    Mandragora      M  Veggie   Earth   Spear
    Wolf            M  Animal   Earth
    Ambernite       G  Fish     Water   Blade
    Zombie          M  Undead   Undead  Smasher
    Tarou           S  Animal   Earth
    
    Hydra           S  Veggie   Water
    Wormtail        M  Veggie   Earth   Pike
    Muka            G  Veggie   Wind    Guisarme
    Boa(snake)      M  Animal   Earth   Katana
    Poporing        M  Veggie   Poison
    
    Pecopeco        G  Animal   Fire    Wand
    Creamy          S  Insect   Wind
    Stainer         S  Insect   Earth
    Andre           S  Insect   Earth
    Coco            S  Animal   Earth
    
    Steel Chonchon  S  Insect   Wind
    Horn            M  Insect   Earth
    Martin          S  Animal   Earth   Jur
    Pierre          S  Insect   Earth
    Smokie          S  Animal   Earth
    
    Deniro          S  Insect   Earth
    Vadon           S  Fish     Water
    Yoyo            S  Animal   Earth
    Elder Willow    M  Veggie   Fire    Mighty Staff
    Vitata          S  Insect   Earth
    
    Poison Spore    M  Veggie   Poison
    Eggyra          M  Veggie   Spirit
    Megalodon       M  Undead   Undead
    Orc Zombie      G  Undead   Undead
    Savage          G  Animal   Earth
    
    Dustiness       S  Insect   Wind
    Marina          M  Fish     Water
    Pirate Skeleton M  Undead   Undead
    Goblin Brother  M  Human    Neutral
    
         <>
    
    Contact
    
         All contributions, clarifications, questions and concerns are
    welcomed and appreciated-- I'll be happy to credit you in the next update!
    My email address is mattfitz at oco dot net.  Please identify this guide
    in the subject of your email so I know it's important and has nothing to do
    with the diploma-mill spam I get on a daily basis.  In particular, I'm
    looking for corrections to any errors I've made or data on items I've
    marked with question marks!
    
         <>

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