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    Swordsman Guide by vgmaster88

    Version: 3.3 | Updated: 11/14/03 | Search Guide | Bookmark Guide

    VGmaster88's Swordsman Guide for Ragnarok Online, Version 3.2
    Table of Contents 
    I. Introduction 
    II. Ragnarok Online 
    III. Version History 
    IV. Swordsman Branch of Classes 
    V. Swordsman Skills 
    VI. Knight Skills 
    VII. Crusader Skills
    VIII. Skill builds 
    IX. Vitality builds 
    X. Agility builds        
    XI. Hybrid builds 
    XII. Intelligence builds
    XIII. Luck builds
    XIV. Strength/Dexterity buillds
    XV. Making your own custom build
    XVI. Equipment 
    XVII. Places to level 
    XVIII. Knights in PVP
    XIX. Rumors and Facts about Swordsmen in the Future
    XX. Faq
    XXI. Future updates 
    XXII. Thank yous 
    XXIII. Contact Me
    XXIV. Legal Information 
    I. Introduction 
    This guide was made because of the fact that nobody has made a FAQ on any 
    of the other classes in the Swordsman branch of classes. I feel that the 
    other classes you can convert to should also be put up in a real Swordsman 
    FAQ, therefore, I made this FAQ dedicated to the WHOLE Swordsman branch of 
    classes, explaining every one completly. One other thing, if you need more 
    information about RO as a game, and not about specific classes, I suggest 
    you look at Weggy's FAQ, as it explains all the basics very well. Anyway, I 
    hope you enjoy the FAQ. :) 
    II.Ragnarok Online 
    Ragnarok Online, as you should hopefully know, is an MMORPG made in Korea 
    by Gravity. This guide, is dedicated to that game's class, the Swordsman, 
    hopefully you should know that much. If you don't, however, you can go read 
    Weggy's FAQ, it will give a more in-depth explanation about the game as a 
    III. Version History 
    Version 1.0 - Initial Release. I plan on doing other updates as Ragnarok 
    gets updated or I get sent in new information I did not know of in the past.
    Version 1.1 - Corrected a TON of typos, and corrected/added some info that 
    I forgot to put in before on certain skills along with a few other minor 
    things. I'm now working on making card combinations that would work really 
    good with the swordsman class. The next update will include it all, and it 
    will add a ton to this faq, considering the builds all include a lot of 
    Version 1.2 - I haven't updated for a while due to personal problems in 
    real life, but this guide will start getting updated quite a bit from now 
    on. This one includes a new FAQ section, I have been receiving e-mails with 
    questions about my guide, and I decided it would be easier on me and 
    everybody else if I could solve their questions without having to e-mail 
    me, so I put it up.
    Version 1.3 - Updated the equipment section with a few things. Accessories, 
    and cards. I put a list of good, powerful cards that would work really well 
    with swordsman.
    Version 1.4 - I updated the equipment section even more. I have now put a 
    list of equipments that you should get as you go along the game, raise levels, 
    and get more money.
    Version 1.5 - Added a section talking about swordsman, what to do to become 
    them, and some more stuff about swordsman, after all, this guide is based 
    on the swordsman class :). 
    Version 1.6 - I put in the various stats of Ragnarok Online (ie. STR, INT, 
    etc.) and how much they effect Swordsman, which ones are good to train, 
    Version 1.7 - Hi all. This really isn't an update as I haven't added 
    anything new in here, I have been trying to find something but I am having 
    trouble finding ways to make this guide even better. So I ask you, if you 
    have ever noticed something that you would have liked to see in this guide, 
    but didn't, please e-mail me at vgmaster88@yahoo.com telling me what it is. 
    I want to make this guide as good as possible, and the best way to do that 
    is to know what the people that read it want to see.
    Version 1.8 - Didn't get any e-mails, so I haven't really updated. This 
    update only consists of an altering of the stat builds, getting a bit more 
    specific. Also, please, if you have ANY suggestions for this guide, PLEASE 
    send them to vgmaster88@yahoo.com, it will be much appreciated, and I will 
    give you full credit for your idea. 
    Version 1.9 - I added in a list of ways to contact me, so it's easier to 
    send in suggestions or anything else about this guide to me now. I also 
    fixed some information on the skill "Spear Stab". I plan on having an 
    update soon with quite a bit of new information in it, which should be done 
    sometime this month.
    Version 2.0 - I updated quite a few things here. I got in the exact levels 
    at which Knights get stat bonuses from job levels, I also updated the 
    builds with new information, and corrected the skill "Spear Boomerang". 
    Along with a few other minor things which you may or may not notice.
    Version 2.1 - I decided to add in some of the skills that is RUMORED for a 
    Crusader to have when the class comes out. NOTE! I am not saying Crusaders 
    will have these skills, but this is what I am hearing, and so I thought I 
    would add these just to give you somewhat of a peak as what COULD be in the 
    future of RO.
    Version 2.2 - Added even more Crusader skills. Obviously Crusaders won't 
    have as many skills as I put there, unless they are a total skill machine 
    (plus some closely resemble others, so they most likely won't put BOTH of 
    them in) so a lot of skills will probably be getting deleted when Crusaders 
    actually get released, but a lot also being added.
    Version 2.3 - I added a Knights in PVP section to the guide. I haven't 
    updated in a while because I've been somewhat stalling waiting for 
    Crusaders to come out, and I would go from there, but since JRO just 
    recently went into episode 1.5, and PVP is a big thing, I figured I should 
    talk about how knights fair in PVP, and give strategies and all that good 
    stuff ^_^.
    Version 2.4 - Yes, I know, my guide is becoming WAY outdated, infact,
    this isn't even an update, this is just to let you guys know I am NOT 
    dead. As a matter of fact, I have been actively playing RO and really
    have not had time to update this guide, but, since it really needs it,
    I am giving this guide a HUGE update soon, filled with tons of new builds,
    slight editing on other builds, MAJOR editing on leveling spots, and I 
    will also have several other nice little-big things coming. This update
    is going to be finished approximatly sometime in the end of march or the
    beginning of April. Hope your all having fun playing RO. ^_^
    Version 2.5 - Well, I updated it, even though I'm wayyyyyy late, so
    many things going on right now T_T. Anyway, this new update has 
    several new builds, the leveling spots have been changed a ton, corrected
    a few errors on some of the skills that I made,  and have added a 
    "Rumors and facts about Swordsmen in the future section." I'm also editing
    the equipment section a TON, which really needs to be changed as I have 
    noticed several flaws in it. I should have the equipment section ready
    by the next update, which is in a few days. I have also changed the PVP 
    section a little bit, and added in the fact that there is now a swordy 
    quest which you must complete to become a swordy. More stuff will be coming soon. 
    Version 2.6 - Once again, I have waited ages to update this guide, but what
    the heck, better late than never. This update contains updates on the 
    equipment section mainly, which was definatly needing to be updated.
    I also changed a few minor things not worth mentioning. Chances are, you
    will start seeing a lot of updates like this in the near future, as I have
    a lot more freetime during my summer vacation, a lot of freetime to kill
    means a lot of more updates for the guide, which is really good, as I won't
    need to worry about it becoming outdated.
    Version 2.7 - This update contains two things. First off, I'm slightly altering
    some of my guilds in the guide, because some of them...kinda sucked and there
    were better ones =X. Second thing, I'm finally fixing all the Crusader skills as
    they have been confirmed now, and we all have a general idea of what they do. 
    Everything else I'm doing isn't really worth mentioning, just minor things.
    Version 2.8 - Wheee, I finally figured out a way to take the information on a
    korean site, translate just one word of it, and get most of the information for 
    the crusader skills. In other words, I have all the exact details on most of the
    Crusader skills now, and this update is just that. Now all I need is the
    pre-requisites for these skills and the rest of the skill information and I 
    will be able to put in the crusader skill builds, which will be a nice update 
    for this guide, hopefully taking it over 100 KB =D.
    Version 2.9 - I edited a few little things. The main thing done in this update
    is me making my builds a bit different, I have changed my oppinion on a few
    things thus changing my stats on the builds quite a bit. In the next update,
    I plan on adding two big things. One of them is of course, the rest of the
    crusader skills and the pre-requisites for the other ones, ALONG with the
    crusader skill builds. The other thing is, a section called "How to make
    your own build". It will give you a few basic tips, a link to a stat/skill
    calculator, and etc., showing you how to design your own build, so you
    can try out a few things of your own and you can also make slight
    variations to the builds in this guide.
    Version 3.0 - Finally finished up the Crusader skills section, and added
    in the Make your own build section. I plan to do a few fixes to this guide
    soon, as I have noticed several errors I have made in a few of the things
    I have put here. Nothing too serious but just something that's like "ugh,
    I HAVE to fix that." It's just kind of annoying to stare at it over and over
    each time I update this guide. I probably won't have any updates for these
    fixes, but I will still try to find new things to update the guide's content
    Version 3.1 - Wellies, it's that time again. Yes, that's right, time to say
    oopsie I didn't have time to update this guide but here I go again =D. Well,
    at least this is a fairly big update, containing all of the comodo updates,
    and going to say a little about turtle island and etc. in the what's to come
    section. As for my reason, I've been really busy with school, and when I'm not
    at school, I'm either doing something with friends, playing RO, or some other
    console RPG, so I just haven't had enough time to update the guide. Getting
    my knight to level 85+ and having nearly if not 100 mil in equipment has taken
    a while, so, guess that's my excuse for not updating for a while this time XD.
    And yes, I do know that my equipment and PVP section need a MAJOR update, but
    I am going to be putting that off for a while...hopefully we might get PVP by
    the time that happens and I'll be able to give you a PVP view from a high
    level player's perspective. Until then, please try to bear with me on the
    equipment section (which I know I really need to change) and the PVP section
    which isn't so good, but shouldn't matter since we don't have PVP quite yet.
    Version 3.2 - Ok ok...so this isn't really an update. I've been busy as heck
    lately between school, FF XI, and all the other crap going on right now that
    I haven't had much time for RO, and certainly no time for this guide. I realize
    that iRO now has PVP and there are TONS of corrections that need to be made with
    this guide. However, I cannot mess with that right now. Chances are, I will
    do another update during the Thanksgiving Holidays (for the US), and I will do
    another fairly large one during the Christmas Holidays. Until then though, I
    will most likely be busy as heck. I am sorry for not being able to keep up with
    this for now, but this guide is going to become outdated until then. However I
    plan on keeping it up better than ever when I get some free time going.
    IV. Swordsman Branch of Classes 
    My personal favorite Branch of Classes and the one I play as the most. The 
    reason I am not saying the Swordsman/Knight Class is because of the fact 
    that RO (Ragnarok Online) will soon have the Crusader added as another 
    secondary class, and then later on even adding some 3rd level job classes. 
    Anyway, here is a brief explanation of what the swordsman branch is all 
    about. The swordsman group is meant for fighting in melee combat with the 
    enemy/enemies. They are meant to do more damage with physical attacks than 
    any other class in the game, while being able to take the most damage. If 
    you like being the type to charge in taking on multiple enemies by 
    yourself, then this is a great class for you.  
    Stats and what they do for Swordsman
    This section is about what stats do for Swordsman, how good they are, and 
    if they are worth putting status points into if you are training a 
    Strength (STR) - This one of the most important stats for a Swordsman. It 
    is a stat all types will want to raise to extremly high amounts. This stat 
    raises your minimum and maximum damage, and also raises how much weight you 
    can carry. Also, every 10 points you put into STR, you get a bonus to your 
    minimum and maximum damage.  
    10 STR: +1 Min/Max damage 
    20 STR: +4 Min/Max damage
    30 STR: +5 Min/Max damage 
    40 STR: +8 Min/Max damage
    50 STR: +10 Min/Max damage
    60 STR: +12 Min/Max damage
    70 STR: +13 Min/Max damage 
    80 STR: +15 Min/Max damage 
    90 STR: +17 Min/Max damage 
    100 STR: +19 Min/Max damage 
    Note: When I say at 50 STR, you get +10 Min/Max damage, that also means the 
    + _ Min/Max damage from the 40 STR bonus, 30 STR bonus, and everything else 
    below it. So at 50 STR, you would get a +29 Min/Max damage bonus.
    Vitality (VIT) - Another really good stat for a Swordsman. Most Swordsman 
    choose to either raise this or Agility, while the rest choose to raise 
    both, reason being that they are the two main defense stats. Vitality 
    lowers the damage you take from enemies by 1 point per vit, raises your 
    maximum HP, how fast you recovery HP naturally, and how fast you recover HP 
    with items. At higher levels this stat will add a lot to your max HP. It
    also decreases the time you are inflicted with status effects, AND decreases
    the chances you get inflicted with it in the first place. With high enough
    vit, you will find yourself rarely get inflicted with status effects, and
    when you do, it will last barely a second.
    Agility (AGI) - This is the other main defense stat in the game. This stat 
    raises your ability to dodge attacks from enemies, while slightly raising 
    your attack speed. Also, if you have heard that AGI Swordsman aren't as 
    good as AGI Thiefs, that is not true at all. There are differences between 
    the two, but neither one is really better. The AGI Swordsman has HP 
    recovery and hits harder, while the Thief hits faster, and dodges more. If 
    I wanted a pure AGI character, I would make it a thief, but an AGI 
    Swordsman would not be a bad character to raise, as long as you got some
    vit, which is completly essential. And yes, I do have some agi builds
    in my guide with no vit, but that's for the people who choose to find out
    just what it's like to raise one for themself.
    Dexterity (DEX) - This is another good stat for a Swordsman. It raises 
    minimum damage, attack speed, and accuracy. You might not want to raise it 
    too much past 40 base, because once you go past there, you won't be getting the 
    advantage of having an accuracy boost anymore, because your dex will be at 
    a high enough level to hit almost everything 100% of the time. Of course,
    there are really strong bosses that will be able to dodge you quite a bit,
    you just need to use ancient weapons for them or something else. Or, you could
    live with it and just use strong weapons with a good hit bonus to hit often,
    and do decent damage.
    Luck (LUK) - This stat increases how much you hit with a critical attack.
    Every 3 luck raises your critical hit chance by 1%, which with 30+ luck,
    that can help a critical swordsman class very much. Also, every 10 luck
    increases your perfect dodge by 1%, which is how much you dodge regardless
    of your opponent's hit rate, and every 5 luck raises your min/max damage
    by 1. I wouldn't recommend raising this too high, but for critical swordsman
    you might want to get it to around 30. It also decreases the time some
    status effects last, whenever you get inflicted with them, such as poison.
    Intelligence (INT) - This stat shouldn't be raised past 1 for any knights
    except those who are INT based, which shouldn't be too many. Unless you raise
    this stat very high, it won't really help your SP recovery all that much, and
    the max SP bonus doesn't really help that much either, and that's the only
    two ways this stat helps since knights don't have magic attacks. So just
    don't raise this stat that much unless you want to be able to bash like a nut.
    Becoming a Swordsman 
    As a Novice, go into the Training Grounds area, where you can start playing 
    Ragnarok. I highly suggest you go through the whole course, as you will get 
    experience, some zeny, and some starting items, before you just go out into 
    the world of Ragnarok. After going through it, you should go outside 
    whatever town your in, and start fighting the enemies around there. If you 
    see any porings, fabres, or lunatics (you should, nomatter what town you 
    were in) start attacking them. Then once you have killed enough, start 
    buying some better equipment than your knife and cotton shirt. Once you 
    reach about level 6-7, you can probably kill a willow, and at level 10 you 
    should be killing roda frogs. Then once you reach job level 10, you need to 
    walk to Izlude. If you need to know where that is, just look on the 
    official site and look at a map of Rune-Midgard. Once there, walk to the 
    easternmost building, and in there, you will apply for a test, that after you
    complete, you can become a swordy. What you have to do is, walk through
    several different paths without falling off. After doing this, you can finally
    become a swordsman. You should notice how much your HP has increased, 
    and go outside, back to killing weak things, and learning some of your skills. 
    Here I will list the stat boosts you get as you gain job levels 
    Job level 2: 1 STR 
    Job level 6: 1 VIT
    Job level 10: 1 DEX 
    Job level 14: 2 STR 
    Job level 18: 2 VIT 
    Job level 22: 2 DEX 
    Job level 26: 1 LUK 
    Job level 30: 1 AGI 
    Job level 33: 3 STR
    Job level 36: 3 DEX
    Job level 38: 3 VIT
    Job level 40: 4 STR 
    Job level 42: 4 VIT 
    Job level 44: 2 LUK
    Job level 46: 2 AGI 
    Job level 47: 5 STR 
    Job level 49: 6 STR 
    Job level 50: 7 STR 
    NOTE! These are JUST the stats you gain as your job level increases. Also 
    note, when I say 7 STR at job level 50, I do NOT mean that you get +7 STR 
    just for that one level, I mean with all the other job levels combined, you 
    will have +7 STR on your status menu, not +28 STR.
    Becoming a Knight 
    Well, there isn't really much needed to be said about becoming a Knight. 
    Once you reach Job Level 40, go to where you sign up to enter culvert (I 
    am going to assume you know where that is, after all, you are job level 
    40 now) and talk to the Knight. He will let you change into a Knight. 
    The first thing you will probably notice is that you will get a GIGANTIC 
    HP boost. I went from 2.1k HP to 4.4k+ HP myself. Now, go out and kill 
    some bigfoot or something to get a few job levels :). Here's the stat 
    boost a Knight gets. 
    Job level 1: 1 VIT  
    Job level 3: 2 VIT  
    Job level 4: 1 STR  
    Job level 5: 1 LUK  
    Job level 8: 3 VIT  
    Job level 10: 2 STR  
    Job level 11: 1 DEX  
    Job level 12: 1 AGI, 4 VIT  
    Job level 15: 3 STR  
    Job level 17: 5 VIT  
    Job level 18: 6 VIT  
    Job level 19: 2 DEX  
    Job level 20: 2 LUK  
    Job level 21: 7 VIT  
    Job level 22: 4 STR  
    Job level 27: 5 STR  
    Job level 28: 3 LUK  
    Job level 29: 8 VIT  
    Job level 31: 3 DEX  
    Job level 33: 6 STR  
    Job level 36: 9 VIT  
    Job level 37: 4 LUK  
    Job level 38: 2 AGI  
    Job level 40: 4 DEX  
    Job level 43: 10 VIT  
    Job level 46: 7 STR  
    Job level 47: 8 STR  
    Job level 48: 5 DEX  
    Job level 49: 6 DEX 
    I would like to GREATLY thank blu_sphere for this information, I had no 
    clue as to what levels you gained which stats except for the early job 
    levels prior to his e-mail. 
    V. Swordsman Skills 
    Here are the skills you can choose from during your Swordsman career, after 
    you class change however, you will be able to learn more. 
    Increase HP Recovery (passive) 
    Increases the rate you regain HP while staying still 
    Level 1: 5 + (Max HP/500) HP every 10 seconds + 10% healing from healing 
    Level 2: 10 + (Max HP/450) HP every 10 seconds + 20% healing from healing 
    Level 3: 15 + (Max HP/400) HP every 10 seconds + 30% healing from healing 
    Level 4: 20 + (Max HP/350) HP every 10 seconds + 40% healing from healing 
    Level 5: 25 + (Max HP/300) HP every 10 seconds + 50% healing from healing 
    Level 6: 30 + (Max HP/250) HP every 10 seconds + 60% healing from healing 
    Level 7: 35 + (Max HP/200) HP every 10 seconds + 70% healing from healing 
    Level 8: 40 + (Max HP/150) HP every 10 seconds + 80% healing from healing 
    Level 9: 45 + (Max HP/100) HP every 10 seconds + 90% healing from healing 
    Level 10: 50 + (Max HP/50) HP every 10 seconds + 100% healing from healing 
    Comments: EXTREMLY useful skill. This skill is any type of swordsman's best 
    friend. Also, as you get more max HP, it keeps getting better. At level 10 
    with 5000 max HP, this skill would heal you an additional 150 HP every 10 
    seconds! Also, it ups the amount of healing you get from items! At level 10 
    it gives 200% healing for all healing items! This would make White Potions 
    heal 500 HP, NOT including the bonus from VIT. If you are a swordsman, this 
    skill is a must have. 
    One Handed Sword Mastery (Passive) 
    Increases the attack power of one handed swords. 
    Level 1: Attack + 4 
    Level 2: Attack + 8 
    Level 3: Attack + 12 
    Level 4: Attack + 16 
    Level 5: Attack + 20 
    Level 6: Attack + 24 
    Level 7: Attack + 28 
    Level 8: Attack + 32 
    Level 9: Attack + 36 
    Level 10: Attack + 40 
    Comments: This skill is extremly useful if you plan on using 1 handed 
    swords, as it raises your MINIMUM and MAXIMUM damage. If your going to be 
    using one handed swords, I STRONGLY recommend maxing out this skill,  
    however I personally prefer 2 handed swords. 
    Two Handed Sword Mastery (Passive) 
    Increases the attack power of two handed swords. 
    Prerequisites - Level 1 One Handed Sword Mastery 
    Level 1: Attack + 4 
    Level 2: Attack + 8 
    Level 3: Attack + 12 
    Level 4: Attack + 16 
    Level 5: Attack + 20 
    Level 6: Attack + 24 
    Level 7: Attack + 28 
    Level 8: Attack + 32 
    Level 9: Attack + 36 
    Level 10: Attack + 40 
    Comments: This skill is the same as 1 handed sword mastery except it is 
    with two handed swords. Although you cannot use shields with two handed 
    swords, I prefer the extra attack power rather than the extra defense. 
    Also, a lot of the knight's skills revolve around 2 handed swords, so I 
    think this would be the better choice to go with. 
    Bash (Active) 
    Attacks the enemy with an extremly powerful hit. Give you a +25% chance to
    hit the enemy as well.
    Level 1: 133% Damage - 8 SP 
    Level 2: 166% Damage - 8 SP 
    Level 3: 200% Damage - 8 SP 
    Level 4: 233% Damage - 8 SP 
    Level 5: 266% Damage - 8 SP 
    Level 6: 300% Damage - 15 SP 
    Level 7: 333% Damage - 15 SP 
    Level 8: 366% Damage - 15 SP 
    Level 9: 400% Damage - 15 SP
    Level 10: 433% Damage - 15 SP 
    Comments: A pretty good skill. It doesn't always do the full % extra 
    damage, but you can increase your chances by getting a higher dex. Also, 
    don't go past level 5 bash until you have 70+ SP, because it will be 
    useless since you will only be able to use it a few times before running 
    Magnum Break (Active) 
    Causes a fire elemental explosion hitting all nearby enemies and knocking 
    them back. 
    Prerequisites - Level 5 Bash 
    15 SP used on all levels 
    Level 1: -20 HP, 115% Damage 
    Level 2: -20 HP, 130% Damage 
    Level 3: -19 HP, 145% Damage 
    Level 4: -19 HP, 160% Damage 
    Level 5: -18 HP, 175% Damage 
    Level 6: -18 HP, 190% Damage 
    Level 7: -17 HP, 205% Damage 
    Level 8: -17 HP, 220% Damage 
    Level 9: -16 HP, 235% Damage 
    Level 10: -16 HP, 250% damage 
    Comments: This skill is excellent in pushing back mobs, if you use endure, 
    then hit the enemy with this skill, you'll have plenty of time to escape. 
    It is also required for getting the all powerful bowling bash skill as a 
    knight. You should probably not level this skill up past 3 
    Provoke (Active) 
    Lowers the enemie's defense but raises attack power. 
    10 SP used on all levels. 
    Level 1: Enemie's Attack + 2%, Defense - 6% 
    Level 2: Enemie's Attack + 4%, Defense - 12% 
    Level 3: Enemie's Attack + 6%, Defense - 18% 
    Level 4: Enemie's Attack + 8%, Defense - 24% 
    Level 5: Enemie's Attack + 10%, Defense - 30% 
    Level 6: Enemie's Attack + 12%, Defense - 36% 
    Level 7: Enemie's Attack + 14%, Defense - 42% 
    Level 8: Enemie's Attack + 16%, Defense - 48% 
    Level 9: Enemie's Attack + 18%, Defense - 54% 
    Level 10: Enemie's Attack + 20%, Defense - 60% 
    Comments: This skill is ok, not very useful. I use it for one thing,
    and that is tanking, to get non aggressive monsters to come to me. However,
    it will also be useful when fighting vit knights in PVP/guild wars, WHEN
    you are an agi based knight or maybe even a hybrid with good dodge. I
    wouldn't recommend maxing it out unless you plan to go to job level 50
    as a Swordie.
    Endure (Active) 
    Prevents you from flinching when being attacked. 
    Prerequisites - Level 5 Provoke 
    Level 1: Lasts 10 seconds 
    Level 2: Lasts 10 seconds 
    Level 3: Lasts 15 seconds 
    Level 4: Lasts 15 seconds 
    Level 5: Lasts 20 seconds 
    Level 6: Lasts 20 seconds 
    Level 7: Lasts 25 seconds 
    Level 8: Lasts 25 seconds 
    Level 9: Lasts 30 seconds 
    Level 10: Lasts 30 seconds 
    Comments - Very useful skill to escape mobs. You will never need more than 
    level 1 of this skill, but if it makes you feel safe level it up more, but 
    don't go to 10, since it isn't any better than level 9. 
    Moving HP Recovery (Passive)
    Allows you to recover HP by Walking
    Pre-requisites : Job level 35
    Level 1: Recover HP at 25% of the speed you would normally recover standing
    up, does not include increase HP recovery
    HOW TO OBTAIN: With Moving HP Recovery, Attack Weak Point, and Auto Berserk,
    you have to go and give a certain amount of items for a "quest" to a specific
    NPC. The items for Moving HP recovery are 1 Padded Armor (which you get to keep),
    500 empty bottles, and a rocker doll. The NPC is located in the building on the
    far east side of Izlude.
    Comments: This is a VERY good skill. Even if you are pure agi, this skill will
    still help a little bit, and it certainly couldn't hurt. But for those who have
    at least some vit, they will find this skill to be pretty helpful. Although
    it doesn't recover that much, it's better to be recovering a little than not
    at all, right?
    Attack Weak Point (Passive)
    Whenever you use bash at a level higher than 5, you have a certain percent 
    chance to stun the enemy
    Pre-requisites: Job Level 30
    Level 1:
    Bash Level 6: 5% chance of stun
    Bash Level 7: 10% chance of stun
    Bash Level 8: 15% chance of stun
    Bash level 9: 20% chance of stun
    Bash level 10: 25% chance of stun
    HOW TO OBTAIN: With Moving HP Recovery, Attack Weak Point, and Auto Berserk,
    you have to go and give a certain amount of items for a "quest" to a specific
    NPC. The items for Attack Weak Point are 10 fire arrows, 10 silver arrows,
    5 royal jellies, 1 banana juice, and 10 tentacles. You can find the NPC at the
    Knight guild in Prontera, if you don't know where that is, it's in the top left
    hand corner of the map. Talk to Leo Von Prisch.
    Comments: You will WORSHIP this skill when PVP comes around. With Bash
    stunning, it makes it to where any agi character that attacks you will
    not be able to do anything OR dodge for around 6 whole seconds, assuming
    that they really neglected to raise vit. And even if they do have vit and
    not really good ammounts, it will still work wonders. A very important skill
    to invest in.
    Auto Berserk (Passive)
    When your HP goes below 25%, you cast level 10 Provoke on yourself.
    Pre-requisites: None
    Level 1: Does as stated above
    HOW TO OBTAIN: With Moving HP Recovery, Attack Weak Point, and Auto Berserk,
    you have to go and give a certain amount of items for a "quest" to a specific
    NPC. The items for Auto Berserk are 35 powder of butterfly, 10 honey, 10 horrendous
    mouths, 10 decayed nails.
    Comments: This skill is ok, but not that great. If you do fall below 25% HP,
    your not getting mobbed, and you don't rely on vit defense to save you (which
    you shouldn't be relying on vit defense anyway, there are other points to getting
    vit), and you have decent attack power, this skill is more useful than a burden,
    which means go ahead and get it, if not for any other reason to say you have it.
    Since the quest items aren't particularly hard to obtain anyway.
    VI. Knight Skills. These are much better and advanced than the 
    Swordsman's skills. There are many powerful skills to chose from, so chose 
    Two Handed Quicken (active) 
    Increases attack speed when using two handed swords.
    Pre-requisites - Level 1 Two handed sword mastery  
    Level 1: Lasts 30 seconds - 14 SP used
    Level 2: Lasts 60 seconds - 18 SP used
    Level 3: Lasts 90 seconds - 22 SP used
    Level 4: Lasts 120 seconds - 26 SP used
    Level 5: Lasts 150 seconds - 30 SP used
    Level 6: Lasts 180 seconds - 34 SP used
    Level 7: Lasts 210 seconds - 38 SP used
    Level 8: Lasts 240 seconds - 42 SP used
    Level 9: Lasts 270 seconds - 46 SP used
    Level 10: Lasts 300 seconds - 50 SP used
    Comments: An EXTREMLY useful skill for two handed sword knights. If you are 
    using a two handed sword, this skill is an absolute MUST HAVE. Combined with
    aspd potionss, and a decent agi stat, you will be attacking like a madman =P.
    Pecopeco Riding (passive)
    Allows you to ride a pecopeco 
    Pre-requisites - Level 1 Endure 
    Level 1: Allows you to ride a pecopeco 
    Comments: Pecopeco riding is nice when you want to get around faster.
    Personally I think knights look cooler without a pecopeco, but that's
    just me, I still ride one when I'm hunting minibosses/bosses.
    Cavalier Mastery (passive) 
    Increases attack speed while on a pecopeco. 
    Pre-requisites - Level 1 Pecopeco Riding 
    Level 1: 60% of normal attack speed 
    Level 2: 70% of normal attack speed 
    Level 3: 80% of normal attack speed 
    Level 4: 90% of normal attack speed 
    Level 5: 100% of normal attack speed 
    Comments: If your going to be riding a pecopeco you NEED to max out this 
    skill, so you won't attack slow as heck when your riding one.
    Counter Attack (Active) 
    Allows you to block the enemy attack with your weapon, and counter with 
    an attack that ignores def, and has a higher hit/critical rate. 
    Pre-requisites - Level 5 Two handed sword mastery. 
    2 SP per counter attack. 
    Level 1: Counter mode lasts 0.3 seconds 
    Level 2: Counter mode lasts 0.6 seconds 
    Level 3: Counter mode lasts 0.9 seconds 
    Level 4: Counter mode lasts 1.2 seconds 
    Level 5: Counter mode lasts 1.5 seconds
    Comments: This skill isn't as good as it was before comodo. Now, it
    basically does the same thing as it did before, blocks an enemy attack,
    but it doesn't always crit, hit, or do as much damage. However, it is
    still somewhat useful to stay alive in certain situations. I wouldn't
    even think about trying to MVP with this skill anymore, or without a priest,
    Bowling Bash (Active) 
    Hits the enemy once, then they fly back and cause splash damage to all 
    nearby enemies, and themself. It has a 1 second cast time, and during that
    time, your armor def is at 1/3, however, cast time does not cancel when hit.
    Pre-requisites: Level 5 Two handed Sword Mastery, Level 10 Two hand 
    Quicken, Level 5 Counter attack, Level 10 Bash, Level 3 Magnum Break  
    Level 1: 150% Damage - 13 SP used
    Level 2: 200% Damage - 14 SP used
    Level 3: 250% Damage - 15 SP used
    Level 4: 300% Damage - 16 SP used
    Level 5: 350% Damage - 17 SP used
    Level 6: 400% Damage - 18 SP used
    Level 7: 450% Damage - 19 SP used
    Level 8: 500% Damage - 20 SP used
    Level 9: 550% Damage - 21 SP used
    Level 10: 600% Damage - 22 SP used
    Comments: This is a really good skill. Bash is better than it in 1 vs. 1
    situations, because bash has a better hit chance, no charge time, no def loss,
    and a chance to stun. This is however a good skill for taking out MVP mobs
    when you run into an MVP monster, as well as if you get mobbed to just
    save your ass real quickly.
    Spear Mastery (passive) 
    Increases attack power with spears 
    Level 1: Attack + 4 (+5 on pecopeco) 
    Level 2: Attack + 8 (+10 on pecopeco) 
    Level 3: Attack + 12 (+15 on pecopeco) 
    Level 4: Attack + 16 (+20 on pecopeco) 
    Level 5: Attack + 20 (+25 on pecopeco) 
    Level 6: Attack + 24 (+30 on pecopeco) 
    Level 7: Attack + 28 (+35 on pecopeco) 
    Level 8: Attack + 32 (+40 on pecopeco) 
    Level 9: Attack + 36 (+45 on pecopeco) 
    Level 10: Attack + 40 (+50 on pecopeco) 
    Comments: A must have skill if you plan on using a spear. It works just 
    like the other weapon masteries and gives you +_ damage to minimum and 
    maximum damage. 
    Pierce (active) 
    Stabs spear through the enemy, piercing them, it hits small enemies 
    once, medium enemies twice, and large enemies 3 times. 
    Pre-requisites - Level 1 Spear Mastery 
    7 SP used on all levels 
    Level 1: 110% Damage 
    Level 2: 120% Damage 
    Level 3: 130% Damage 
    Level 4: 140% Damage 
    Level 5: 150% Damage 
    Level 6: 160% Damage 
    Level 7: 170% Damage 
    Level 8: 180% Damage 
    Level 9: 190% Damage 
    Level 10: 200% Damage 
    Comments: Against medium or large enemies it is a GREAT skill, however 
    against small, just use bash, as it does more damage and doesn't get any 
    less hits. However, against a large enemy, imagine hitting 3 times for 
    double damage each hit. ^^
    Spear Stab (active) 
    Impales the enemy with a spear and pushes them back. 
    9 SP used on all levels 
    Pre-requisites - Level 5 Pierce 
    Level 1: 115% Damage 
    Level 2: 130% Damage 
    Level 3: 145% Damage 
    Level 4: 160% Damage 
    Level 5: 175% Damage 
    Level 6: 190% Damage 
    Level 7: 205% Damage 
    Level 8: 220% Damage 
    Level 9: 235% Damage 
    Level 10: 250% Damage 
    Comments: This skill isn't that useful. The only thing I would use it 
    for if I had it was to escape from a SINGLE aggressive enemy...other 
    than that...it's not that great. Get it to level 3 for brandish spear, 
    but that's it. 
    Brandish Spear (active) 
    Using a Pecopeco's strength, you swing your spear around at all angels 
    damaging nearby enemies. Has a 1 second casting time, during this time
    your armor def is 1/3, casting time can't be canceled by getting hit.
    Pre-requisites - Level 7 Spear stab, Level 1 Pecopeco riding 
    Uses 12 SP on all levels 
    Level 1: 120% Damage, 1 spread attack range 
    Level 2: 140% Damage, 1 spread attack range 
    Level 3: 160% Damage, 1 spread attack range 
    Level 4: 180% Damage, 2 spread attack range 
    Level 5: 200% Damage, 2 spread attack range 
    Level 6: 220% Damage, 2 spread attack range 
    Level 7: 240% Damage, 3 spread attack range 
    Level 8: 260% Damage, 3 spread attack range 
    Level 9: 280% Damage, 3 spread attack range 
    Level 10: 300% Damage, 4 spread attack range 
    Comments: Basically an improved version of magnum break, except you have 
    to be wielding a spear and be on a pecopeco. This thing has a HUGE range 
    of attack at level 10, you'll be hitting every enemy within 4 squares of 
    you! Also it has a pretty nice damage boost, making this skill quite 
    useful. Although it's not fire elemental, you could get a fire elemental
    spear, so that would make it just like magnum break =P, except for the
    spear, pecopeco, and short casting time.
    Spear Boomerang (active) 
    Throw your spear long distance at the enemy.
    Pre-requisites - Pierce Level 3 
    Uses 8 SP on all levels 
    Level 1: 150% Damage, 3 square range 
    Level 2: 200% Damage, 5 square range 
    Level 3: 250% Damage, 7 square range 
    Level 4: 300% Damage, 9 square range 
    Level 5: 350% Damage, 11 square range
    Comments: A very good skill. At level 5 you will throw your boomerang 
    farther than an archer can shoot an arrow! It also does pretty high 
    damage, as you can see. This skill is great for killing hunters and wizzies
    in PVP, so definatly invest some points into it if you want spear skills.
    VII. Crusader's Skills. Crusaders skills are all obviously defense based,
    and with a bunch of these skills at decent levels, along with some good vit,
    they can make crusaders the ultimate tanks. I still haven't gotten all
    of the information for all the skills, or the pre-requisites for any of them,
    but I am working on that now and then when I get done on that I will work on
    skill builds for the crusaders.
    Trust (passive)
    Increase maximum HP and resistance to holy elemental attacks.
    Level 1: Max HP + 200 and 5% resistance to holy elemental attacks
    Level 2: Max HP + 400 and 10% resistance to holy elemental attacks
    Level 3: Max HP + 600 and 15% resistance to holy elemental attacks
    Level 4: Max HP + 800 and 20% resistance to holy elemental attacks
    Level 5: Max HP + 1000 and 25% resistance to holy elemental attacks
    Level 6: Max HP + 1200 and 30% resistance to holy elemental attacks
    Level 7: Max HP + 1400 and 35% resistance to holy elemental attacks
    Level 8: Max HP + 1600 and 40% resistance to holy elemental attacks
    Level 9: Max HP + 1800 and 45% resistance to holy elemental attacks
    Level 10: Max HP + 2000 and 50% resistance to holy elemental attacks.
    Comments: This looks like it's gonna be a great skill. Increasing the
    maximum HP a swordie type class is going to help it a LOT. The holy
    elemental resistance won't help that much, because there aren't that many
    holy elemental monsters in the game....at least not yet.
    Spear Quicken (active)
    Increase attack speed with spears.
    Level 1: Lasts 30 seconds, increases ASPD by 21% - 24 SP
    Level 2: Lasts 60 seconds, increases ASPD by 22% - 28 SP
    Level 3: Lasts 90 seconds, increases ASPD by 23% - 32 SP
    Level 4: Lasts 120 seconds, increases ASPD by 24% - 36 SP
    Level 5: Lasts 150 seconds, increases ASPD by 25% - 40 SP
    Level 6: Lasts 180 seconds, increases ASPD by 26% - 44 SP
    Level 7: Lasts 210 seconds, increases ASPD by 27% - 48 SP
    Level 8: Lasts 240 seconds, increases ASPD by 28% - 52 SP
    Level 9: Lasts 270 seconds, increases ASPD by 29% - 56 SP
    Level 10: Lasts 300 seconds, increases ASPD by 30% - 60 SP
    Comments: At level 10, this skill increases your attack speed with a
    spear by quite a bit, however it takes a lot of SP, but it lasts a whole
    5 minutes to make up for it. If you decide to use spears as a crusader,
    which I wouldn't recommend doing but if you choose to anyway, this skill
    could be very good for you.
    Auto Guard (active)
    Blocks a certain amount of attacks for 5 minutes.
    Level 1: 5% chance to block an attack - 12 SP
    Level 2: 10% chance to block an attack - 14 SP
    Level 3: 14% chance to block an attack - 16 SP
    Level 4: 18% chance to block an attack - 18 SP
    Level 5: 21% chance to block an attack - 20 SP
    Level 6: 24% chance to block an attack - 22 SP
    Level 7: 26% chance to block an attack - 24 SP
    Level 8: 28% chance to block an attack - 26 SP
    Level 9: 29% chance to block an attack - 28 SP
    Level 10: 30% chance to block an attack - 30 SP
    Comments: A very very useful defense skill it seems. It seems to make
    all physical attacks do 0 damage to you by a certain % chance, and I'm
    about 99% sure that's what it actually does now, this will be confirmed
    very soon.
    Shield Charge (active)
    Pre-requisites - Level 5 auto guard
    Hits and knocks back an enemy with a low chance of stunning it.
    Takes 10 SP at all levels
    Level 1: 120% damage, 20% chance of stun, knocks back 5 squares
    Level 2: 140% damage, 25% chance of stun, knocks back 6 squares
    Level 3: 160% damage, 30% chance of stun, knocks back 7 squares
    Level 4: 180% damage, 35% chance of stun, knocks back 8 squares
    Level 5: 200% damage, 40% chance of stun, knocks back 9 squares.
    Comments: This seems like a pretty useful skill, sort of like an alternative
    weird version of bash, but it looks pretty nice, and has quite a high
    chance of stunning at level 5.
    Shield Boomerang (active)
    Pre-requisites: Level 3 shield charge
    Long ranged shield throwing attack. Damage done is effected by weight 
    and the upgrades on shield.
    Uses 12 SP at all levels
    Level 1: 130% damage, 3 square range
    Level 2: 160% damage, 5 square range
    Level 3: 190% damage, 7 square range
    Level 4: 220% damage, 9 square range
    Level 5: 250% damage, 11 square range
    Comments: This seems a lot like spear boomerang, except hopefully it
    will have potential to do just as much if not more damage than spear
    boomerang because of the upgrades and weight effecting how much damage
    it does.
    Reflect Shield (active)
    Pre-requisites: Level 3 shield boomerang
    Counter attack an enemy with a certain amount of physical damage taken
    by the enemy, for 6 minutes.
    Level 1: Deflect 13% damage back at the enemy - 35 SP
    Level 2: Deflect 16% damage back at the enemy - 40 SP
    Level 3: Deflect 19% damage back at the enemy - 45 SP
    Level 4: Deflect 22% damage back at the enemy - 50 SP
    Level 5: Deflect 25% damage back at the enemy - 55 SP
    Level 6: Deflect 28% damage back at the enemy - 60 SP
    Level 7: Deflect 31% damage back at the enemy - 65 SP
    Level 8: Deflect 34% damage back at the enemy - 70 SP
    Level 9: Deflect 37% damage back at the enemy - 75 SP
    Level 10: Deflect 40% damage back at the enemy - 80 SP.
    Comments: A very very good skill, but also very SP costly. But this
    allows a bunch of the damage the enemy would have done to you to be
    thrown back at it, really useful for high attack monsters and also when
    your getting mobbed but have an HP advantage, and in pretty much any
    Holy Cross (active)
    Attack that does damage and has a chance to blind the enemy
    Level 1: 135% damage, 3% chance of blinding - 11 SP
    Level 2: 170% damage, 6% chance of blinding - 12 SP
    Level 3: 205% damage, 9% chance of blinding - 13 SP
    Level 4: 240% damage, 12% chance of blinding - 14 SP
    Level 5: 275% damage, 15% chance of blinding - 15 SP
    Level 6: 310% damage, 18% chance of blinding - 16 SP
    Level 7: 345% damage, 21% chance of blinding - 17 SP
    Level 8: 380% damage, 24% chance of blinding - 18 SP
    Level 9: 415% damage, 27% chance of blinding - 19 SP
    Level 10: 450% damage, 30% chance of blinding - 20 SP
    Comments: This skill seems pretty good. It's like a bash with a little
    more damage, a nice chance of blinding, and a little more SP cost.
    Grand Cross (active)
    Pre-requisites: Level 10 trust and level 6 holy cross
    All demons and undeads except bosses on screen are blinded by this skill
    and take damage.
    Level 1: 140% damage - 37 SP
    Level 2: 180% damage - 44 SP
    Level 3: 220% damage - 51 SP
    Level 4: 260% damage - 58 SP
    Level 5: 300% damage - 65 SP
    Level 6: 340% damage - 72 SP
    Level 7: 380% damage - 79 SP
    Level 8: 420% damage - 86 SP
    Level 9: 460% damage - 93 SP
    Level 10: 500% damage - 100 SP
    Comments: As you can see, this skill is EXTREMLY powerful in areas that
    have nothing but undeads and demons, the most powerful skill the crusader
    has. The only thing is, it costs 100 SP at max level, so you can't spam it
    like a nut to kill everything on the screen, as you will run out of SP, unless
    you bring blue pots of course.
    Devotion (active)
    Pre-requisites: Level 4 Grand Cross, level 5 reflect shield
    Receive all damage done to your party and guild. Members must
    be on the same map of the caster. Does not work for other Crusaders in your
    party and guild. The damage is based on your defense, not other members.
    Uses 25 SP at all levels
    Comments: Paired with Defender, this skill is amazing. This skill alone will
    make these guys the ultimate tank. Because they can tank any kind of monster
    for ANY class, because they will always be receiving the damage. This skill
    seems really powerful, and will make crusader tanks in high demand, because
    they can tank a higher variety of monsters. Plus when your partying, and you
    don't want your wizards and hunters to be getting hit taking massive damage,
    you can just use this and take it for them.
    Defender (active)
    Pre-requisites: Level 1 Shield Boomerang
    Reduces damage dealt by physical, short ranged attacks. Caster is slowed down.
    Uses 30 SP and lasts 3 minutes at all levels
    Level 1: -20% damage
    Level 2: -35% damage
    Level 3: -50% damage
    Level 4: -65% damage
    Level 5: -80% damage
    Comments: Basically this skills makes it to where you move slow, and maybe
    have less flee/aspd, but your defense goes up a ton. Chances are this skill
    will be good for tanking crusaders, especially paired with devotion, all
    parties can sit back killing while not having to worry about getting hit, 
    because the crusader will be taking all the damage which is nothing to them.
    Providence (active)
    Increases resistance to damage taken from Demon and to Holy property attacks.
    Costs 30 SP and lasts 3 minutes at all levels
    Level 1: 5% less damage taken
    Level 2: 10% less damage taken
    Level 3: 15% less damage taken
    Level 4: 20% less damage taken
    Level 5: 25% less damage taken
    Comments: This skill seems kind of good, since most of the more powerful
    monsters in the game are demon, you will take less damage from them. Once
    again, there aren't very many holy elemental monsters in the game yet, so
    it's just sort of a small bonus.
    Pecopeco Riding (passive)
    Allows you to ride a pecopeco
    Pre-requisites - Level 1 Endure
    Level 1: Allows you to ride a pecopeco
    Comments: Riding a pecopeco means faster walking speed. I'm assuming this
    is all it does for the Crusader class just like it does for the knight
    Cavalier Mastery (passive)
    Increases attack speed while on a Pecopeco.
    Pre-requisites - Level 1 Pecopeco Riding.
    Level 1: 60% of normal attack speed
    Level 2: 70% of normal attack speed
    Level 3: 80% of normal attack speed
    Level 4: 90% of normal attack speed
    Level 5: 100% of normal attack speed
    Comments: If your going to be riding a Pecopeco, you need to max this
    skill, so you won't attack as slow as heck when your riding one. 
    Spear Mastery (passive)
    Increases attack power with spears
    Level 1: Attack + 4 (+5 with pecopeco)
    Level 2: Attack + 8 (+10 with pecopeco)
    Level 3: Attack + 12 (+15 with pecopeco)
    Level 4: Attack + 16 (+20 with pecopeco)
    Level 5: Attack + 20 (+25 with pecopeco)
    Level 6: Attack + 24 (+30 with pecopeco)
    Level 7: Attack + 28 (+35 with pecopeco)
    Level 8: Attack + 32 (+40 with pecopeco)
    Level 9: Attack + 36 (+45 with pecopeco)
    Level 10: Attack + 40 (+50 with pecopeco)
    Comments: This skill is good, assuming you want to use spears. If you
    are going to be using spears are a crusader, which I don't recommend you
    do, then go ahead and get this skill, as it is quite vital to your success
    as a spear crusader.
    Heal (Active)
    Heal yourself and others for a certain amount of HP.
    The formula for SP cost is 10 + (skill level X 3)
    Levels 1-10: Each level increases your heal by a certain amount.
    Although there are fixed calculations, depending on your int, skill level
    and base level, to show how much your heal will do, I don't have the
    formula nor the chart which shows it. I will later try to get a chart
    in here showing how much your heal will do depending on the skill level,
    int, and base level.
    Comments: I don't really think this skill would be that great for crusaders,
    since I doubt any of them are going to be int based, and priests will always
    be the best healers.
    Cure (Active)
    Cure targets from Silence, Curse, and Blind
    Pre-requisites: Level 2 heal
    Level 1: Cure targets from Silence, Curse, and Blind (as said above)
    Comments: This skill will probably be useful after monster skills and
    them inflicting status ailments on us is enabled, right now it's pretty
    useless though, except for PVP.
    Divine Protection (passive)
    Increase defense against demon/undead monsters.
    Level 1: +3 Def
    Level 2: +6 Def
    Level 3: +9 Def
    Level 4: +12 Def
    Level 5: +15 Def
    Level 6: +18 Def
    Level 7: +21 Def
    Level 8: +24 Def
    Level 9: +27 Def
    Level 10: +30 Def
    Comments: This skill would be useful when fighting undead/demon enemies,
    especially combined with the crusader class and it's other skills, it
    will make you take VERY little damage from these type of monsters.
    DemonBane (passive)
    Increase attack power against demon/undead monsters.
    Pre-requisites: Level 3 Divine Protection
    Level 1: +3 Atk
    Level 2: +6 Atk
    Level 3: +9 Atk
    Level 4: +12 Atk
    Level 5: +15 Atk
    Level 6: +18 Atk
    Level 7: +21 Atk
    Level 8: +24 Atk
    Level 9: +27 Atk
    Level 10: +30 Atk
    Comments: I don't find this skill very useful for crusaders. Although you
    will be able to get a big damage boost with this combined with your weapon
    mastery, I just don't find it to be that great of a skill, since there are
    better skills for crusaders.
    VIII. Skill builds 
    Please note before reading this section this all assumes you converted
    to Swordsman at job level 40. I will probably add a section for people
    that want to convert at job level 50 eventually, but that's not something
    I'm super concerned with for now. Just put points into whatever you want
    if you seriously want to go for job 50, you probably have an idea of
    why you want to go there on your own.
    Spear/One Handed Sword Build
    Increase HP recovery level 10 
    One handed sword mastery level 10 
    Bash level 5 
    Magnum break level 3 
    Bash level 10 
    Provoke level 5 
    Endure level 1 
    Convert to Knight 
    Spear Mastery level 10 
    Pecopeco Riding level 1 
    Cavalier Mastery level 5 
    Pierce Level 10 
    Spear Stab level 3 
    Brandish Spear level 10 
    Spear Boomerang Level 5 
    Comments: You have six skill points left over, you can do whatever you 
    want with them, as it won't really make an effect on how you play the game 
    at all, since you are mostly spear and One Handed Sword based. I would
    probably go ahead and get counter attack, since it's useful with any weapon.
    Two Handed Sword build 
    Increase HP recovery level 10 
    One handed sword mastery level 1 
    Two handed sword mastery level 10 
    Bash level 5 
    Magnum break level 3 
    Bash level 9 
    Provoke level 5 
    Endure level 1 
    Convert to Knight 
    Bash level 10 
    Two handed quicken level 10 
    Pecopeco Riding level 1 
    Cavalier Mastery level 5 
    Counter Attack level 5 
    Bowling Bash level 10 
    Comments: This is for people who like swords swords swords =P. Honestly
    though, it's good to have a few points into something else, either spear
    or 1 handed sword, so you can use a shield in certain situations, which
    you might find extremly useful. Shields can add a ton to your def, with
    one being +5 and having the right 30% damage reduction card.
    IX.Vitality builds 
    As many of you know, there are several types of stat builds to chose 
    from. Here I will explain the vitality type. They are meant to take hits 
    from monsters, and for it to do barely any damage to them compared to 
    their max HP. Vitality makes it to where you take less damage from 
    attacks, have increased max HP, recover HP faster naturally, and from 
    items. Here is how a vitality build would want to make their stats. 
    Starting stats would be 9 STR, 5 VIT, 9 AGI, 5 DEX, 1 LUK, 1 INT. 
    Below are what you should raise your stat to in order, keep in mind this 
    is WITHOUT bonuses from accessories, job levels, cards, etc. 
    Str: 20 
    Dex: 20 
    Vit: 50 
    Str: 30 
    Dex: 25 
    Vit: 70 
    Str: 60 
    Dex: 31
    Luk: 3
    Vit: 80 
    Str: 80 
    Vit: 99 
    Str: 92
    Here is what your finishing stats should look like: 
    Str: 92+8 
    Vit: 99+10
    Agi: 9+2 
    Int: 1+0
    Dex: 31+6 
    Luk: 3+4
    Comments: With this build, you'll be taking an significant less amount 
    of damage from your enemies. Enemies that have 150 attack power will 
    only do 1s to you (with your armor added in). With the 105 vit, you'll 
    also have massive HP (if your a knight, somewhere around 20k hp). I have 
    also made sure that as of now, you have enough dex with this build to 
    hit every monster 100% of the time, so you don't have to worry about 
    that. You also have 100 str, something all knights absolutly need. 
    X. Agility builds
    These types want to deal damage fast, hit the enemy every time, and not 
    be hit most of the time. These are pretty good, but when you get hit, it 
    HURTS, and you don't have much hp to make up for it. If you like being 
    able to laugh at an enemy missing you every attack, this type provides 
    just that. The starting stats for this build are 9 Str, 9 dex, 9 agi, 1 
    vit, 1 luk, 1 int. Here is the stat build for this type. 
    Str: 20 
    Dex: 20 
    Agi: 50 
    Str: 30 
    Dex: 25 
    Agi: 70 
    Str: 50 
    Dex: 31 
    Str: 60 
    Luk: 3
    Agi: 80 
    Str: 80 
    Agi: 99
    Str: 92 
    Here are what your finishing stats should look like:
    Str: 92+8 
    Agi: 99+2
    Vit: 1+10
    Int: 1+0
    Dex: 31+6 
    Luk: 3+4
    Comments: This build is GREAT at dodging. You should be able to dodge 
    the orc hero 95% of the time, and even stronger bosses like baphomet 
    more than 80% of the time. Of course, all regular monsters will miss you 
    95% of the time, unless you get mobbed by quite a few things at once. 
    You will also attack at an EXTREMLY fast speed, which is nice. 
    XI. Hybrid builds
    These types get most of the advantages from BOTH agi and vit. This is 
    why I prefer this build to others, and is the type I use. It's like 
    getting 70% of one of the advantages from one, and 70% of the other. Or 
    you can alter it a little to get different amounts, like 80% from one 
    and 60% from another. thats where there are three types of the hybrid. 
    Vit/Agi hybrid prefers Vit a bit more to Agi, while Agi/Vit hybrid 
    prefers Agi to Vit. And finally, the Vit-Agi hybrid levels the two stats 
    up equally. They all want to start out with 9 str, 9 agi, 5 vit, 5 dex, 
    1 luk, 1 int. Here are the stat build-ups for each 
    Vit/Agi Hybrid 
    Str: 20 
    Dex: 20 
    Vit: 40 
    Agi: 30 
    Vit: 50 
    Str: 30 
    Dex: 25 
    Agi: 40 
    Vit: 60 
    Agi: 51 
    Str: 40 
    Dex: 30 
    Luk: 3
    Str: 70 
    Vit: 80 
    Str: 92 
    This is what your finishing stats should look like: 
    Str: 92+8 
    Vit: 80+10
    Agi: 51+2 
    Int: 1+0
    Dex: 30+6 
    Luk: 3+4
    Comments: My ex-favorite build. You get almost the full advantage that a full 
    Vit knight would get, and you also get a nice boost to your attack speed 
    from the agi, and you can also dodge boss monsters like the orc hero 50% 
    of the time! Even the stronger ones like baphomet will still miss you 
    1/3 of th time. 
    Agi/Vit Hybrid 
    Str: 20 
    Dex: 25 
    Agi: 40 
    Vit: 30 
    Agi: 50 
    Str: 30 
    Dex: 30 
    Vit: 39 
    Agi: 80 
    Vit: 51 
    Str: 40 
    Dex: 25 
    Luk: 31
    Str: 72 
    Agi: 99 
    Here are what your finishing stats should look like:
    Str: 72+8
    Vit: 39+10
    Agi: 99+2
    Int: 0+0
    Dex: 25+6
    Luk: 31+4
    Comments: This build is great if you use it right. You will have the
    complete dodging ability of the agi knight, with some vit, a little
    luck paired with crit gear and you'll have almost as much crits as the
    agi/critical knight, and you'll also have some vit for quite a bit
    of extra HP and some defense. This build is basically a bit more of
    a defensive version than the pure agi knight, and the agi/crit knight.
    This build is my personal favorite, as it concentrates more on dodging
    a ton while still having some vitality, and it sacrifices some str but
    with all that agi and some luck, you'll still be doing really good damage.
    Vit-Agi Hybrid 
    Str: 20 
    Dex: 20 
    Vit: 20 
    Agi: 20 
    Vit: 30 
    Agi: 30 
    Vit: 40 
    Agi: 40 
    Str: 30 
    Dex: 25 
    Vit: 50 
    Agi: 50 
    Str: 50 
    Dex: 30 
    Vit: 65 
    Agi: 65 
    Str: 60 
    Dex: 31
    Vit: 65 
    Agi: 68 
    Luk: 3 
    Str: 92 
    This is what your stats should look like when your finished:
    Str: 92+8
    Vit: 65+10
    Agi: 68+2
    Int: 1+0
    Dex: 31+6 
    Luk: 3+4
    Comments: This build really isn't that popular, but I don't see why it 
    wouldn't work pretty good, even though it isn't the one I use, that's 
    just my preference. With good armor any knight that has 50+ vit can get 
    some damn good defense. You get a pretty close to even amount of both Vit 
    and Agi, which makes you very balanced.
    XII. Intelligence builds 
    This build is actually suprisingly good, if you know what you are doing
    and you have a priest with you at all times. What you try to make out of
    this build is a complete bowling bash freak, that takes out everything
    with bowling bash, and doesn't really have to worry about SP. You Will
    kill everything so easily and fast it'll be crazy. Starting stats are
    9 str, 9 dex, and 9 agi. The stats are as follows.
    Str: 30 
    Int: 30 
    Dex: 28
    Str: 50 
    Int: 50 
    Str: 70 
    Int: 70 
    Str: 90 
    Int: 90 
    Str: 92 
    Int: 99 
    This is what your stats should look like when you are maxed:
    Str: 92+8
    Agi: 9+2
    Vit: 1+10
    Dex: 28+6
    Int: 99+4(or more)
    Luk: 1+4
    Comments: Supprisingly, this build has proved itself to be very good.
    That is of course, if you constantly have a priest with you. You can 
    constantly BB without having to worry about SP, and if you have a priest
    with you, you obviously don't need too much def, as long as he is a pure
    int priest. Infact, a pure int priest with an str/int knight could 
    possibly be one of the most powerful combos in the game. Oh yes, and the
    +4 int is assuming your using two earings for faster SP recovery.
    XIII. Luck builds
    These builds concentrate on ignoring enemy flee and defense by making
    themselves crit a ton. Personally, for these types, I would recommend
    having agi instead of vit, however, there are some making vit crits and
    I guess thos would be ok too, it just seems like you would want to take
    full advantage of two hand quicken and crits by going agi. Anyway, here
    are the builds at the stats.
    Agi/Luk - starting stats are 9 agi, 9 str, 9 dex.
    Str: 20
    Agi: 50
    Dex: 20
    Str: 40
    Agi: 80
    Dex: 25
    Str: 50
    Luk: 30
    Agi: 90
    Str: 70
    Luk: 50
    Str: 72
    Agi: 98
    Luk: 55
    Ending stats should look like this:
    Str: 72+8
    Agi: 98+6
    Vit: 1+10
    Dex: 25+6
    Int: 1+0
    Luk: 55+4
    Comments: This build is growing more and more popular, for good reason
    too. Most of the higher level monsters have a ton of def and agi, but
    if you have a high crit rate, you can cancel out both of those and 
    constantly deal maximum damage. However, against mobs, you will suffer
    Vit/Luk - starting stats 5 vit, 5 dex, 9 str, 9 luk
    Str: 20
    Vit: 50
    Dex: 20
    Str: 40
    Vit: 80
    Dex: 25
    Str: 50
    Luk: 30
    Vit: 90
    Str: 70
    Luk: 50
    Str: 72
    Vit: 98
    Luk: 55
    Ending stats should look like this:
    Str: 72+8
    Agi: 1+2
    Vit: 98+14
    Dex: 25+6
    Int: 1+0
    Luk; 55+4
    Comments: I don't think this build would work very good, but, I guess
    the people that chose it seem to think it's decent, although it seems to
    me that Agi/Luk would be better.
    XIV. Strength/Dexterity builds
    These builds try to make strength and dexterity so high that they can 
    hit almost anything if not everything 100% of the time, and be able to
    punch through almost anything's defense with their amazing power. At 
    higher levels, these guys are really good, as long as they have good 
    armor to make up for their lack of defense, or a priest (preferably both).
    These guys can also prove to be major agi character killers in PVP. There
    are two types of these guys as well, ones that go all out str and dex, and
    others that only get dex to 75 or so, which is good enough for most things,
    except some assassins in PVP, and they put the rest of their points into
    usually vit, maybe some do agi or int,. I will put the stats for all types
    here. The starting stats for these guys are 9 str, 9 dex, and 9 agi or luk, 
    it doesn't really matter. The level up stats are as follows:
    pure STR/DEX
    30 Str
    30 Dex
    70 Str
    50 Dex
    92 Str
    90 Dex
    99 Str
    99 Dex
    Here is what your finishing stats should look like:
    Str: 99+8
    Agi: 9+2
    Vit: 1+10
    Dex: 99+6
    Int: 1+0
    Luk: 1+4
    Comments: This is assuming you put the stats into agi at the start,
    you can chose luck though. I don't think that the 99+6 dex is really 
    neccessary, and the build I'm going to list below is probably better.
    This build would really kick major ass though, with over 110 str 
    (assuming you equip rings for more power), and so much hit rate, you hit
    all the time and for insane damage. Unless of course your up against an
    assassin with 99+20 agi and has a flee rate of 250+.
    Str/Dex/Vit - These guys will put points into vit as well, so they can 
    actually take quite a few hits before dying, but still maintain a very 
    high Str and Dex so they can do lots of damage and hit most of the time.
    Starting stats are 9 str, 5 dex, 5 vit, and either 9 agi or 9 luck.
    20 Str
    20 Dex
    50 Vit
    30 Str
    30 Dex
    67 Vit
    50 Str
    40 Dex
    80 Str
    50 Dex
    92 Str
    75 Dex
    Your finishing stats should look like this.
    Str: 92+8
    Agi: 9+2
    Vit: 67+10
    Dex: 75+6
    Int: 1+0
    Luk: 1+4
    Comments: I didn't put any stat bonuses here except for the ones you get
    naturally from job levels. So just wear whatever accessories and stuff
    you want. This build seems to work pretty good, although they don't have
    as much vit as needed, they are quite soloable, as they have enough vit
    to survive, since they can kill so fast.
    Str/Dex/Agi - This build tries to have high str and dex, and some agi to
    be able to dodge. Starting stats are 9 str, 9 dex, and 9 agi.
    20 Str
    20 Dex
    50 Vit
    30 Str
    30 Dex
    69 Agi
    50 Str
    40 Dex
    80 Str
    50 Dex
    92 Str
    75 Dex
    Finishing stats should look like this:
    Str: 92+8
    Agi: 69+2 
    Vit: 1+10
    Dex: 75+6
    Int: 1+0
    Luk: 1+4
    Comments: I don't think this build would be very good, for the fact that
    you don't have enough agi/flee rate to dodge the stronger monsters enough
    so the agi really doesn't do anything except add on to attack speed.
    Str/Dex/Int - This build concentrates on constantly BBing for massive
    damage. With high dex and str, your BB will almost always hit and do a 
    ton of damage. Starting stats for this build are 9 str, 9 dex, and 9 agi
    or luck.
    20 Str
    20 Dex
    30 Str
    30 Dex
    50 Str
    40 Dex
    80 Str
    50 Int
    60 Dex
    92 Str
    67 Int
    75 Dex
    Finishing stats should look like this:
    Str: 92+8
    Agi: 9+2
    Vit: 1+10
    Dex: 75+6
    Int: 67+0
    Luk: 1+4
    Comments: This build seems like it would be pretty good. However, you
    would have to rely on a priest to be with you at all times. With a priest,
    though, you will be able to be really powerful. If you make this type,
    you should get a pure int priest with a high level magnificat and blessing,
    and this build could probably be quite good.
    XX. Making your own custom build
    Not everybody wants to use the builds in this guide all the time, nor
    do I recommend it. The builds in this guide are only here for you to base 
    what stats you may want off of it. Infact, I can garuntee you NONE of the 
    builds in this guide will make your knight be as truely effective as it can 
    be. I also have them here for people who might want to try them out, just to 
    see what they are like, but they won't be as good as they could be if you 
    tweaked the stats a bit to your liking. Therefore I have created this new 
    section, making your own custom build. As you might expect this section will 
    give you some basic tips to think about when creating your own custom build. 
    First, here is a link to a stat calculator, it will allow to create your own
    builds using the stat simulator.
    Now that you have the link to the stat calculator, all you really need
    is just a few guidelines on how to make a build that will work. First,
    you need to decide whether you want your build to be more offensive or
    defensive. Defensive should raise the stats VIT and AGI pretty high, thus
    creating somewhat of a hybrid. Offensive to the extreme would want a ton
    of agi, and maybe only a little vit. Or if you want a mix you could just
    choose one of the defensive stats, or get both to a decently high level.
    Next thing you should decide is whether you want more agi, more vit, or
    if you should choose to, raise them equally. They all have their good and
    bad points, you have to choose for yourself which one your going to use,
    and how you are going to raise your other stats to be most effective. Then,
    one last thing you must decide for yourself is if you want to be able to do
    a lot of critical attacks, if so, then you should raise luck up several points.
    NEVER raise luck as high as your other main stats though, it's a major waste
    of skill points. Having all that in mind, just keep in mind that there are many
    good builds out there, and yours can be good too. If you would like me
    to review your build for you, feel free to e-mail me and ask me what I think,
    and I'll give you any tips I have.
    XVI. Equipment 
    I will list here certain pieces of equipment that you should buy as a 
    Swordsman in the order you should buy them. I will assume you can look 
    at this chart, decide what you want to be (1 handed sword, 2 handed 
    sword, etc.) and also decide whether you want to lean more towards 
    defense first, or offense first. This will just give you an idea of what 
    order to buy one two handed sword, before the next two handed sword 
    (note this does not apply only to two handed swords, I was just using 
    that as an example) 
    One handed swords 
    Sword - 25 Attack Power. A basic sword, which you should buy after you 
    get about 7 or so of any item when you first start out.
    Blade - 53 Attack Power. This sword works well for the time being, and 
    most 1 handed swordsman buy it after getting a sword. 
    Tsurugi - 130 Attack Power. You should get this sword as soon as you are 
    comfortable with your current armor situation. It is a big jump from a 
    Blade to this, but you save a lot of money, and a Blade works just fine 
    until you need this. Tsurugi will last you until you become a Knight. 
    Flameberg - 150 Attack Power. This sword can only be used by Knights. 
    You should hopefully be able to afford this as soon as you become a 
    Two Handed Swords
    Sword - 25 Attack Power. This is of course, the sword you buy when your 
    a poor Novice. This is the only one handed sword you will be using.
    Katana - 60 Attack Power. You should buy the Katana as soon as you have 
    enough money for it. Armor can wait until after.
    Bastard Sword - 115 Attack Power. A big improvement from the Katana. You 
    probably should get poor to decent armor in all slots before buying this 
    though. You will most definatly want to have a +6 or +7 Bastard Sword 
    over a Two Handed Sword, since it adds an extra +18 min AND max damage. 
    Two-Handed Sword - 160 Attack Power. You will probably want to use the 
    Bastard Sword +6 or +7 over this unless you are rich or lucky and 
    have at a few or more oridecons to pump into this, in which case this 
    would be the better choice.
    Claymore - 180 Attack Power. This is the most powerful buyable two handed
    sword as of now. Once you reach knight, you will probably want to use one
    these. MOST knights will end up using this for the rest of their days, however,
    those who play a lot, those who are incredibly rich, or those who are incredibly
    lucky, may get one of the following swords.
    Katzbalger - 175 Attack Power, +5 vitality, +10 defense. This sword is AMAZING
    for VIT knights. It gives +10 defense, the same as a +4 shield would give, making
    it worthwhile to use two handed swords, and it also gives +5 vitality, which will
    increase you defense even more while increasing your max HP and your HP recovery
    by a lot, assuming you are a VIT knight. For VIT knights, this sword would be
    the best you can possibly get, however, as with most of the powerful swords, 
    these costs several million zenny, and are EXTREMLY rare.
    Muramasa - 170 Attack Power, Critical +20%. For those agi/crit knights out there,
    this sword is great. It increases your critical rate by 20%, making you crit
    a TON, especially when paired up with "of counter" accessories and luck. Knights
    can get their crit rate really high with this sword, making them all that more
    powerful, and definatly worth the sacrifice of 10 attack power rather than claymore,
    10 attack doesn't really mean that much. However, as with the others, it is 
    EXTREMLY valuable and rare as well.
    Masamune - 200 Attack Power, Dodge + 30%, DEF = 0. This would be a very good
    sword in some ways, and very bad in others. It makes us Knights dodge just as
    well as Assassins, however, it also makes our defense drop down to 0, so we 
    take full damage when we do get hit. This sword can be really good though, 
    because then you don't have to worry about carrying that heavy armor, more
    room for other stuff. This sword would probably only be good on really high
    leveled agi knights with a priest, since they have the extra HP to make up
    for when they do get hit, and since they won't get hit NEARLY as much, it'll 
    be good.
    Before I start, the reason why I am only putting two spears here, is 
    because you will want to use one-handed swords as a swordsman, even if 
    you plan on using spears later on. So you are only going to need to 
    decide between two spears.
    One Handed Spear users 
    Pike - 60 Attack Power. I HIGHLY suggest you DO NOT go with one-handed 
    spears. Just looking at the attack power you are going to have should 
    tell you NOT to do this.
    Two Handed Spear users 
    Lance - 185 Attack Power. If you are going to use spears, this is the 
    way to go. This spear has a ton of power, and will do massive damage to 
    Adventurers Suit - 3 Defense Power. A good armor to save up for while 
    your not rich enough to get anything better.
    Padded Armor - 7 Defense Power. Once you get a piece of armor on every 
    slot available (excluding middle and bottom helmets, and accessories) 
    this is a good piece of armor to get. 
    Full Plate - 10 Defense Power. This should be the last piece of armor 
    you buy. You can't equip it until level 40 anyway, so you might as well 
    just buy every other piece of armor you can before this, unless you 
    can't afford it until level 40, but even then you should still try to 
    get the best of every other type of armor, since this is the most 
    Guard - 2 Defense Power. This is good when you start off with your Blade 
    (assuming your going the one-handed path). It doesn't cost much, so if 
    you are a newbie, you can still afford it without TOO much effort. Also 
    note, you can buy the basic defensive equipment in any order you want, 
    it doesn't really matter.
    Shield - 6 Defense Power. If you are going the one-handed path, you will 
    want to jump straight from the guard to the shield to save money. This 
    shield is great, as 6 defense power is a lot in this game. 
    Hood - 1 Defense Power. You should get this along with the rest of your 
    basic armor. Although the 1 defense power isn't much, it is cheap, so it 
    doesn't cost much at least. 
    Manteau - 4 Defense Power. You should get this with the rest of your 
    best armor.  
    Just go with whatever you want for your headgear. If you are all about
    stats, your going to want to get a bone helmet, fin helmet, and iron cain.
    Although, most people just want to wear whatever they think their 
    character looks best in, including myself *hugs his angel wings* ^_^.
    Sandals - 2 Defense Power. As said before, just buy this with the rest 
    of your basic defensive equipment.  
    Boots - 4 Defense Power. And again, just buy this when your getting the 
    rest of the best armor, in any order you please. 
    With accessories, you will most likely want to get your hands on a clip,
    because of the slot, and stuff a nice card in it, either that or get 
    one of the regular accessories. Once you hit level 90+, you'll want one
    of the "ancient" accessories though, which don't give as much of a bonus
    as the regular ones, however, they have a slot in them, so it's like a
    clip with a small bonus.  
    As for cards, do the same thing as with accessories. If you want a 
    certain ability, or stat bonus, just equip that card. Here I will list a 
    set of cards that would be good equips for a swordsman.  
    Andre Card (weapon) - Raises attack power by 10. This would be another 
    good one, which is pretty self-explanatory. This card raises minimum and 
    maximum damage, making it really good. 
    Baphomet Card (weapon) - Makes all attacks have splashed damage within a
    9 cell range, 3 X 3, enough stuff :P.
    Doppleganger Card (weapon) - Unlimited attack acceleration. In other 
    words, it makes you hit EXTREMLY fast. If what I have heard is true, it 
    makes it to where you attack with the speed of 2 hand quicken without 2 
    hand quicken. Meaning if you used it and used 2 hand quicken, you'd be 
    attacking at a goddish speed. 
    Drake Card (weapon) - 100% damage to all size monsters. This would 
    really help two handed swordsman who decide they don't want to become a 
    knight and ride a pecopeco. Since a lot of the enemies in the game are 
    medium sized, two handed swords will only do 75% to most of the enemies, 
    making you lose a lot of damage, so this card would really help.
    Soldier Skeleton Card (weapon) - +9% critical damage. For agi/crit knights, 
    this card is godsent. It makes you do a ton more crits, and for those who
    cannot get their hands on a Muramasa (which most probably won't) a double
    critical two handed sword will be the next best thing, which isn't THAT much
    Skeleton Worker Card (weapon) - +15% damage to medium sized monsters. 
    This would help a lot since most of the enemies in the game are medium 
    sized monsters.
    Cobold Card (accessory) - +5% criticals, +1 str. This card is great for agi/crit knights,
    the only other card they might want to use for accessories is kukre, but
    I think this is better, of course, oppinions do varie. Extra crits are always
    nice ^_^.
    Kukre Card (accessory) - +2 AGI, this card would be pretty helpful for agi knights,
    considering any AGI boost for us is really nice since we don't get much of
    any AGI from our job levels. Once you get to level 90+ and can equip ancient
    brooches, getting +6 agi from all this, giving you +6 flee and a probable ASPD
    boost, but still, crits are nice...I would go with cobold cards over this.
    Spore Card (accessory) - +2 VIT, this card is nice for VIT knights, at higher levels,
    each VIT increases our recovery speed by a lot, getting two of these on
    slotted necklaces would be a total of +6 vit, meaning a huge boost to HP
    recovery. Of course, most high level VIT knights would really want safety
    rings, but those aren't nearly as easily obtainable.
    YoYo Card (accessory) - +5 perfect dodge, +1 agi. This would be good for an AGI/LUK 
    knight as well. I'd probably use this over kukre cards, since perfect dodge
    is really nice. If you want to take a more defensive rather than offensive
    path, and your agi, get this instead of kobold cards. Of course, you could
    always have a nice mix and get one of each ^_^.
    Matyr Card (shoes) - +12% Max HP and +1 agi. This card would make a knight extremly 
    awesome. At level 99, if you had a good amount of VIT, you would have 
    17k+ HP, with this card, you can add another 2k or so to that :). 
    Male Thief Bug Card (shoes) + 2 Agi. As with all other AGI increasing things,
    this would be good for agi knights, although, the Matyr Card is probably better
    considering it's just 1 less agi for +12% Max HP, but it's your choice
    Whisper Card (mantle) - +20 Flee rate. This one would really kick 
    butt with an AGI swordsman. At level 50 with 50 Agi, that's 120 flee, at 
    level 99 with 101 agi, that's 220 flee. This card is really amazing,
    although very valuable as well, you might have a hard time being able
    to afford one.
    Raydric Card (mantle) - Form 15% tolerance against the neutral attack. In
    other words, all physical attacks do -15% damage to you. This is a REALLY
    great card for monsters that still hit high damage on you, even if you have
    a lot of vit and some really good armor, some monsters (really just bosses)
    will still hit you for over 1k damage, and this will take that down 15%.
    This is a major card to get if your a VIT knight.
    Steel ChonChon Card (armor) - +2 DEF. This is good obviously because, it
    gives +2 DEF making you take -2% damage to from all physical attacks. Good
    for VIT knights that manage to get a slotted full plate.
    Female Thiefbug Card (armor) + 1 AGI. Same thing with all the other AGI increasers
    on agi knights. As always, agi knights need as many bonuses from equip as they
    can get ^_^.
    Savage Card (armor) - + 3 VIT. This is the alternative to a Steel ChonChon card
    for a vit knight. You have to decide what would be more beneficial to you,
    although the +2 DEF will help you more defense wise, you have to take into
    considering that VIT also raises max HP and HP recovery. Both are very nice
    cards, you make the choice.
    Ambernite Card (shield) + 2 DEF. This is a good card for a vit knight, obviously
    for the same reason as the Steel ChonChon card is. Read above.
    Andre Egg Card (shield) + 5% HP. This isn't a very big boost, but still good
    for a VIT knight nonetheless. At higher levels it can give a +500 or higher
    boost to HP.
    Note, that Baphomet Card, Drake Card, and Doppleganger Card
    would be extremly hard to get as they are bosses, and there is an 
    extremly slim chance to get one if you beat them, that is, IF you beat 
    them. These are some of the best cards that a swordsman can use, but of 
    course, they are hard to get your hands on them. Any other cards that 
    raise ATK or any base stat (especially str, agi, or vit) are also good 
    for swordsman, if you can't get any of the more powerful ones. 
    XVII. Places to level 
    Levels 1-10: Any area that has porings, fabres, lunatics, pickies, or 
    rodas. Until you reach your first class, you won't be able to kill much 
    else. If this isn't your first character, and you have a bunch of zenny, 
    go ahead and buy a bunch of fruit healing items and level up on rockers, 
    as long as you have a blade, and your level 4-5, this should be the 
    fastest way to level, if you have the money for massive fruits. 
    Levels 11-20: If you go one screen south and one screen west of 
    prontera, you will be in rocker hill. This is a good place to level up 
    on, just kill rockers.  
    Levels 21-30: You can level up in several places. Biblian Island Dungeon 
    level 1 would be a pretty good place to level up, just stay away from 
    the jellyfish like creatures. You can also try southeast of morroc, in 
    the ants area. Or maybe go to other desert areas and kill pecopecos, 
    boas, and wolves.  
    Levels 31-40: You can now chose several places to level. You can try 
    smokie forest, biblian level 2, horns, orc village 
    (just avoid the orc hero, or you will be sorry). 
    Levels 41-50: Biblian 2 will start to be really good here, it have great 
    loot, enemies there aren't too strong, or aggressive, and they give good 
    experience. You can also try orc village some more, or bigfoots, if you 
    have enough agi you should dodge bigfoots a LOT, but it really isn't 
    recommended for VIT swordsman, since you will still get hit often and 
    for high damage. For later levels, I would recommend switching to goblin
    village. And that is probably where you should stay the rest of your 
    swordy days, unless you are pure vit, you can try drainliars in coal 
    mines level 1.
    Levels 51-60: Keep leveling where you were in the 41-50s. Biblian 2 is 
    still a pretty good place to level, but there are also faster places you 
    can level...however, along with that, they are a lot more expensive.
    Personally I'd say you should level in goblin village, cause it gives
    good exp until your a knight, better exp than Biblian dungeon level 2. 
    Once you reach a knight, continue leveling there until job level 20 or 
    so, and then you can go into dungeons and start killing things in there 
    (such as payon 3, sphynx, pyramids 2, any of the middle level dungeons) 
    Levels 61-70: I'd recommend Sphinx level 3 if you have a priest with you,
    and maybe even if you don't have a priest with you. It's really good exp,
    especially during these levels, you should be getting a ton per requiem.
    If not, try payon 3/4, mids 2, maybe coal mines or biba 4 (if you have
    really good def).
    Levels 70+: I would highly recommend sphinx level 3 after you hit level
    70. Sphinx 3 monsters give great exp, especially requiems, and they 
    aren't even very strong! Plus, there are also several different rares
    that you can get there. Celebrant's Mitten, Wand of Occult, Old Blue Box,
    Matyr Leash, Heaven Ring, and two of the best cards are in there, Matyr
    Card, and Whisper Card. So not only is it a good money maker, but great
    exp. When you get high enough you can go to glast heim and fight some of
    the lower agi monsters if you aren't a crit/dex build, and that's probably
    where you'll want to level until 99.
    XVIII. Knights in PVP 
    I would like to thank Strato29k for inspiring me to do this section, it 
    didn't even cross my mind how good of a section this would be.
    First off, for those who don't know what PVP is, it stands for "Player 
    Vs. Player" combat. What that means is, you can go into an arena, and 
    start fighting other players, not monsters.
    I will divide this up into 3 sections. The first is "Who do knights do 
    good against, and who should knights watch out for." That will cover 
    what classes knights have an easy time pummeling into the ground, and 
    which ones have an easy time knocking them out. The second is 
    "Strategies for knights to beat every other class". This will cover the 
    best ways to beat other specific classes, even if they have an edge over 
    you. The last section is "Good equipment for knights to wear in PVP". 
    The equipment you want in PVP will differ greatly from the equipment you 
    want to use when your fighting just regular monsters.
    Who do knights do good against, and who should knights watch out for 
    This section is based on the experiences I've had with my knight 
    fighting other classes. The ratios I will give stand for about how many 
    times I kill (insert class here) to how many times they kill me.
    Wizard - 2/3, Wizards have just a slight edge over Knights, so usually 
    you will want to avoid picking a fight with one. Of course, if you think
    you have a chance of killing them in 1 or 2 BBs, take your best shot.
    Assassins - 5/1, Knights from my experiences RARELY lose to assassins, 
    however I will also say that on my assassin, I've killed 4 knights and 
    only have been killed by one, so I guess in this, it really depends on 
    the skills the two have, and how they use them. 
    Priest - Never faught one, so I can't give information, although I see 
    them a lot, you really shouldn't attack them...as 1. the fight will last 
    forever, 2. they don't want to fight anyway, so there really isn't a 
    point to attacking them.
    Hunters - 2/3, same as Wizards 
    Blacksmiths - 3/2, Knights have an edge over Blacksmiths for the most 
    part, however, when one has just come in the PVP room and has 500 red 
    potions with them, it is pretty hard to win against that...
    Other Knights - 1/1, whoever wins here all depends on what skills they 
    have, what levels they both are, and who knows how to use the skills 
    they have the best. I personally kill more knights than other Knights 
    kill me, but I do get killed by them sometimes as well.
    Strategies for knights to beat other classes 
    Here are the strategies to beat other classes with your knight, even if 
    they have an edge.
    Wizards - Well, you kind of have to be lucky here. Your best bet is to 
    use a peco, and get really close to them before they can cast a spell, 
    and a few bowling bashes/bashes should kill them. Or if you are a spear 
    knight, use spear boomerang, that skill does wonders against them. 
    Assassins - Your best bet here is to use two hand quicken, and start 
    bowling bashing the heck out of them. If you can get just a few good 
    bowling bashes/bashes in on them, that should kill them, however, if 
    your not that lucky or you don't have that much dex, just continue to do 
    regular slashes and counter a few times when you have about 10 SP, and 
    of course, use green herbs when they poison you. 
    Priests - If you want to actually take a shot at these guys, your 
    probably going to lose, BUT, if you insist, just run up to them, and 
    bowling bash/bash the heck out of them, and if they don't have much 
    agi/vit, they will die. However, if they start casting their silencing 
    spells on you, and blessing/gloria/agi up themselves...your basically a 
    goner, unless you have a lot of healing items/your really lucky/your 10 
    levels higher than them.
    Hunters - Your going to want to do the same thing as you do with 
    Wizards. Try and bash them right off the bat. If they start to run away 
    from you, chase after them, but avoid traps they may drop on you. If you 
    run into one of their traps, you will either take severe damage (1k+ 
    damage), or you will be unable to move, in which case the hunter will 
    shoot you and beat you to death with their arrows/falcon. Of course, 
    spear knights can use spear boomerang to hit them from a distance, but 
    that's only if they just so happen to be facing the right direction at 
    the time they get trapped. 
    Blacksmiths - This will basically just be a fight of who is higher 
    leveled/who has more healing items. Just use your most powerful skills 
    on them, and pray they don't mammonite you to death. Hopefully if you
    hit them with strong enough skills, they won't even have time to recover 
    with their massive healing items. Most of the time they will take a 
    while to kill, since they are for the most part richer than other 
    characters, and have a large weight limit, they will have more healing 
    items than you. So basically, just let everything you have at them, and 
    you should win, unless you run into one of the ones with massive healing 
    Other Knights - Just let everything you have at them, counter attack 
    when neccessary, two hand quicken, all the good stuff you would normally 
    use on monsters. This, like the Blacksmith fight, is basically just who 
    has more power, except this one doesn't have who has more healing items 
    involved in it for the most part, because your both knights, you have 
    about the same zenny, and about the same carrying capacity (unless one 
    of you was a dope and didn't put any points into str...crazy people 
    Good equipment for knights to wear in PVP 
    As you'll be suprised to find out, you should wear different equipment 
    when going into PVP than you normally would fighting monsters. First 
    off, de-equip whatever accessories you might have, you want rosaries. 
    The reason you want them is because they add +5 to MDEF each, the +2 luk 
    each one is kinda like something that doesn't really matter too much, 
    but it's nice that it's there. With two of those, you will reduce the 
    damage mage's spells do to you by 10%. Of course, if you manage to get your 
    hands on a nice pair of safety rings, definatly use those ^_^. You can use
    any headgear you want in PVP, preferably one that gives both physical
    defense and magic defense, so you can have defense against diverse attacks.
    Other than those two things, try and get things like a horn card (-50% 
    damage from long distance attacks) for hunters, or things like that, 
    where it will give you a huge edge against other classes. Also, of course, 
    ALWAYS use the most powerful equipment you can get, with as many +s packed 
    into it as you can get. 
    XIX. Rumors and Facts about Swordsmen in the Future
    There are many many many rumors going around about Swordsmen and what 
    they are going to be like in the future. I have composed some rumors and
    facts about stuff we know will happen to Swordsmen, and stuff we think 
    will happen to swordsmen in the future.
    Monster skills: The swordsman's worst nightmare, or the thing that makes
    them rise to power once again?
    Pretty soon, in the Turtle Island patch, monsters will be able to use
    skills against us. This, however, is actually pretty good for most knights,
    that is, the ones who like competing against other classes. Knights have
    much better survival skills than any other class (except priest of course),
    but that's who you will be leveling with anyway. Basically, we have defense
    and good offensive capabilities to survive attacks and kill before we are
    killed. The thing is, this will indirectly make knights a little bit better
    compared to other classes than they were before, because now knights have
    the ability to survive monster skills better. Also, since knights are THE
    most vit oriented class, status effect inflicting monsters will also have
    less effect on them than they will other classes. Lets say you have a hybrid
    knight with 70-80 total vit with an assassin that has 20 vit. Minorous uses 
    hammerfallon you both. You both get stunned, except it lasts for 4-5 seconds on 
    theassassin, during which time he cannot dodge, the minorous hits him 5 times
    for 500 damage each, which really hurts him. You get stunned for about two
    seconds, and you get hit twice, but since you have better armor, and more vit,
    you only get for 300-400 damage each. Then a marduk comes up to you, firebolts
    both of you. It hits you both for 1k total damage each. That assassin will have
    lets say 6k hp at the most, assuming you guys are both 99, and you will have 14k
    hp. Then another minorous comes along and hammerfalls once again, and the same
    thing that happened the first time occurs, except this time you don't get stunned,
    because your vit saved you from the stun, you kill it without getting hit, except
    maybe once. Your assassin friend, on the other hand, is sitting there either dead,
    having used a lot of pots and taken a hell of a long time to kill the things
    because he keeps getting stunned, or still taken a hell of a long time to kill
    the things but he has a priestess sitting there healing him during this time,
    but under the same situation, the knight will still kill faster. Of course,
    once all this occurs, other classes can still get more vit, but it won't
    be nearly as effective for them as it will be for the knights in other things,
    giving knights an advantage. 
    XX. FAQ 
    This section contains questions I have received in my e-mail about my 
    guide. Hopefully this section will solve a lot of your questions instead 
    of having to e-mail me. I will add questions in here as I get them in my 
    Q1. Are Knights the best class? 
    A1. No, Knights are NOT the best class, there is NO best class, it all 
    depends on the role you like to play as, every class has their strengths 
    and weaknesses, it just depends on personal preference. Such as, my personal
    preference is the Knight, I just love them to death, hence why I did this
    Q2. Can Kights solo MVPs?
    A2. Yes, but as I said above, all classes have their strengths and 
    weaknesses, this goes for MVPing too. Any class can solo an MVP if they 
    have their skills set up right, they all have their own way of doing 
    Q3. What knight build do you use, it is in this guide?
    A4. I do not use any build from this guide, I have my own custom build.
    If you want to make your own build as well, I will be adding a new section
    to the guide allowing you to do just that.
    Q4. What pairs of stats do you think go best together?
    A4. Personally, I think Str goes good with just about anything, except
    agi. With vit, it's great, a ton of dex and you do a ton of damage and
    you won't miss, with int you can constantly use skills for a ton of 
    damage. My favorite pairs of stats to have be the primary stats in a 
    build is agi-luk, vit-str, str-dex, str-int. 
    Q5. What class do you think Swordsmen level up with the best?
    A5. I think Swordsmen work especially well with acolytes/priests. If
    your going to level with somebody, they would probably be the best to
    chose as a leveling partner, IF they are pure int. Other really good
    partners to have leveling up with are archers and mages. They can provide
    really good backup attacks that will make you end up taking a lot less 
    damage than you would have alone. 
    Q6. Are your builds really the most common/best out there? What if I want
    to change a few things?
    A6. Of course not, there is no best build out there, there are many different
    kinds and all can be good if you know what your doing. Infact, I DON'T want
    you to follow EXACTLY what I put in my builds, that's just to give you a base
    idea for building upon of how much you might want to raise each stat, of course
    if you find that my builds give you exactly what you want, feel free to use it
    exactly as it is shown.
    Q7. You didn't respond to my e-mail, why not?
    A7. Chances are either my yahoo e-mail put it in bulk, which I don't even bother
    to check, or it didn't look like something interesting to read. If you put
    "your guide" or "RO" in the subject box, I will almost always read it, unless
    for some odd reason I don't even see that. If I don't respond to you and you
    had a question of some sort, and I don't respond within 3 days, e-mail me again
    and chances are you'll get a reply this time.
    If this doesn't answer your question/s, and the answer isn't somewhere else
    in the guide, please feel free to e-mail me asking. I will try to reply
    to it as quickly as possible.
    XXI. Future Updates 
    I will do a fairly large update whenever they add the crusader class, and 
    again when they add 3rd level job classes. I also plan to add various 
    tips about raising a swordsman up, and finding other ways to give more 
    info about the swordsman class. I will also update if anybody sends me 
    information they think should be put up here, or maybe notify me of 
    typos, or any information I have that is wrong.  
    XXII. Thank Yous 
    Gravity - for creating this game 
    Gamefaqs - for hosting my guide 
    ign.com - For also hosting my guide
    www.ro.pak0.com - for letting me know that lance is the best spear as of 
    Weggy - for the thinking up the original idea of an int swordie build
    blu_sphere - for sending me an e-mail telling me a bunch of errors in my 
    FAQ, informed me of a few new things, and reminded me to update with 
    some old things I have been meaning to add.
    This is all for now, you will be put on this list if you notify me of 
    any typos, incorrect information, or if you just feel something needs to 
    be put up here, and I end up correcting/adding to this guide because of 
    it. Just send an e-mail to vgmaster88@yahoo.com of what needs to be 
    XXIII. Contact Me
    Here is a section of the various ways to contact me.
    iRO - Darren (Knight), Angelic Priest (Priest), Carrot King (Blacksmith)
    Aim - VGmaster88 (on privacy, try to page me on the forums or e-mail to get
    on my buddy list)
    E-mail - VGmaster88@yahoo.com (note, I don't read my hotmail e-mail)
    XXIV. Legal Information 
    Gamefaqs and ign.com are the ONLY sites allowed to host my guide as of now. If you 
    want to put my guide up on your site, just send me an e-mail telling me 
    the URL of the site it is going to go on, and I will more than likely 
    give my approval. However, do not put this guide up on your site until I 
    do give my approval. 

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