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    Hybrid Knight Guide by Maruko

    Version: 1.1 | Updated: 08/13/04 | Printable Version | Search Guide | Bookmark Guide

                                                
                                           
                                               
                                                   
                                                
               Maruko's Unofficial Hybrid Knight Guide
          by Maruko of pRO Loki, GM of  The Circle  guild
                  our site (www.thecircleguild.tk)
                 our forums (www.thecircleforum.tk)
    
    
    
    Best viewed on - Font:Lucida Console, Size:10 , Word Wrapped, and Maximized
      ________________
    _/ Update History \________________________________________________
    ===================================================================
    
    v1.2 Third Release ()
    - fixed compatibility problems (some of my charts dont look right in different
    text file progrmas)
     - added more detailed credits for some of the information i used in this guide
     - fixed some typo's
    
    v1.1 Second Release (August 8, 2004)
    - added some ASCII art on the top of the guild to make it look like a real
    guide LOL
     - fixed links
     - fixed some typo's
     - finished chapter 5, 6, and 7
     - added new part in chapter 5
     - fixed computations and made them look neater
    - i'm adding new section's (not complete) in chapter 9, 10, and to make the
    guide more informative
     - Added MVP Monsters information in chapter 9
    - took out chapter 11 on PvP, i don't really like going to PvP anymore since i
    find it a waste of time
    - moved section 3.8 Status Effects to the appendix. It is now A.4 Status
    Effects
     - added a cards section in 6.0 Armory
     - added an UPGRADE CHART in chapter 6.0 Armory
     - added an EXP chart in the APPENDIX
     - added an Elemental Chart in the APPENDIX
     - added some UPGRADING information in 6.0 Armory
     - added an explanation on how damage reduction cards work in 6.0 Armory.
     - moved the BUILDS chapter to chapter 8
    
    v1.0 First Release (July 13, 2004)
     - I finished the first 4 chapters
     - added How ATKS are computed in the Appendix
     - added size modifiers in the Appendix
    
    ___________________________________________________________________
    ===================================================================
    
    
    
      ___________________
    _/ Table of Contents \_____________________________________________
    ===================================================================
    
    1.0 Overview and Disclaimer
    2.0 Introduction to Hybrid Knights
    3.0 STATS, what do they do
    	3.1 STR
    	3.2 AGI
    	3.3 VIT
    	3.4 INT
    	3.5 DEX
    	3.6 LUK
    	3.7 Stat Points
    4.0 SUBSTATS, now you know!
    	4.1 ATK
    	4.2 MATK
    	4.3 HIT
    	4.4 Critical
    	4.5 Defense
    		4.5.1 SOLID DEF
    		4.5.2 UPGRADED DEF
    		4.5.3 VIT DEF
    		4.5.4 How DEF works
    	4.6 Magical Defense
    	4.7 Flee
    	4.8 Attack Speed
    	4.9 Casting Time
    	4.10 HP
    	4.11 HP Recovery
    	4.12 SP
    	4.13 SP Recovery
    	4.14 Weight
    	4.15 Tables
    5.0 SKILLS, which skill to choose?!?
    	5.1 Skill List
    	5.2 Special Skills
    	5.3 Skill Builds
    		5.3.1 Swords
    		5.3.2 Spears
    		5.3.3 Omnimastery
    6.0 BUILDS, the HEART of a Hybrid
    	6.1 Introduction
    	6.2 Offensive Hybrid
    	6.3 Defensive Hybrid
    7.0 ARMORY, what HITS the spot
    	7.1 WEAPONS
    		7.1.1 Spears
    		7.1.2 Swords
    		7.1.3 Weapon Cards
    		7.1.4 Card Compounding
    	7.2 ARMOR
    	        7.2.1 Head, Upper, Middle and Lower
            	7.2.2 Shield
    	        7.2.3 Body
            	7.2.4 Garment
    	        7.2.5 Shoes
    	        7.2.6 Accessory
    		7.2.7 Armor Cards
    	7.3 Damage Reduction Cards
    	7.4 UPGRADE CHART
    8.0 LEVELING, where? why? how?
    	8.1 Introduction
    	8.2 Finding the right place
    	8.3 My suggested LEVELING Places
    	8.4 EXP chart
    9.0 MVP'ing, do's and dont's
    	9.1 The MVP Formula
    	9.2 Knights and MVP's
    	9.3 Baphomet
    	9.4 Dark Lord
    	9.5 Dopplegangner
    	9.6 Drake
    	9.7 Eddga
    	9.8 Golden Thief Bug
    	9.9 Haiti
    	9.11 Maya
    	9.12 Mistress
    	9.13 Moonlight Flower
    	9.14 Orc Hero
    	9.15 Orc Lord
    	9.16 Osiris
    	9.17 Phreeoni
    	9.18 Stormy Knight
    	9.19 Turtle General
    10.0 WoE, a hybrid knights perspective
    	10.1 WoE Rules
    	10.2 Our General Purpose
    	10.3 Attacking a Castle
    	10.4 Defending a Castle
    
    APPENDIX
    	A.1 Physical Attacks
    	A.2 Magical Attacks
    	A.3 Size Modifiers
    	A.4 Status Effects
    	A.5 EXP Chart
    	A.6 Elemental Weaknesses Chart
    GLOSSARY
    ACKNOWLEDGEMENTS
    LINKS
    CONTACT INFORMATION
    COPYRIGHT INFORMATION
    
    ___________________________________________________________________
    ===================================================================
    
    
    
      _____________________________
    _/ 1.0 Overview and Disclaimer \___________________________________
    ===================================================================
    
    I decided to make this guide to first of all inform people about what a hybrid
    knight really is. All information in here is made from a Hybrid Knights point
    of view and Intented for a Hybrid Knight, so please... criticize my guide that
    viewpoint. I am by no means an all knowing being and the information i put in
    this guide can be wrong. So don't go grilling me about the information I place
    in here. (;-_-) All the information you will find here is based on my opinions
    and facts that I get from my own sources. If you see anything that needs
    corrections, then by all means email me the corrections in a constructive
    manner(^_^). This guide is intended to help guide hybrid knights in deciding
    how to build their knight. From stat discussions to skill distribution to
    leveling up. I will also attempt to discuss the different types of hybrids and
    what types of specialties each one has. The main aim of this guide is to share
    the information I have gained from my RO playing experience. So I hope the
    reader appreciates the insights that will be shared in this guide. The reader
    is also more than welcome to make constructive suggesstions and criticisms in
    order to make this guide a better one by emailing me his/her insights. Thank
    you and Enjoy! (^_^;)
    
    One more thing, this guide is WoE/PvP biased. IMO, if you play RO to just PvM
    then you're wasting your time. You might as well be playing an offline game
    like Diablo or something. For me playing a MMO breeds a sense of competition,
    thats what makes MMO's fun. So if you email me regarding my opinions about
    Hybrid Knights, make sure you're thinking my way or i'll ignore your email. I
    built my Knight for WoE/PvP so that is the knowledge i'm going to share. I'm
    also going to add in MVP'ing with a hybrid. (^_^)
    
    ___________________________________________________________________
    ===================================================================
    
    
    
      _______________________________________
    _/ 2.0 Introduction to the Hybrid Knight \_________________________
    ===================================================================
    
    What is a Hybrid Knight? To discuss what a Hubrid Knight is, we have to
    analize the word "HYBRID". Webster Dictionary decribes the word hybrid as "a
    mixture of different elements". That is absolutely right.... But, most people
    think that a Hybrid knight is a mixture of TWO different elements AGI and VIT.
    What I would like to change is this mentality. To further discuss my point, I
    have to discuss the more common builds of knights, those are the AGI knights
    and the VIT knights. As you all may know, an AGI knight focuses on AGI as his
    main defensive stat as a VIT knight focuses on VIT as his main defensive stat.
    Since these two types we're one of the first type of builds for knights, each
    of their defensive stats we're maxed up to 99. For the AGI knight AGI was 99
    and for the VIT knight VIT was 99. Time went by and as people got smarter, they
    changed their builds and realized that maxing a certain defensive stat to 99
    was not very smart. I'm guessing that some people thought of lowering down
    their DEFENSIVE stats and mixing different stats to their builds, so in my
    opinion.. this is when the Hybrid Knight began. Some people mixed AGI and VIT
    to create defensive hybrids and some people added high STR and DEX to create
    offensive hybrids, of course these are just examples... heck the possibilities
    are endless. So what is a Hybrid Knight then? A Hybrid Knight is a Knight who
    has a mixture of different stats, someone who thinks out of the box, someone
    who does not follow the cookie cutter builds like pure VIT and pure AGI
    knights. With this in mind, I have come up with a classification for the
    different types of hybrids and these are: Offensive Hybrids, Defensive Hybrids
    and Equal Hybrids. Each type will be discussed in the later portions of this
    guide.
    
    ___________________________________________________________________
    ===================================================================
    
    
    
      ____________________________
    _/ 3.0 STATS, what do they do \____________________________________
    ===================================================================
    
    In this portion, I will discuss what each STAT does in general, and I will
    also give my recommendations on what stats a Hybrid Knight should get. I will
    also discuss some technical issues on each stat, so that the reader will be
    able to understand what each stat does.
    
    In order for someone to build their own Hybrid Knight, they must know how
    stats affect them and what they really do. If you do not read this part, then
    you won't understand the rest of this guide.
    
    NOTE: For those of you who don't know. Every class has Job Bonuses, these stats
    are found to the right of your stats. for example, STR XX+YY. The YY is where
    you will find your job bonus. Remove all your equipment and you will see your
    job bonus. (^_^)
    
    ================================
    ------------3.5 STR-------------
    ================================
    
    Ahhhhhh STR, one of the knights best friends. (^_^). A knight without power is
    not a knight at all. If you neglect this stat then you might not have a very
    well built knight. More power means killing mobs faster, and killing players
    faster. Besides that, STR also gives you extra weight carrying capacity. Thats
    more POTS for WoE (x_X;)
    
    At Job 50, Knights get +8 to STR
    STR is best raised in intervals of 10
    
    STR:
        - +1 base damage per point for melee weapons.
    - A bonus of (Str/10)^2 total (ie, at 50 Str, 25 points total) for melee
    weapons where Str/10 is rounded down.
        - +1 base damage per 5 points for missile weapons.
    - +30 carrying capacity per point of Base Str (the left hand part of Str
    only).
    
    ================================
    ------------3.5 AGI-------------
    ================================
    
    In my opinion, people overrate AGI as a defensive stat for knights. Unless you
    are PvM'ing of course... and we're not here to talk about PvM. I think a Knight
    with more than 80 AGI is wasting his/her stat points. I think that AGI should
    be used as a supportive stat, it should be used to increase ASPD but definately
    not to dodge.
    
    At Job 50, Knights get +2 to AGI
    AGI is good in any interval, you don't need to be concerned with how much you
    raise it
    
    AGI:
        - +1 flee per point.
    - Increased attack speed per point, +0.something to be exact. (complicated,
    but based on the atk speed of the weapon you are using in the class you are in).
    
    ================================
    ------------3.5 VIT-------------
    ================================
    
    Did anyone ever wonder why Knights have the most HP per VIT ratio, or even the
    most Job Bonus to VIT? VIT increases potion effectivity, total life, reduces
    damage, gives you faster HP recovery, and gives you extra MDEF. I firmly
    believe that a hybrid should have at very least 40 total VIT. We Knights also
    have a great skill that pairs up with VIT, and thats Increased HP Recovery. So
    you gotta be a crazy knight not to take advantage of VIT. More VIT means more
    lasting capacity when being attacked, so think about it. (^_^)
    
    At Job 50, Knights get +10 to VIT
    VIT is best raised in interval's of 20
    
    VIT:
        - +1% to MaxHP per point.
        - +0.8 weapon damage reduction (defensive) per point.
        - Healing items effect increased by +2% per point.
    - Every 5 full points of VIT increases HP Recovery Power by 1 (see substats
    page for more details).
        - For monsters, there is a bonus to damage reduction of rnd(0,[VIT/20]^2-1).
    - For players, there is a bonus to damage reduction of [VIT X 0.5] +
    rnd([VIT X 0.3], max([VIT X 0.3],[VIT^2/150]-1)).
        - There is a hidden bonus of +1 Int style MDEF per 2 points.
    - Increasing VIT also decreases the chance of being afflicted by the
    negative status affects of Poison, Silence and Stun.
    
    ================================
    ------------3.5 INT-------------
    ================================
    
    People say that INT is not needed for a knight.... Well, let me prove that
    wrong. INT gives you faster SP recovery, more total SP, increased SP potion
    effectivity, and more MDEF. As a knight you will be using skills, and getting a
    bit of INT would not be so bad to help you regain SP faster and give you more
    total SP when you spam skills.
    
    At Job 50, Knights get +0 to INT
    INT is best raised in interval's of 6
    
    INT:
        - +1 Base MAtk per point.
        - +1% to MaxSP per point.
        - SP Recovery items effect increased by +2% per point.
    - Every 6 full points of INT increases SP Recovery Power by 1 and past 120
    INT, every 2 INT gives a bonus to SP Recovery Power of 1 (see substats page for
    more details).
        - A bonus to MinMAtk of (Int/7)^2 total where (Int/7) is rounded down.
        - A bonus to MaxMatk of (Int/5)^2 total where (Int/5) is rounded down.
        - +1 spell damage reduction (defensive) per point.
    - Increasing INT also decreases the chance of being afflicted by the
    negative status affects of Blind, Sleep and Stone Curse.
    
    ================================
    ------------3.5 DEX-------------
    ================================
    
    Like most people know, DEX increases your Minumum Damage, HIT rate, and it
    also increases your ASPD. You want a sufficient amount of DEX to be able to hit
    your enemy, unless you want to suffer using ancient weaponry.
    
    At Job 50, Knights get +6 to DEX
    DEX is best raised in interval's of 5... I personally like it in 10's
    
    DEX:
        - +1 to hit per point.
    - Increased attack speed per point (complicated, but based on the atk speed
    of the weapon you are using in the class you are in and worth 1/4 of Agi).
        - +1 base damage per point for missile weapons.
    - Bonus of (Dex/10)^2 total (ie, at 50 Dex, 25 points total) for missile
    weapons where dex/10 is rounded down.
        - +1 base damage per 5 points for melee weapons.
    - +1 minimum damage per point for melee weapons. If Dex exceeds the Atk
    value of the melee weapon, use the Atk of the melee weapon for the min value
    (ie. max and min values become the same).
    - Reduces spell casting time by a percentage calculated as Dex/1.5 (ie. 30
    Dex = 20% casting time reduction).
        - +0.1% forging and refining rates for Blacksmiths.
    
    ================================
    ------------3.6 LUK-------------
    ================================
    
    LUK is definately a controvesrial stat for Knights. LUK provides extra
    critical rate, crit shield, and status resistance. Some new knights get some
    LUK into their stats and are justifying their actions for more status
    resistance, and thats all well and good. Just don't get too much. Some people
    prefer getting LUK over INT, and there is a logic behind that... So i'll let
    you choose.
    
    At Job 50, Knights get +4 to LUK
    LUK is best raised in interval's of 5,3 or 10. I personally like raising it in
    10's
    
    LUK:
        - +1 base damage per 5 points of Luk for missile and melee weapons.
        - +1 crit chance per 3 points of Luk.
    - +1 "lucky" dodge chance (the right hand part of your flee value) per 10
    points of Luk.
        - +0.1% forging and refining rates for Blacksmiths per point.
    - Increasing LUK also decreases the chance of being afflicted by any
    negative status affect (but not as much as the effect of VIT and INT in most
    cases).
    
    ================================
    --------3.7 Stat Points---------
    ================================
    
    Balancing your stats is very important... Specially since you are a Hybrid,
    you want to maximize the status points that are given to you. Speaking in
    general, MAXING a stat to 99 is a WASTE of status points. Plan your stats from
    the start, i will discuss which stats are important for leveling up later on as
    the guide unfolds.
    
    About Status Points:
    
    - At each Base Level you gain a number of Status Points. These points can
    be used to improve your 6 main Stats. The number of points gained at each Base
    Level can be calculated as [BaseLevel / 5] + 2.
    - The cost of improving a Stat increases as the Stat rises (the base amount
    only). The cost to increase a Stat by one can be calculated as [(BaseOfStat -
    1)/ 10] + 2. For instance, if you have 29+3 Dex, then it will cost [29/10]+2 =
    2+2 = 4 Status Points to improve it to 30+3.
    
    ___________________________________________________________________
    ===================================================================
    
    
    
      _____________________________
    _/ 4.0 SUBSTATS, now you know! \___________________________________
    ===================================================================
    
    As we all know, each avatar in RO has 6 main stats; namely
    STR/AGI/VIT/INT/DEX/LUK. Well, there are some stats that are totally different
    from these main stats and they are equally important. Each player trying to
    make a Hybrid Knight should know about these SUBSTATS, in order to make their
    own build work out.
    
    ================================
    ------------4.1 ATK-------------
    ================================
    
    ATK or Attack is the Base Physical Attack that one person can do. It's RAW
    value is found in the status screen, this value represents the damage you will
    do to an enemy without considering your Damage Modifiers, DEX discrepancy, and
    the enemies DEFENSE. So lets say you have 100 ATK, you should hit an enemy for
    100 + damage modifer cards + DEX discrepancy - monsters DEF. This is a rough
    calculation, but it should give you an idea on how ATK works. I included the
    procedure on how an attack damage is calculated at the bottom of this guide
    which is in the APPENDIX. ATK is still increased depending on your cards and
    weapon.
    
    Atk:
    - Atk stands for Attack and gives an indication of how much damage you will
    do when you hit something.
    - The visible components of the Atk score are your Strength plus the Atk of
    the weapon you are using on the left and the damage bonus from any pluses the
    weapon might have on the right.
    - The real value on the left of your Atk score includes hidden bonuses from
    Strength, Dexterity and Luck.
    - For fists, the true value is equal to: STR + [STR/10]^2 + [DEX/5] +
    [LUK/5] where [] indicates you round the value inside down before continuing
    and ^2 indicates squaring.
    - For weapons, the true value is equal to: STR + [STR/10]^2 + [DEX/5] +
    [LUK/5] + WeaponAtk + AtkBonusCards where [] indicates you round the value
    inside down before continuing and ^2 indicates squaring.
    - For missile weapons, the true value is equal to: DEX + [DEX/10]^2 +
    [STR/5] + [LUK/5] + WeaponAtk + AtkBonusCards where [] indicates you round the
    value inside down before continuing and ^2 indicates squaring.
    - Not counting the value of WeaponAtk and AtkBonusCards, this true value is
    often referred to as the base damage. This base damage is basically the your
    Atk with bare fists.
    
    ================================
    -----------4.2 MATK-------------
    ================================
    
    As knights, we don't really need to know this. But I thought that it would be
    helpful as a general piece of info.
    
    MAtk:
    - MAtk means Magic Attack and gives an indication of how much damage a
    spell will do when cast against something.
    - MAtk comes in two parts. The left-hand number is referred to as Min MAtk
    or Minimum Magic Attack. The right-hand number is referred to as Max MAtk or
    Maximum Magic Attack. Any time you use a magical attack, a random number
    between the Min Matk and Max Matk is generated and that number is used as the
    attack power (base damage) of every hit in that spell.
    - Min MAtk is equal to INT + [INT/7]^2 where [] indicates you round the
    value inside down before continuing and ^2 indicates squaring.
    - Max MAtk is equal to INT + [INT/5]^2 where [] indicates you round the
    value inside down before continuing and ^2 indicates squaring.
    - Note that any weapon that gives a +15% bonus to MAtk does not change the
    number you can see in your status window, but is included in damage
    calculations.
    
    ================================
    ------------4.3 HIT-------------
    ================================
    
    If we cannot HIT the target, then it's no use having HIGH ATK... In order to
    HIT a target 100%, you need to have 30 more HIT than their FLEE. So if an
    oponent has 200 FLEE then you need 230 HIT to perfectly hit the target. In WoE
    however, HIT is a big mystery to me... But it seems that FLEE is lowered in
    WoE. Since I can HIT High Leveled Hunters with my quad blud pike, but in PvP i
    cant hit those same hunters with my quad blud... I'm sure some knights have
    noticed this. Oh well, HIT is still HIT, and you need a good amount if you want
    to be a good hybrid knight
    
    Hit:
        - Hit refers to your ability to hit a target. It is the opposite of Flee.
        - Each point of Hit increases your ability to hit a target by 1%.
    - Your Hit is a combination of your Base Level, Dexterity and any special
    Hit increasing cards you may have equipped. It is calculated as BaseLevel + DEX
    + Cards.
    - The Mummy card when put in a weapon you are wielding increases your Hit
    by 20. This is effectively the same as the description which says your Hit is
    increased by 20%.
    
    ================================
    ---------4.4 Critical-----------
    ================================
    
    I put this section in for one reason... some of you hybrids might want to get
    a few points in LUK. So I thought that you might want to see how crit is
    calculated. IMHO, I would put LUK in a build once i have completed my other
    stats.. or i would choose between putting in INT or LUK, if i were to put in
    LUK then i would disregard INT, and vice versa.
    
    Critical:
        - Critical is your chance of striking a critical blow against a target.
        - Each point of Critical increases your ability to cause a critical by 1%.
    - Your Critical on the Status window is equal to 1 + [LUK/3] + Critical
    Increasing Cards where [] indicates you round the value inside down before
    continuing.
    - Your true Critical value is equal to 1 + LUK X 0.3 + Critical Increasing
    Cards.
    - There is a special rule for Katar wielding Assassins. They get twice the
    Critical number they should do.
    - Criticals are checked for before seeing if your Hit overcomes the targets
    Flee. So you can actually land a Critical even if you would ordinarily have no
    chance of hitting at all!
    - Monsters have Luk too! Your chance of getting a critical against a
    monster is reduced by MonsterLuk/5. This reduction takes place after the
    doubling of Criticals for Katars and the Counter Attack skill.
    - The full formula for Criticals at the time of a swing is equal to (1 +
    YourLUK X 0.3 + Critical Increasing Cards) X CritModifier - TargetLUK/5.
        - A Critical hit always hits for maximum damage and ignores Def.
    - You can tell a critical has landed by the big red spiky bubble around the
    damage message and a special hit sound reserved for critical hits.
    
    ================================
    ----------4.5 Defense-----------
    ================================
    
    The great thing about us knights is that we are blessed with HIGH DEFENSE as
    compared to other classes. Now, most of you see that each time we upgrade an
    item it gives +1 to your DEF rate in the status window, this is by all means
    not true. Each + that you get in your armor corresponds to 2/3 of a solid
    point, what I am trying to get at is that a +5 Orc Helm is not equal to a +4
    Helm for instance... Why? because a +5 Orc Helm has (5 - this is the normal DEF
    of the Orc Helm + 3.33 this is the upgraded DEF or +5, which is actually (5 X
    2/3) = 3.33DEF) = 8.3 DEF and a +4 Helm has (6, which is the natural DEF of a
    Helm + 2.6, which is derived from the upgraded DEF (+4 X 2/3 = 2.6)= 8.6 DEF).
    The difference might not be a lot but it still makes a noticable differnce in
    the game (^_^). As you might notice, in our status screen we have a DEF
    category, it should look something like this: DEF 10+20 or something like that,
    the DEF you see on the left side is your SOLID + UPGRADED DEF (in some versions
    of RO this left value is bugged as it does not reflect each upgraded DEF as 2/3
    of the SOLID DEF) and on the right side is your VIT DEF. I will discuss how
    these DEF values work later on in this section.
    
    4.5.1 SOLID DEF
    
    SOLID DEF is the natural DEF that an item gives you, you can see this value by
    right clicking on that item. Cards also give SOLID DEF, so if a card says it
    gives DEF it's SOLID DEF /heh. Now, SOLID DEF reduces the damage you take in by
    percentages. So if a monster is going to hit you for 1000, and you have 50
    SOLID DEF then that monster would hit you for 1,000 X .50 = 500 instead.
    
    4.5.2 UPGRADED DEF
    
    UPGRADED DEF is the DEF you get when you upgrade an item, when you see an item
    that has a + beside it. That is UPGRADED DEF, each UPGRADED DEF you have is not
    a SOLID 1% per +, it is actually 2/3 of 1DEF per +. So if you have a +4 Item,
    then that would mean you have an extra 2.6 DEF. You convert this UPGRADED DEF
    to SOLID DEF by multiplying the + of the item to 2/3 or .666666667.
    
    4.5.3 VIT DEF
    
    VIT DEF is the DEF you get from the total amount of VIT you have in your
    status window. so if you have 10+10 VIT in your window then you have 20 VIT
    DEF. This by all means is not the same as SOLID or UPGRADED DEF. The difference
    is that SOLID and UPGRADED DEF reduce damage in percentages, while VIT def
    reduces damage in exact amounts. So lets say a monster is supposed to hit you
    for 1,000. If you have 20 VIT DEF then that monster would hit you for 980 which
    is monster damage - VIT DEF or 1000 - (20 X 0.8 = 16) = 984. For monsters, the
    VIT Damage Reduction is multiplied by a factor of 0.8 and the player damage
    reduction is multiplied by 0.5, so you take in more from players than monsters.
    
    4.5.4 How DEF works
    
    NOTE: i will take into account that the knight has no other damage reduction
    cards like raydric cards or what not.
    DEF works like this: Lets say you are a knight with a +4 set of equipment.
    Here's how it will look like
    
                  SOLID DEF + UPGRADED DEF = REAL DEF
    +4 Helm       : 6         2.6            8.6
    +4 Full Plate : 10        2.6            12.6
    Fin Helm      : 2         -              2
    Iron Cain     : 1         -              1
    +4 Boots      : 4         2.6            6.6
    +4 Manteau    : 4         2.6            6.6
    +4 Shield     : 6         2.6            8.6
    ------------------------------------------------------
    TOTAL         : 33        13             46
    
    DAMAGE Reduction = 46% for REAL DEF
    
    Lets say you have a total of 80 VIT with job bonuses. So DAMAGE Reduction = 80
    for VIT DEF
    
    Ok, now lets say we have a monster that deals 1,000 damage. Your REAL DEF comes
    in first and reduces the damage by a percentage (1,000 X .46 = 460) from that
    your VIT DEF works in and (460 - 80 X .8(for monsters) or .5(for players)=
    396(for monsters) or 410(for players)). Thats how DEF works. (^_^)
    
    If you have damage reduction cards, then the damage you will be receiving is
    reduced even more. This will be discussed more in the following chapters.
    
    Def:
    - Def means Defence and refers to your ability to reduce damage inflicted
    on you.
    - The left-hand part of Def is derived from items of Armor (including any
    pluses on them) and reduces damage by a percentage. The true value of Armor DEF
    is BasicArmor + Refinements X 2/3. That is, you take the full amount of
    whatever it says in your armors descriptions and any armor adding cards, but
    only two-thirds of the pluses on your armor. eg. +6 Plate is actually worth 10
    + 6 X 2/3 = 14 DEF. Use this "true value"
    - The right-hand part of Def is derived from your VIT and reduces damage by
    that number of points after the left-hand part is applied.
    - VIT Defense for Players is calculated as [VIT X 0.5] + rnd([VIT X 0.3],
    max([VIT X 0.3],[VIT^2/150]-1)) where [] indicates you round the value inside
    down before continuing and rnd(x,y) indicates that you use a random number
    between the values of x and y. If y is less than x, then it becomes equal to x.
    max(x,y) indicates you should take the greater of x and y.
    - VIT Defense for Monsters is VIT + rnd(0,[VIT/20]^2-1) where [] indicates
    you round the value inside down before continuing and rnd(x,y) indicates that
    you use a random number between the values of x and y. In other words, a random
    number between 0 and your vit divided by 20 and rounded down, then squared
    minus 1. As an example, 63 vit would mean each hit does 0-8 less damage
    (determined randomly on each hit).
        - Def can never reduce damage inflicted below 1 point.
    
    ================================
    ------4.6 Magical Defense-------
    ================================
    
    In a WoE setting, MDEF is a very important for us knights. We are usually the
    ones who go inside pre-casts and we are usually the ones who take in the most
    damage for everyone else. Most Knights rave so much on how much DEF they
    have.... But the real question is.... How long can you last in a WoE situation?
    The only way that you can last longer is to have more MDEF (^_^). NEVER and i
    mean NEVER take MDEF forgranted /no1
    
    MDef:
    - MDef means Magical Defense and refers to your ability to reduce magical
    damage inflicted on you.
    - The left-hand part of MDef is derived from items of Armor (only the MDEF
    portions) and reduces damage by a percentage.
    - The right-hand part of MDef is derived from your INT and reduces damage
    by that number of points after the left-hand part is applied. There is a hidden
    bonus of VIT/2 to this part of MDEF.
        - MDef can never reduce damage inflicted below 1 point.
    
    ================================
    -----------4.7 Flee-------------
    ================================
    
    As Hybrid Knights, some of us might have enough AGI to dodge some monsters
    attacks. Thats all well and good, but in a WoE perspective us knghts SHOULD
    NEVER RELY ON FLEE! I canoot emphasize this more... NEVER RELY ON FLEE!!!!
    PLEASE!!!! I dunno why some knight think that theyre all bad cause they can
    dodge alarms or even wanderers. Hey, I got nothing against your build but in
    WoE you are never going to dodge SPELLS, or HUNTERS, or even SINS. So please...
    NEVER RELY ON FLEE! (X_x)
    
    Flee:
    - Flee is a measurement of your ability to dodge attacks made on you. It is
    the opposite of Hit.
    - The left-hand part of flee is derived from your Base Level, Agility and
    any Flee enhancing cards. It is calculated as BaseLevel + AGI + Cards.
    - Every 1 point of the left-hand part of flee increases your probability of
    dodging by 1%. The minimum chance of dodging is 0% and the maximum chance is
    95%. No matter what, a monster always has a chance of hitting you. It's kind of
    like a critical chance for monsters.
    - The right-hand part of flee is derived from Luck. It is calculated as 1 +
    [LUK/10] where [] indicates you round the value inside down before continuing.
    - Every 1 point of the right-hand part of flee gives you a 1% chance to get
    a "Lucky" dodge. This lucky dodge is calculated before the other kind of dodge
    and separately from it. Even if you had 0% chance to dodge based on the
    left-hand part of flee, a lucky dodge can still save you!
    
    ================================
    -------4.8 Attack Speed---------
    ================================
    
    This is a topic that most of us Hybrid Knights should consider. Imagine this,
    you're a knight with HIGH STR and HIGH VIT with a LOT of DEFENSE. Ya... Ok you
    can HIT hard and Take less damage BUT how fast can you actually ditch out that
    damage w/o any ASPD? Thats why a few points in AGI can make a world of
    difference as a knight. Dishing out more damage kills enemies faster. Some
    might like this and some might not. I just want you to know what you're getting
    into. But remember this... A knight should get AGI for ASPD and not for FLEE,
    More ASPD = More Attacks per Second and for some skills, More Skills Spammed
    per second. Pierce and Bash are affected by ASPD. The key to winning a match
    could be determined by just a little bit of ASPD. If you have more ASPD than
    your enemy, then you can dish out more damage per second. It's that simple. So
    never neglect your ASPD.
    
    ASpd:
    - ASpd stands for Attack Speed and is a measurement of your ability to
    swing fast.
    - ASpd is improved by your Job, the Weapon Speed of the Weapon/s  you are
    wielding, your Agility and your Dexterity.
        - ASpd is calculated as 200 - Delay.
    - Delay is calculated as Delay = SpeedMods X (WeaponDelay - ([WeaponDelay X
    Agi/25] + [WeaponDelay X Dex/100])/10). Delay should be rounded up to the
    nearest whole number.
    - Speed Mods come from anything that gives a speed boost, such as potions,
    skills and special weapons. The benefits are cumulative. Formula for speed mods
    is (100-ImprovementPercentages)/100.
    - The full calculation for ASpd is ASpd = [200 - SpeedMods X (WeaponDelay -
    ([WeaponDelay X Agi/25] + [WeaponDelay X Dex/100])/10)].
    - You can calculate your Swings/Minute as 60/(Delay/50). This is because
    each point of Weapon Delay is equal to 1 frame on the screen. There are 50
    frames per second and of course 60 seconds per minute. This can be further
    simplified to 3000/Delay.
    - Swings/Minute is actually a more accurate representation of attack speed
    than ASpd.
    - See the bottom of this chapter for the table of Weapon Delays by class.
    In the case of Weapon Delays, the smaller the number, the faster!
    
    ================================
    -------4.9 Casting Time---------
    ================================
    
    Just some added information, you might want to know how casting time is
    calculated. If you have 150 DEX then you have 0 casting time.
    
    Casting Time:
        - A hidden statistic. The rate at which a character can cast a skill.
        - The basic formula is ActualFrames = [BaseFrames X (150-Dex)/150].
    - In seconds, the formula is ActualSeconds = [BaseSeconds X 50 X
    (150-Dex)/150]/50.
        - For the amount of Dex required per frame use: 1/[BaseFrames/150].
    
    ================================
    -----------4.10 HP--------------
    ================================
    
    HAHA! Us knights have the highest HP modifier in the game. So we should take
    advantage of that. You wan't to have a good amount of life to survive in WoE
    situations. More Life = more margins for error. Basically, more life allows you
    to last longer and in doing so allows yourself to lag a bit before quaffing
    your potions or giving your priests more time before they actually need to heal
    you. This is very important in WoE
    
    HP:
    - HP stands for Hit Points or Health Points and is a measurement of how
    long you can sustain damage before you die.
    - HP is improved by your Base Level by an amount depending on your class.
    It is also improved by your VIT at a rate of 1% per point of VIT.
    - HP is calculated as [([(35 + BaseLevel X HPMultiplier + SigmaOfBaseLevel
    X HPFactor) X (1 + VIT/100)]+HPAdditions) X ItemHPMultipliers] where
    SigmaOfBaseLevel means adding up every integer from 2 to the BaseLevel of the
    character. As a simple example, at level 12 with 1 VIT, a Magician will have
    (35 + 12 X 5 + (2+3+4+5+6+7+8+9+10+11+12) X 0.3) X (1+1/100) = (35 + 60 + 77 X
    0.3) X 1.01 = (35 + 60 + 23.1) X 1.01 = 118.1 X 1.01 = 119 HPs.
    - Find the HP Multiplier and HP Factor in the table of Job Modifiers at the
    bottom of this chapter.
    - Items that give VIT bonuses (excepting cards!) give an HP Addition of the
    same size. eg. Necklaces give +2 Vit, so they also give 2 points of HP Addition.
    
    ================================
    -------4.11 HP Recovery---------
    ================================
    
    HP Recovery:
        - A hidden substat. The rate at which a character recovers HPs.
    - The Juno formula for HP Recovery is HP Recovery Power = [([Vit/5] +
    [MaxHP/200]) X RecoveryMods].
        - You recover HPs every 6 consecutive seconds while standing still.
        - You recover no HPs while moving.
        - Sitting halves the time required to recover HPs to 3 consecutive seconds.
        - You recover no HPs when carrying more than half your Weight capacity.
    
    ================================
    ------------4.12 SP-------------
    ================================
    
    The more SP a knight has... the more SKILLS it can do w/o using sp
    replenishing potions. In WoE, you WANT TO SPAM AS MUCH SKILLS AS POSSIBLE!
    Having more SP makes that possible.
    
    SP:
    - SP stands for Skill Points and is a measurement of how many skills and
    spells you can use before your abilities are exhausted.
    - SP is improved by your Base Level by an amount depending on your class.
    It is also improved by your INT at a rate of 1% per point of INT.
    - SP is calculated as [([(10 + BaseLevel X SPFactor) X (1 +
    INT/100)]+SPAdditions) X ItemSPMultipliers].
    - Find the SP Factor in the table of Job Modifers at the bottom of this
    page.
    - Items that give INT bonuses (excepting cards!) give an SP Addition of the
    same size. eg. Earrings give +2 Int, so they also give 2 points of SP Addition.
    
    ================================
    --------4.13 SP Recovery--------
    ================================
    
    SP Recovery:
        - A hidden substat. The rate at which a character recovers SP.
    - The Juno formula for SP Recovery is SP Recovery Power = [[(1 + [Int/6] +
    [MaxSP/100])] X RecoveryMods].
    - If your Int is equal to or greater than 120, then you get bonus SP
    Recovery Power equal to [(Int - 120)/2]+4.
        - You recover SP every 8 seconds while standing and/or walking.
    - Sitting halves the time required to recover SP. The effect of the priest
    skill Magnificat also halves the time required to recover SP. If only one of
    the conditions is in effect, you will take only 4 seconds to recover SP. If
    both of the conditions are in effect, you will take a mere 2 seconds to recover
    SP.
        - You recover no SP when carrying more than half your Weight capacity.
    
    ================================
    ----------4.14 Weight-----------
    ================================
    
    Lets face it... In WoE you want to last longer, so a good player would carry
    as much HP and SP restoring items as they can. More STR = more weight carrying
    capacity. More weight carrying capacity = more lasting power. Simple. (^_^)
    
    Weight:
    - Weight is the measurement of your ability to carry stuff. This includes
    all in your inventory and that you have equipped. In addition, there is an
    absolute limit of 64 items that may be carried in your Inventory at once. If
    you unequip an item or open a Old Blue Box, Old Purple Box or Old Card Album
    and it would take you over the 64 item limit, the item is lost forever.
    Whatever you do, don't go anywhere near the 64 item limit! It's not worth doing
    something that will make you cry.
    - Weight is improved by Class and Base Str. Base Str is the left side only
    of the Str value. Weight is calculated as 2000 + WeightModifier + BaseStr X 30.
        - Find the Weight Modifier in the table for Job Modifiers below.
    
    ================================
    ----------4.15 Tables-----------
    ================================
    
    JOB MODIFIERS
    JOB         WEIGHT MODIFIER    HP MODIFIER    HP FACTOR    SP FACTOR
    Acolyte     400                5              0.4          5
    Alchemist   1000               5              0.9          4
    Archer      600                5              0.5          2
    Assassin    400                5              1.1          4
    Bard/Dancer 700                3              0.75         6
    Blacksmith  1000               5              0.9          4
    Crusader    800                7              1.1          4.7
    Hunter      700                5              0.85         4
    Knight      800                5              1.5          3
    Magician    200                5              0.3          6
    Merchant    800                5              0.4          3
    Monk        600                6.5            0.9          4.7
    Novice      0                  5              0            1
    Priest      600                5              0.75         8
    Rogue       400                5              0.85         5
    Sage        400                5              0.75         7
    Swordsman   800                5              0.7          2
    Thief       400                5              0.5          2
    Wizard      400                5              0.55         9
    
    WEAPON DELAYS
    JOB         FIST  1H SRD  2H SRD  DAGGER  KATAR  1H AXE  2H AXE  1H SPR
    Acolyte     40    -       -       -       -      -       -       -
    Alchemist   40    57.5    -       55      -      67.5    65      -
    Archer      40    -       -       60      -      -       -       -
    Assassin    40    65      -       50      50     80      -       -
    Bard/Dancer 40    -       -       55      -      -       -       -
    Blacksmith  40    65      -       60      -      65      65      -
    Crusader    40    50      55      50      -      70      70      60
    Hunter      40    -       -       60      -      -       -       -
    Knight      40    50      55      50      -      70      70      60
    Magician    50    -       -       60      -      -       -       -
    Merchant    40    70      -       60      -      70      75      -
    Monk        40    -       -       -       -      -       -       -
    Novice      50    70      -       65      -      80      -       -
    Priest      40    -       -       -       -      -       -       -
    Rogue       40    55      -       50      -      200     -       -
    Sage        45    -       -       52.5    -      -       -       -
    Swordsman   40    55      60      50      -      70      75      65
    Thief       40    65      -       50      -      80      -       -
    Wizard      50    -       -       57.5    -      -       -       -
    
    WEAPON DELAYS (continued)
    JOB         2H SPR  MACE  BOOK  ROD   BOW  KNUCKLE  WHIP/INSTRUMENT
    Acolyte     -       60    -     60    -    -        -
    Acolyte     -       65    -     -     -    -        -
    Alchemist   -       -     -     -     70   -        -
    Archer      -       200   -     -     -    -        -
    Assassin    -       -     -     -     65   -        57.5
    Bard/Dancer -       67.5  -     -     -    -        -
    Blacksmith  60      65    -     -     -    -        -
    Crusader    -       -     -     -     60   -        -
    Hunter      60      65    -     -     -    -        -
    Knight      -       -     -     70    -    -        -
    Magician    -       70    -     -     -    -        -
    Merchant    -       57.5  -     57.5  -    47.5     -
    Monk        -       70    -     65    -    -        -
    Novice      -       60    60    60    -    200      -
    Priest      -       200   -     -     65   -        -
    Rogue       45      -     -     52.5  -    -        -
    Sage        -       -     55    62.5  -    -        -
    Swordsman   70      65    -     -     -    -        -
    Thief       -       200   -     -     80   -        -
    Wizard      -       -     -     62.5  -    -        -
    
    
    
    ___________________________________________________________________
    ===================================================================
    
    
    
      ______________________________________
    _/ 5.0 SKILLS, which skill to choose?!? \__________________________
    ===================================================================
    
    =========================================
    -------------5.1 Skill List--------------
    =========================================
    
    BASH
    Required For : Bowling Bash (L10) , Magnum Break (L5+).
    Max Level    : 10
    Type         : Active
    SP Cost      : Levels 1-5: 8 , Levels 6-10: 15
    Target       : 1 Enemy
    Range        : Melee Range
    ATK Type     : Weapon property, Melee, Single, Physical Attack
    Cast Time    : 0 Seconds
    Cast Delay   : Aspd
    Duration     : Instant
    Effect       : Hits a single enemy with a powerful bash. Has an ATK modifier of
    100% + 30% X Skill Level and has a HIT bonus of 5 X Skill Level
    
    BOWLING BASH (Two-handed Sword Mastery L5+, Counter Attack L5, Two-hand Quicken
    L10, Bash L10, Magnum Break L3+)
    Max level    : 10
    Type         : Active
    SP cost      : 12 + Skill Level
    Target       : 1 Enemy
    Range        : Melee Range
    ATK Type     : Weapon property, Melee, Physical Attack
    Cast Time    : 1 second (uninterruptable)
    Cast Delay   : 1 second
    Duration     : Instant
    Effect       : Hits one enemy to start with an ATK modifier of 100% + 50% X
    Skill Level. The enemy is knocked west up to 4 tiles. "West" is towards the
    left-hand side of the mini-map. If that enemy hits any other enemies, then the
    hit becomes a 3x3 tile melee splash attack at that point. During the cast time,
    character's DEF is reduced to 2/3. Can be used by any weapon, even bare fists.
    
    BRANDISH SPEAR (Spear Stab L3+, Peco Peco Mastery L1)
    Max level    : 10
    Type         : Active
    SP cost      : 12
    Target       : 1 Enemy
    Range        : Special
    ATK Type     : Weapon property, Melee, Area, Physical Attack
    Cast Time    : 1 second (uninterruptable)
    Cast Delay   : 1 second
    Duration     : Instant
    Effect       : An area attack with an ATK modifier of 100% +20% X Skill Level.
    Can only be used while mounted and wielding a Spear class weapon. During the
    cast time, character DEF is reduced to 2/3. The affected area varies with level
    as follows:
    L1-3         : Area 1
    L4-6         : Area 1+2
    L7-9         : Area 1+2+3
    L10          : Area 1+2+3+4.
    
    CAVALIER MASTERY (Peco Peco Mastery L1)
    Max level    : 5
    Type         : Passive
    Effect       : Helps return weapon swinging speed to normal while riding a Peco
    Peco. The modifier to swinging speed while riding a Peco Peco is 50% + 10% X
    Skill Level.
    
    COUNTER ATTACK (Two-handed Sword Mastery L5+)
    Required For : Bowling Bash (L5).
    Max level    : 5
    Type         : Active
    SP cost      : 2
    Target       : Self
    ATK Type     : Weapon property, Melee, Penetrating Attack
    Cast time    : 0
    Cast delay   : ASpd
    Duration     : 0.3 X Skill Level seconds
    Effect       : Puts character into the counter stance until duration expires.
    If attacked from the front while in counter stance, character will block the
    attack and counter the attacker. The front is any of the yellow squares in the
    diagram (dependant on facing). While in the counter stance, the character
    cannot move. A counter attack is a normal attack that ignores DEF and has
    bonuses of HIT +20 and CRITICAL X 2.
    
    ENDURE (Provoke L5+)
    Required For : Peco Peco Riding (L1+).
    Max Level    : 10
    Type         : Active
    SP Cost      : 10
    Target       : Self
    Cast Time    : 0
    Cast Delay   : Instant
    Duration     : Every odd skill level gives endure an extra 5 secs. At level 1
    it has a duration of 10 secs and for every odd skill level it gets +5 extra
    seconds.
    Effect       : Removes knockback effect when hit
    
    INCREASED HP RECOVERY
    Max Level    : 10
    Type         : Passive
    Effect       : +5 X Skill Level HP every 10 seconds and 100% X (Skill Level X
    10) increased HP Recovery through consumable items (ex. potions)
    
    MAGNUM BREAK (Bash L5+)
    Required For : Bowling Bash (L3+).
    Max Level    : 10
    Type         : Active
    SP Cost      : 15sp and 20 - (1 every even skill level)hp
    Target       : 1 Enemy
    Range        : Melee Range
    ATK Type     : Fire Property , Melee , Area, Elemental Attack
    Cast Time    : Instant
    Cast Delay   : Unknown
    Duration     : Instant
    Effect       : Does 120% + (5% X Skill Level - 5) Fire damage to all monsters
    around you
    
    ONE HANDED SWORD MASTERY
    Required For : Two Handed Sword Mastery (L1+).
    Max Level    : 10
    Type         : Passive
    Effect       : Increases damage from all one handed swords by 4 X Skill Level.
    This damage ignores reductions from Armor and Vit Defense, but not from
    Elemental and Card modifiers
    
    PECO PECO RIDING (Endure L1+)
    Required For : Brandish Spear (L1), Cavalier Mastery (L1).
    Max level    : 1
    Type         : Passive
    Effect       : This skill allows the character to ride a PecoPeco. Mounted
    characters gain an additional 25% walking speed (cumulative with Agi UP).
    Mounted characters also attack at half the normal speed, but this penalty can
    be reduced or offset by levels in Cavalier Mastery. While mounted, the size
    modifier of spear vs medium size is 100% instead of 75%. The PecoPeco must be
    hired from Peco Peco Breeder in Prontera (55/350) at a cost of 2500z. If the
    character dismounts (by clicking on the "OFF" button in the equipment window),
    then the PecoPeco disappears and a new one must be hired.
    
    PIERCE (Spear Mastery L1+)
    Required For : Spear Boomerang (L3+), Spear Stab (L5+).
    Max level    : 10
    Type         : Active
    SP cost      : 7
    Target       : 1 Enemy
    Range        : Melee Range
    ATK Type     : Weapon property, Melee, Physical Attack
    Cast time    : 0
    Cast delay   : Aspd
    Duration     : Instant
    Effect       : Hits with an ATK modifier of 100% + 10% X Skill Level. Number of
    hits depends on the size of the target. Small = 1, Medium = 2, Large = 3.
    Players are considered to be medium. Can only be used with spears.
    
    PROVOKE
    Required For : Endure (L5+).
    Max Level    : 10
    Type         : Active
    SP Cost      : 4 + (1 X Skill Level - 1)sp
    Target       : 1 Enemy
    ATK Type     : Special
    Cast Time    : Instant
    Cast Delay   : Instant
    Effect       : Causes an enemy to become aggressive and raises their attack by
    ATK + (Skill Level X 2)%, but lowers their defense by DEF - (Skill Level X 6)%.
    Inefffective against Undead
    
    SPEAR BOOMERANG (Pierce L3+)
    Max level    : 5
    Type         : Active
    SP cost      : 10
    Target       : 1 Enemy
    Range        : 1 + 2 X Skill Level tiles
    ATK Type     : Weapon property, Ranged, Physical Attack
    Cast Time    : 0
    Cast Delay   : 1 second
    Duration     : Instant
    Effect       : A ranged attack with an ATK modifier of 100%+50% X Skill Level.
    This skill can only be used with Spear class weapons.
    
    SPEAR MASTERY
    Required For : Pierce (L1+).
    Max level    : 10
    Type         : Passive
    Effect       : Increases damage with all Spears by 4 X Skill Level. If riding a
    Peco Peco, then the damage improvement is 5 X Skill Level. This damage ignores
    reductions from Armor and Vit Defense, but not from Elemental and Card
    modifiers.
    
    SPEAR STAB (Pierce L5+)
    Required For : Brandish Spear (L3+).
    Max level    : 10
    Type         : Active
    SP cost      : 9
    Target       : 1 Enemy
    Range        : Melee Range
    ATK Type     : Weapon property, Melee, Area, Physical Attack
    Cast time    : 0
    Cast delay   : 1 second
    Duration     : Instant
    Effect       : 1x1 Melee splash attack with an ATK modifier of 100% +15% X
    Skill Level. Targets are knocked back 4 tiles. This skill can only be used with
    Spear class weapons.
    
    TWO HANDED SWORD MASTERY
    Required For : Two Hand Quicken (L1+) , Counter Attack (L1+) , Bowling Bash
    (L5+).
    Max Level    : 10
    Type         : Passive
    Effect       : Increases damage from all two handed swords by 4 X Skill Level.
    This damage ignores reductions from Armor and Vit Defense, but not from
    Elemental and Card modifiers
    
    TWO HAND QUICKEN (Two-handed Sword Mastery L1+)
    Required For : Bowling Bash (L10).
    Max level    : 10
    Type         : Active
    SP cost      : 10 + 4 X Skill Level
    Target       : Self
    Cast time    : 0
    Cast delay   : 1 second
    Duration     : 30 X Skill Level
    Effect       : Give an effect that decreases weapon swing delay with two-handed
    swords by 30%. This skill only works with Two-Hand Sword class weapons and the
    effect cancels when switching to any other type.
    
    =========================================
    -----------5.2 Special Skills------------
    =========================================
    
    MOVING HP RECOVERY
    Max level    : 1
    Type         : Passive
    Where To Get : Talk to Knight De Thomas in Izlude (Inside building on East
    Island)
    Items Needed : 1 Armor, 1 Moth Wing, 200 Empty Bottle (varies on server you are
    playing)
    Effect       : Recovers HP while moving
    
    ATTACK WEAK POINT / FATAL BLOW
    Max level    : 1
    Type         : Passive
    Where To Get : Talk to Leon Von Frich in Prontera Chilvary
    Items Needed : 10 Fire Arrow, 10 Silver Arrow, 1 Banana Juice, 30 Tentacle, 5
    Royal Jelly (varies on server you are playing)
    Effect       : Level 6 Bash: Stun rate 5%
    		  Level 7 Bash: Stun rate 10%
    		  Level 8 Bash: Stun rate 15%
    		  Level 9 Bash: Stun rate 20%
    		  Level 10 Bash: Stun rate 25%
    
    AUTO BERSERK
    Max level    : 1
    Type         : Passive
    Where To Get : Talk to Juan in Prontera Blacksmith Shop
    Items Needed : 35 Powder of Butterfly, 10 Horrendous Mouth, 10 Decayed Nail
    (varies on server you are playing)
    Effect       : Automatically cast Provoke on yourself when your HP is below 25%
    and it will stay on you until your HP is above 26%
    
    =========================================
    ------------5.3 Skill Builds-------------
    =========================================
    
    Choosing the RIGHT skill build is one of the key factors in building your own
    knight. When you make a skill build, think about what you want to do with your
    knight. You have three main choices of Skill builds with a knight. Namely,
    Spear, Sword, or Omnimastery Skills. Spear Builds rely on the spear skills of
    knights as swords rely on the sword skills. Omnimastery builds use both swords
    and spear to their advantage. Each one has their own benefits and disadvantages.
    
    Also, making a skill progression list will greatly help your knight out in
    leveling up. I will post general skill progressions and from there you can make
    your own.
    
    Another thing that some people don't know is the concept of SIZE MODIFIERS.
    Some weapons do weaker damage to different sizes of monsters, in our case. 1H
    Swords do 75/100/75 % damage to small/medium/large enemies. What this means is
    that, when you fight a Medium Enemy, you will dish out 100% of your capable
    damage, and if you fight small and large enemies you will only be doing 75% of
    your capable damage. 2H Swords do 75/75/100 to small/medium/large enemies.
    Spears w/o a peco peco do 75/75/100 to small/medium/large enemies. Spears when
    riding a pecopeco do 75/100//100 to small/medium/large enemies. Us human
    players are considered MEDIUM, and so we want to maximize the damage on medium
    players when we go to WoE. So the best choices for us would be 1H swords or
    Spears when riding a pecopeco.
    
    
    5.3.1 Swords
    
    Knights who choose sword builds are usually AGI based knights. This build is
    not as good as a Spear or Omnimastery Build in WoE because the skills cost a
    lot of SP and Bowling Bash cannot target groups of people in WoE. In order for
    a Sword knight to be the least effective in WoE is to wear a 1H Sword and a
    Cranial Shield. I cannot stress enough how important having a shield is to us
    knights. Cranial Shields reduce 30% from all Demi-Human attacks, whether
    magical or physical. A knight without a cranial shield in WoE = Dead.
    
    Advantages:
     1. Fast Attack Speed (Two-Hand Quicken)
     2. Bowling Bash is the Strongest Damage Dealing Skill of a knight
     3. Does not use up a lot of skill points.
    
    Disadvantages:
    1. For the 2H sword builds, they are unable to equip a shield. Unless they go
    use a 1H sword.
     2. Bowling Bash is not as good a mob control skill as Brandish Spear.
     3. in WoE, BB does damage to only a single player.
    4. You need to go for a 1H sword in WoE to maximize the use of a cranial
    shield.
     5. Expensive SP cost for skill spamming.
    
    General Build-up: (Since I never settle for less, i will assume that you're
    swordy is going to be job 50)
    
    Swordsman:
     Increased HP Recovery  10
     1H Sword Matery        10
     Bash                   10
     Provoke                5
     Endure                 10
     Magnum Break           3
     2H Sword Mastery       1
                            -----
                            49 Skill Points Allocated.
    Knight:
     2H Sword Mastery       +4 = 5 Total
     2H Quicken             10
     Counter Attack         5
     Bowling Bash           10
     Peco Peco Ride         1
     Cavalier Mastery       5
                            -----
                            35 Skill Points Allocated. 14 Points Left Over
    
    
    - i choose to pick 1H sword Mastery for one reason. SHIELDS! leveling up with
    a shield is way easier than leveling up without one. specially if you are just
    a swordy
    - endure is always a good skill to invest in, maxing it at 10 is a good idea
    because you won't need to cast it as much and therefore saving your SP
    - building a skill build really depends on the character you are designing it
    for. in this skill build the character is working to reach bowling bash, so he
    biult his skills to reach bowling bash. BUT, dont just allocate skills
    randomly. You have to know what each skill does and you have to expect what
    skills will help you in leveling up your character. The rest is up to you.
    
    
    5.3.2 Spears
    
    The more popular skill build in WoE. Spear skills are so cheap to cast, and
    their effectivity in WoE is unquestionable. Brandish Spear is one of the if not
    the best skills a knight can do to harass enemies in WoE. The good thing about
    being a spear knight is that you have PIKES! The best spear for a knight is a
    PIKE. The fact that you can slot in 4 cards into a pike and equip a shield with
    it makes PIKES so great. I will discuss and compare different spears and
    weapons later on in this guide.
    
    Advantages:
     1. Cheap Casting Cost
     2. Very Effective in WoE
     3. Maximizing PIKES! YEY!
     4. Having a long range attack
    
    Disadvantages:
     1. Uses up a lot of skill points
    2. Brandish is not as Strong as Bowling Bash in damage output, but brandish
    makes for a more effective tool in WoE because it can hit multiple targets in
    WoE unlike bowling bash which is only considered a single target spell in WoE.
    
    General Build-up: (Assuming job 50 swordsman)
    
    Swordsman:
     Increased HP Recovery  10
     1H Sword Mastery       10
     Bash                   10
     Provoke                5
     Endure                 10
     Provoke                +4 = 9 Total
                            -----
                            49 Skill Points Allocated.
    
    Knight:
     Spear Mastery          10
     Peco Peco Riding       1
     Cavalier Mastery       5
     Pierce                 10
     Spear Stab             3
     Brandish Spear         10
     Spear Boomerang        5
                            -----
                            44 Skill Points Allocated. 5 Skill Points Left Over.
    
    - As you might have noticed, i went for the peco peco riding in this build up
    first. Why? A Spears Size Modifier on small/medium/large is 75/100/100 when
    riding a pecopeco. So i decided that getting on a peco peco will help me to
    level up my character faster. Now if you think you should go for pierce first,
    then its really up to you.
    - getting spear mastery to 10 first is very important as you can see. every
    hit that you do with your spear is increased by your spear mastery. So make
    every hit count and get Spear Mastery to 10 right away.
    
    
    5.3.3 Omnimastery
    
    This skill build is nice to get if you want to use swords and spears at the
    same time. you MUST be a job 50 swordsman to fully maximize the potential of
    this build. This skill build best fits on Hybrid knights, although the spear
    build does well with hybrids. Some hybrids who have a decent amount of flee
    might want to try this build out for leveling up. A good Omnimastery build will
    do well in most situations.
    
    Advantages:
     1. You get the best of both worlds, SPEARS and SWORDS
     2. Very good choice for Hybrids who have decent FLEE
     3. Can switch weapons while leveling up.
    
    Disadvantages:
    1. You get the best of both worlds, but you have to sacrifice some points in
    some skills. You can't have your cake and eat it too ya know (^_^;). What I
    mean is simple, you have to cut down on some skill points for some skills. Like
    if you want to get brandish, you definately have to cut down on some sword
    skills. Same goes if you want to get Bowling Bash, you really have to sacrifice
    some skill points in spear skills.
    2. In some omnimastery builds, you won't be able to max out weapon masteries
    so that means that you will be weaker when it comes to that weapon.
    
    General Build-Up: (Assuming job 50 swordsman)
    
    Swordsman:
     Increased HP Recovery  10
     1H Sword Mastery       10
     Bash                   10
     Provoke                5
     Endure                 10
                            -----
                            45 Skill Points Allocated. 4 Points Left.
    
    Knight:
     Spear Mastery          10
     Peco Peco Riding       1
     Cavalier Mastery       5
     Pierce                 5
     Spear Stab             3
     Brandish Spear         10
     2H Mastery             10
     2H Quicken             5
                            -----
                            48 Skill Points Allocated. 1 Point Left.
    
    - as you see this build focused on getting brandish spear and 2H Quicken for
    leveling up. I don't recommend a build like this, but i just want to give you
    an idea of what an omnimastery build would look like.
    - i have a few good idea's in my head for omnimastery builds. but i leave the
    thinking up to you. I don't like spoonfeeding my readers.
    
    WHEN MAKING A SKILL BUILD, always remember to KNOW what each skill does. This
    way you can build around the skills you want, and you can also decide on what
    skills are not really that important to you.
    
    
    
    ___________________________________________________________________
    ===================================================================
    
    
    
    
    
      ________________________________
    _/ 7.0 ARMORY, what HITS the spot \________________________________
    ===================================================================
    
    I will only place the ARMORS/WEAPONS/CARDS that I think are usefull for us
    knights. I do not believe in fancy headgear, i like functional headgears,
    headgears like normal helms which give 6 DEF and not like Ghost Bandana's which
    dont even have a single point of DEF in them. Although I like collecting my own
    favorite headgears, i only did so when i had more than eough money to afford
    them. If you are just starting out in the game. PLEASE choose armors that are
    USEFUL and not armors that are JUST FOR SHOW. (;O_o)
    
    ===================================
    -----------6.1 WEAPONS-------------
    ===================================
    
    6.1.1 Spears
    
    Spears are the superior choice of weapon in general WoE combat. The main
    reason spears are so good in WoE is because the skills require less SP to cast
    them as compared to sword skills. Brandish spear is also a GREAT harrassment
    tool in WoE, since it is the only multiple damage skill that a knight can use
    in WoE. When you either attack or defend an agit, having knights in the front
    brandishing is a big help. (^_^). The only draw back of spears is that it has a
    slower attack speed as compared to swords.
    
    1H Spears
    
    PIKE
    Weight	Weapon Level	Required Level	Class		Slots	Buy for
    100 	1 		4 		Swordsman 	3~4 	3,450
    Description 	: ATK: 60
    Where to find it: Dropped by Caramel(4 Slots) and Wormtail(4 Slots), Sold in
    Prontera
    Comments	: The PIKE is the best weapon for a spear knight, the reason why it is
    so good is that it has 4 slots and you can use a shield with it. Slap on 4 20%
    damage increaser cards on a pike and watch it work wonders (^_^). I'ts also
    very cheap to overupgrade. The reason why this weapon is the best damage dealer
    even though its base ATK is 60 is because it dishes out damage at the same
    amount most of the time. Unlike other spears the pike has to most stable min
    and max damage output, So if you, for example pierce an enemy for 2.6k the next
    time you pierce the enemy will be close to 2.6k. That is why the pike is the
    prefered spear to use.
    
    
    POLE AXE
    Weight	Weapon Level	Required Level	Class		Slots	Buy for
    380 	3 		71 		Knight,Crusader 1 	-
    Description 	: ATK: 160, STR +1, DEX +2 and INT +2
    Where to find it: Dropped by Bloody Knight, Gryphon, Lord of Death and Turtle
    General
    Comments	: the pole axe is also a 1 handed spear like the pike, although it
    isn't as efficient as the pike in terms of  damage dealing, the min and max
    damage of the Pole axe is not as reliable as the pike. But, this spear works
    wonders as an all around tool for those spear knights who dont have carded
    pikes.
    
    
    2H Spears
    
    TRIDENT
    Weight	Weapon Level	Required Level	Class			  Slots	Buy for
    120 	3 		33 		Swordsman,Knight,Crusader 2~3 	51,000
    Description 	: ATK: 150
    Where to find it: Dropped by Merman and Strouf(3 Slots), Sold in Prontera
    Comments	: the trident has a stronger max damage than a pike but if you use it
    you will not have the benefit of using a shield. Also the minimum damage of the
    trident is weaker than the minimum damage of a pike. So the damage range you
    will be dishing is not as reliable as a pike. But if you want to try your luck,
    MVP'ing with a trident is'nt a bad idea if the enemy you are facing does not
    have an elemental weakness. If the enemy your against has an elemental
    weakness, then I say use an elemental Lance.
    
    LANCE
    Weight	Weapon Level	Required Level	Class		 Slots	Buy for
    250 	3 		33 		Knight, Crusader 0 	60,000
    Description 	: ATK: 185
    Where to find it: Dropped by Abyss Knight, Sold in Prontera
    Comments	: The Lance is a very useful weapon when fighting against enemies who
    have elemental weaknesess. It deal an enormous amount of damage as compared to
    the pike, but the downfall of this weapon is that you cannot wear a shield with
    it. If you goal is to dish out as much damage as you can, then use an Elemental
    Lance. This weapon comes in handy the most if you are MVP'ing. It is also
    usefull for leveling up if you have a good amount of DEF without a shield.
    
    
    
    6.1.2 Swords
    
    Swords do have their uses in WoE but they their skills just simply cost too
    much sp for us knights. We are not blessed with high SP unlike the other
    classes /heh. Swords shine in the world of PvM. If you have enough AGI to dodge
    an opponent well then switch to a sword and rock that enemy hard! /heh. The
    reason why Swords compliment AGI so much is because they have a faster attack
    speed than spears. I don't reccommend you use swords for WoE but I will discuss
    the best swords a knight can pick if he/she wishes to go this path.
    
    1H Swords
    
    SABER
    Weight	Weapon Level	Required Level	Class			   Slots Buy for
    100 	3 		27 		Swordsman, Merchant, Thief 2~3 	 49,000
    Description 	: ATK: 115
    Where to find it: Dropped by Drake(3 Slots) and Khalitzburg(2 Slots), Sold in
    Prontera
    Comments	: the saber is a very useful 1 handed sword. It has 3 slots at max and
    can dish out the most reliable damage amongst the other type of swords. Another
    useful aspect of this sword is that you can wear a shield with it. I dont
    however reccommend this weapon for WoE unless you have a good amount of AGI. It
    is a good weapon to use for leveling up specially when you are still a swordy.
    
    TSURUGI
    Weight	Weapon Level Required Level Class			Slots	Buy for
    120 	3 	     27 	    Swordsman, Merchant, Thief 	1~2 	51,000
    Description 	: ATK: 130
    Where to find it: Dropped by Sidewinder(2 Slots), Sold in Prontera
    Comments	: the tsurugi is a usefull weapon for enemies who are weak to
    elements. get a wind tsurugi in byalan and let your swordy rock! once you turn
    to a knight though, elemental flamberge's are stronger. Word for the wise: Good
    Luck trying to find an Elemental Tsurugi LOL
    
    FLAMBERGE
    Weight	Weapon Level Required Level Class		Slots	Buy for
    150 	3 	     27 	    Knight, Crusader 	0 	60,000
    Description 	: ATK: 150
    Where to find it: Sold in Prontera
    Comments	: Elemental flamberges are useful for killing enemies with elemental
    weaknesses. Get an Ice Flamberge and go to the Minorous map with a decent
    amount of AGI and your pretty much set.
    
    
    2H Swords
    
    I have never really experienced much of the 2H Swords since i've used Spears
    and 1H Swords most of my time as a knight. There was a time though when i used
    2H Swords... back in the pre-comodo era's of RO with my first hybrid knight...
    YUCK! (X_x). The best advice I can give all you 2H sword users is to NEVER USE
    2H Swords in PvP / WoE. The only reason is simple: you cannot wear a shield.
    Losing that extra DEF and/or MDEF on a shield plus the 30% Damage Reduction
    cards is A BIG LOSS indeed. I will discuss this matter of using shields in the
    Shield section of this chapter.
    
    KATANA
    Weight	Weapon Level Required Level Class			Slots	Buy for
    100 	1 	     4 		    Swordsman,Knight,Crusader 	3~4 	2,000
    Description 	: ATK: 60
    Where to find it: Dropped by Ant Egg(1 Slot), Boa(4 Slots), Mysteltainn(1 Slot)
    and Swordfish(4 Slots), Sold in Prontera
    Comments	: kind of like the Pike of 2H swords, this weapon allows you to do
    more card combinations to fully utilize Card Compounding. It is also very easy
    to upgrade and find. Like the pike, this weapon has a stable min and max damage
    range making it the best 2H sword choice (^_^)
    
    BASTARD SWORD
    Weight	Weapon Level Required Level	Class				Slots	Buy for
    160 	2 	     18 		Swordsman,Knight,Crusader 	2~3 	22,500
    Description 	: ATK: 115
    Where to find it: Dropped by Mysteltainn(3 Slots) and Raydric(2 Slots), Sold in
    Izlude
    Comments	: this weapon is hard to find and also hard to over upgrade. the
    damage range is not as reliable as the katana. i do not recommend using this
    weapon as compared to the katana.
    
    TWO-HANDED SWORD
    Weight	Weapon Level Required Level Class			Slots	Buy for
    220 	3 	     33 	    Swordsman,Knight,Crusader 	1~2 	60,000
    Description 	: ATK: 160
    Where to find it: Dropped by Raydric(2 Slots), Sold in Izlude
    Comments	: i usually see people making carded two-handeds swords, but this
    weapon is hard to find and is very hard to overupgrade as compared to the
    katana. If you don't have enough money to buy 4 cards for the katana, then you
    can use this weapon instead for a cheaper substitute. But why settle for less
    right?
    
    CLAYMORE
    Weight	Weapon Level Required Level Class		Slots	Buy for
    250 	3 	     33 	    Knight, Crusader 	0 	74,000
    Description 	: ATK: 180
    Where to find it: Unknown
    Comments	: this is the 2H Sword Knights favorite weapon besides the Katana.
    It's better to have an elemental claymore than a quad carded katana for
    monsters with elemental weaknesses. An elemental claymore is cheaper to make as
    compared to a quad carded katana and the difference is barely noticeable.
    
    
    
    6.1.3 Weapon Cards
    
    Anacondaq Card 	- 20% more damage to POISON type monsters
    Caramel Card 	- 20% more damage to INSECT type monsters
    Drainliar Card	- 20% more damage to WATER attribute monsters
    Flora Card	- 20% more damage to FISH type monsters
    Goblin Card	- 20% more damage to BRUTE type monsters
    Hydra Card	- 20% more damage to DEMI-HUMAN type monsters
    Kaho Card	- 20% more damage to EARTH attribute monsters
    Mandragora Card	- 20% more damage to WIND attribute monsters
    Minorous Card	- 15% more damage to LARGE SIZED monsters
    Mummy Card	- +20 Hit
    Orc Skeleton Card - 20% more damage to HOLY attribute monsters
    Pecopeco Egg Card - 20% more damage to FORMLESS type monsters
    Phreeoni Card	- +100 Hit
    Santa Poring Card - 20% more damage to SHADOW attribute monsters
    Scorpion Card	- 20% more damage to PLANT type monsters
    Scorpion King Card - 20% more damage to UNDEAD type monsters
    Skeleton Worker Card - 15% more damage to MEDIUM SIZED monsters, ATK + 5
    Strouf Card	- 20% more damage to DEMON type monsters
    Vadon Card	- 20% more damage to FIRE attribute monsters
    
    
    
    6.1.4 Card Compounding
    
    A while ago i was saying that one of the reasons the pike and katana were the
    best weapons for a knight was that it had 4 slots to allow for more Card
    Compounding. Now let me introduce to you what Card Compounding really is.
    
    Card Compounding is the act of combining cards in a weapon to achieve the
    maximum possible damage to a specific enemy or enemy type. Let me explain.
    Monsters have a certain size, race and element right? Lets take a Marina for
    instance.
    
    THARA FROG
    Element/Race 	HP 	ATK 	        DEF/MDEF  Base/Job EXP 	Level	Size
    Water 2/Fish 	1992 	105~127Water 	8/12 	  219/138 	22	Medium
    
    Ok... We all know that this monster's weakness is the Wind Element (for those
    of you who dont know. please refer to the Elemental Weaknesses Chart in the
    Appendix) so the first thing that goes to our mind is to get a Wind Elemental
    Weapon to kill this monster. Don't get me wrong, using elemtntal weapons
    against monsters are effective, but to really achieve the highest attack you
    must also consider the monsters RACE and SIZE. Are you starting to the picture?
    Well Let me try to explain things in simpler terms.
    
    Lets try picking out cards from the list above to match with the THARA FROG
    
    1. Drainliar Card - since the THARA FROG is of the WATER Element
    2. Skeleton Worker Card - because the THARA is Medium Sized
    3. Flora Card - because the THARA is a FISH race
    
    The common idea would be to make a quad compounded weapon against monsters.
    Let's use the Pike as the weapon of choice, since most knights nowadays are
    using pike as their main weapon. Most people think that making a Quad Saharic
    Pike(Drainliar Card) or using a Wind Elemental Pike is the weapon that can
    achieve the highest possible damage to against a THARA FROG for example. This
    is not true Let's examine theses weapons mathematically shall we?
    
    Let's ignore the ATK damage of a pike and see how much each of these weapons
    affect the damage of a pike.
    
    QUad Saharic Pike	- adding 4 Drainliar Cards will increase ATK of the pike by
    80%
    Wind Pike 		- Since the THARA FROG is of Water Element lvl 2 the wind property
    will add X% more ATK to the pike
    
    In these weapons we only consider 1 aspect of the enemy.. Remember an enemy
    has 3 different types: Namely, Size, Race and Element. If you take a look at
    the variations of cards available for weapons you will notice that there are
    different cards that enable a weapon to do more damage on Size, Race and
    Element of a monster. You might be wondering how these cards will increase the
    damage of the pike since they all do 20% increase's. Well, i'll let you in to a
    little secret... The game was programed to treat each unique card slotted in a
    weapon as it's own damage modifier. Ok ok, what does this mean in simpler
    terms? (;O_o) Let me illustrate this first so you can understand better.
    
    Ok, now it's time to introduce you to some new terms of card compounding. A
    weapon can be compounded into different ratios depending on the number of
    slots. Since we are concentrating on the pike, it has 4 slots at max. I will
    now introduce the different ratios of compounding for 4 slot weapons. Namely
    4:0 Compounding, 3:1 Compounding, 2:2 Compounding, and 2:1:1 Compounding. Let
    me explain.
    
    
    4:0 Compounding is like your average Quad Compounded Weapons like the Quad
    Saharic Pike that we used earlier.
    
    3:1 Compounding is a weapon which has 3 of the same card and another different
    card compounded into it. A very good example of this weapon would be the
    controversial Triple Bloody Boned pike, which is rumored to have more
    effectivity in PvP / WoE; I'll explain more about this later on.
    
    2:2 Compounding is just like the 3:1 Compounding but there are 2 sets of
    dirfferent cards that are compounded to the weapon, and example would be a
    Double Bloody Double Saharic Pike.
    
    2:1:1 Compounding is the most popular type of compounding to date and is
    capable of maximizing the users damage output on a single enemy, this type of
    compounding is most commonly used against MVP's where you want to do as much
    damage as possible. An example of this type of compouding would be a Double
    Insectiside Flammable Titan Pike for Golden Thief Bug.
    
    
    Lets consider the Thara Frog as our monster again. Now lets try to make
    different compounded pikes to deal with this monster.
    
    4:0 Compounding	 : Quad Saharic Pike - 4 Drainliar Cards
    3:1 Compounding	 : Triple Saharic Fisher Pike - 3 Drainliar Cards, 1 Flora Card
    2:2 Compounding	 : Double Saharic Double Fisher Pike - 2 Drainliar Cards, 2
    Flora Cards
    2:1:1 Compounding: Double Saharic Fisher Boned Pike - 2 Drainliar Cards, 1
    Flora Card, 1 Skel Worker Card
    
    Lets try to see the difference in damage between these pikes shall we?
    
    4:0 Compounding	 : 1 + 4 X 20% = 1.8 increase in pike damage
    3:1 Compounding	 : 1 + 3 X 20% = 1.6 ; 1.6 X 20% = 0.96 + 1.6 = 1.92 increase
    in pike damage
    2:2 Compounding	 : 1 + 2 X 20% = 1.4 ; 1.4 X 40% = 0.56 + 1.4 = 1.96 increase
    in pike damage
    2:1:1 Compounding: 1 + 2 X 20% = 1.4 ; 1.4 X 20% = 0.28 + 1.4 = 1.68 ; 1.68 X
    20% = 0.336 + 1.68 = 2.016 increase in pike damage
    
    Ok let me explain how i came up with these formula's. See, the game treats
    each card that is compounded on a weapon as a unique card so when the time
    comes to compute for the final damage of your attack this is what happens:
    First, the game computes for what normal damage you are supposed to do without
    cards on the pike, let us use the variable X for this normal damage. Then it
    takes the first unique card like a Drainliar Card for example and takes Y * 20%
    of X where Y is the number of drainliar cards that is slotted on the pike. Now
    the game will store this new damage to X again and it will look for more cards
    that are slotted on to the pike and repeat the same process. So having more
    cards that do more damage to the different types of a monster will do more
    damage than by just considering 1 type of the monster. In simpler terms, the
    game increases the damage a weapon will do if more damage modifier cards are
    slotted inside it and since there are only 3 unique attributes to each monster
    namely; Race, Size and Element finding cards that modify the damage to the 3
    attributes and slotting it into one weapon will do the most damage to that
    specific monster.
    
    Don't get me wrong but compounding isnt as effective on some monsters,
    sometimes an elemental weapon does better. I am merely informing you of the
    technique so that you can choose to use it when you prefer. I suggest saving a
    copy of a stat calculator so you can fiddle around with different types of card
    compounding to see which does the best damage to a single monster.
    
    Whew! It took me a while to get all the ideas of Card Compounding into one
    place but if anyone see's any mistakes that I may have made in my computations
    and or my explanations in this section please feel free to email them to me. If
    you also think that I missed a few points in my discussion please bring up this
    issue as well. (^_^)
    
    ===================================
    ------------6.2 ARMOR--------------
    ===================================
    
    
    6.2.1 Head, Upper, Middle and Lower
    
    BONE HELM
    Weight	Required Level 	Class			Head Location	Buy for
    80 	70 		Merchant, Swordsman 	Upper 		-
    Description 	: Def: 7, Shadow attribute attack resistance -15%
    Found/Dropped 	: Dark Illusion, Dark Lord, Khalitzburg
    Comments	: This is my personal favorite headgear for my knight simply because
    it has the highest DEF for the Head. Overupgrading this item is a pain though
    since it is so hard to find, but I never like settling for less. This is my
    Headgear of choice when I level up and go boss hunting.
    
    HELM
    Weight	Required Level 	Class		Head Location	Buy for
    60 	0 		Swordsman 	Upper 		44,000
    Description 	: Def: 6, Used to make Angel Helm
    Found/Dropped 	: Blood Knight(1 Slot), Sold in Izlude and Prontera
    Comments	: A very nice Headgear, both for its reliability and for the fact that
    you can buy it in stores. If you don't have enough cash to invest in
    overupgrading a bonehelm then this Headgear is for you. The reason most knights
    use this is because it has the second to the highest DEF for the Head and it is
    so cheap. Some knights however use the slotted version of the Helm fr different
    purposes, but that is much harder to overupgrade since finding a slotted helm
    is pretty hard and expensive.
    
    MAGESTIC GOAT
    Weight	Required Level 	Class			Head Location	Buy for
    80 	1 		Merchant, Swordsman 	Upper 		-
    Description 	: Def: 5, STR +1
    Found/Dropped 	: Baphomet
    Comments	: I wouldn't use this headgear unless you really need the extra 1 STR
    that it provides. The 5 DEF is smaller compared to the HELM and overupgrading a
    MG is also very expensive.
    
    POO POO HAT
    Weight	Required Level 	Class		Head Location	Buy for
    70 	1 		All jobs 	Upper 		-
    Description 	: Def: 0, 10% less damage from Demi-Human type monster
    Found/Dropped 	: Bigfoot, Leib Olmai, Sasquash
    Comments	: AHHHH the POOPOO HAT, this is very useful if you want to reduce the
    damage of spells and the damage of crits. Just remember this, the Poo Poo Hat
    cannot be upgraded and it has 0 DEF so thats a big blow to your DEF rating as a
    knight. The good part is that you reduce 10% from spells and crits, and thats a
    lot of damage.
    
    SOLAR GOD HELM
    Weight	Required Level 	Class			   Head Location Buy for
    120 	1 		Swordsman, Merchant, Thief Upper 	 -
    Description 	: Def: 4, STR + 3
    Made using	: Symbol of Solar God + 40 Steel + 2 Oridecon + 10 Gold + 50 Coal
    Comments	: Well, i'd be stupid if i said that i didnt like this headgear coz
    the look of it just ROCKS! But i wouldnt recommend using this unless you really
    need the extra 3 STR. In the future when the High Orc Card is implented, us
    knights can reach 120 Unblessed STR with the SGH. Just beware though,
    overupgrading this is nearly impossible LOL unless you have extreme guts.
    
    SPHINX HAT
    Weight	Required Level 	Class		Head Location	Buy for
    300 	65 		Swordsman only 	Upper 		-
    Description 	: Def: 5, STR +2
    Found/Dropped 	: Osiris
    Comments	: I see some knights using this headgear for the increase in STR.
    Remember if 2 str is all you need to reach the next STR bonus then go ahead and
    use this headgear. Remember creativity is the key (^_^). I don't recommend that
    you use this headgearas your final piece of equipment since it cannot be
    upgraded.
    
    FIN HELM
    Weight	Required Level 	Class	  Head Location	Buy for
    30 	65 		Swordsman Middle 	-
    Description 	: Def: 2
    Found/Dropped 	: Obeaune
    Comments	: Need i say anything about this item? An extra 2 DEF is AN EXTRA 2
    DEF no matter how you look at it. The reason that only us knights can wear this
    is proof enough that you should wear this at all times.
    
    MASQUERADE
    Weight	Required Level 	Class	 Head Location	Buy for
    10 	1 		All jobs Middle 	-
    Description 	: Def: 0, +3% damage to Demi-Human type monsters
    Found/Dropped 	: Dustiness, Zealotus
    Comments	: Do not underestimate an extra 3% damage because at high STR 3% is a
    lot to add. If you are more of an offensive type of person then use this
    headgear, if you're more of the defensive type of person then go for the fin
    helm
    
    SUNGLASSES
    Weight	Required Level 	Class	 Head Location	Buy for
    10 	1 		All jobs Middle 	5,000
    Description 	: Def: 0, Blind resistane +5%
    Found/Dropped 	: Old Blue Box(1 Slot), Sold in Alberta
    Comments	: Some knights and not all use this item with a Deviruchi card,
    Adurate Sunglasses is a good +1 to STR and complete blind resistance. You might
    want to think about it (^_^)
    
    IRON CAIN
    Weight	Required Level 	Class	  Head Location	Buy for
    30 	50 		Swordsman Lower 	-
    Description 	: Def: 1
    Found/Dropped 	: Raydric, Zombie Prisoner
    Comments	: C'mon... this is the only lower headgear that gives you DEF, so WHY
    NOT WEAR IT! You should wear it since only us knights can wear it. We only have
    2 choices as knights
    
    CARDS
    Deviruchi Card	- Complete Blind resistance, STR +1
    Megalodon Card	- Freeze resistance +20%, DEF +1
    Nightmare Card	- Complete Sleep resistance, AGI +1
    Orc Hero Card	- Complete Stun resistance, VIT +3
    
    
    
    6.2.2 Shields
    
    MIRROR SHIELD
    Weight	Required Level	Class		Buy for
    100 	1 		Swordsman 	60,000
    Description 	: Def: 4 , MDEF +3
    Found/Dropped 	: Khalitzburg(1 Slot), Killer Mantis(1 Slot), Sold in Geffen
    Comments	: Ok, a lot of people underestimate this shield... a mirror shield
    gives 3 extra mdef, and that is a big factor especially in WoE when we attack
    agits. Wizards are always a big damage dealer in WoE so having more MDEF is
    always good.
    
    Weight	Required Level	Class		Buy for
    130 	1 		Swordsman 	-
    Description 	: Def: 6
    Found/Dropped 	: Blood Knight(1 Slot), Cornutus(1 Slot), Goblin Leader(1 Slot),
    Orc Hero(1 Slot)
    Comments	: Having an extra 6 DEF helps a lot in damage reduction, that is why
    nowadays not much people choose to use 2H Swords. Having a shield around always
    helps a lot, and if you have a 30% damage reduction card on you that even
    reduces the damage much further.
    
    CARDS
    Ambernite Card	- DEF + 2
    Bigfoot Card	- 30% less damage from INSECT type monsters
    Golden Bug Card	- Complete Magic resistance, but when skill is used SP used
    will be increased by x2 (100%)
    Horn Card	- 35% less damage from long-range physical attacks
    Khalitzburg Card - 30% less damage from DEMON type monsters
    Orc Warrior Card - 30% less damage from BRUTE type monsters
    Rafflesia Card	- 30% less damage from FISH type monsters
    Soldier Andre Card - 30% less damage from PLANT type monsters
    Thara Frog Card	- 30% less damage from DEMI-HUMAN type monsters
    
    
    
    6.2.3 Body
    
    CHAIN MAIL
    Weight	Required Level	Class				Buy for
    330 	1 		Swordsman, Merchant, Thief 	65,000
    Description 	: Def: 8
    Found/Dropped 	: Raydric(1 Slot), Raydric Archer(1 Slot), Sold in Alberta,
    Izlude, Morroc, Prontera
    Comments	: I use chainmails for more elemental resistance, this is very
    important specially when youre MVP'ing. As you might have noticed MVP's cast
    spells that are of a single element. Wear the right elemental chain mail and
    you will be able to stand longer in front of it.
    
    FORMAL SUIT
    Weight	Required Level	Class						  Buy for
    30 	1 		Swordsman, Mage, Archer, Merchant, Acolyte, Thief -
    Description 	: Def: 5
    Found/Dropped 	: Skel Prisoner(1 Slot)
    Comments	: Formal suits are useful if you want to share a card with some of
    your friends and your other accounts. Having a Ghost Formal suit for your guild
    would allow everyone to use the Ghostring Card.
    
    FULL PLATE
    Weight	Required Level	Class		Buy for
    450 	40 		Swordsman 	80,000
    Description 	: Def: 10
    Found/Dropped 	: Arch Angelring(1 Slot), Blood Knight(1 Slot), Doppleganger(1
    Slot), Injustice, Lava Golem, Lava Golem(1 Slot), Sold in Izlude, Prontera
    Comments	: 10 FRIGIN DEF, that a whole muckload. Your a crazy knight if you
    dont use this specially when leveling up.
    
    SILK ROBE
    Weight	Required Level	Class							Buy for
    40 	1 		Swordsman, Mage, Archer, Merchant, Acolyte, Thief 	2,700
    Description 	: Def: 3, MDEF +10
    Found/Dropped 	: Creamy(1 Slot), Crystal(Blue)(1 Slot), Sold in Alberta,
    Geffen, Juno, Morroc, Payon
    Comments	: This may have weak DEF but paired with the right cards it becomes
    more useful. Like i said a while ago, when we knights attack castles in WoE the
    most damaging class are wizards. So why not go inside a castle with an unfrozen
    silk robe. Try to be as creative as you can.
    
    CARDS
    Angelring Card	- Attribute of the armor is HOLY
    Anolian Card	- 10% of physical attacks are reflected
    Bathory Card	- Attribute of the armor is SHADOW
    Dokkeabi Card	- Attribute of the armor is WIND
    Evil Druid Card	- Attribute of the armor is UNDEAD
    Ghostring Card	- Attribute of the armor is Ghost, HP recovery speed -25%
    High Orc Card	- STR + 2
    Marc Card	- Complete Freeze resistance, Water attribute attack resistance +5%
    Orc Lord Card	- 30% of Physical attacks are reflected
    Pasana Card	- Attribute of the armor is FIRE
    Pecopeco Card	- Max HP + 10%
    Picky Card	- STR + 1
    Sandman Card	- Attribute of the armor is EARTH, DEF + 1
    Steel Chonx2 Card - Wind attribute attack resistance +10%, DEF +2
    Sword Fish Card	- Attribute of the armor is WATER, DEF +1
    
    NOTE: when the card says that the Attribute of the armor is HOLY or WATER or
    EARTH, it means that the wearer becomes level 1 of that element. So if you have
    a... lets say Chainmail of Sandman then you become Earth Level 1. That also
    means that the wearer benefits from the specific damage reductions and
    increasers of being that element. Please look at the elemental chart in the
    appendix for more info on elements.
    
    
    
    6.2.4 Garment
    
    HOOD
    Weight	Required Level	Class	Buy for
    20 	1 		All 	-
    Description 	: Def: 1
    Found/Dropped 	: Coco(1 Slot), Cookie(1 Slot), Cookie[Christmas](1 Slot),
    Punk(1 Slot)
    Comments	: Having a set of elemental hoods is good for MVP'ing and for entering
    pre-casts in WoE. I have my own set of these for that same purpose and i can
    never say that i didnt find them unuseful. I'd much rather have a set of
    overupgraded elemental manteaus but thats so hard to get (>_<)
    
    MANTEAU
    Weight	Required Level	Class				Buy for
    50 	1 		Swordsman, Merchant,Thief 	-
    Description 	Def: 4
    Found/Dropped 	Apocalips(1 Slot), Stormy Knight(1 Slot), Wraith(1 Slot), Wraith
    Dead(1 Slot), Guild Treasure Box(1 Slot)
    Comments	: The best garment that a knight can wear simply for its high DEF.
    
    RAGAMUFFIN MANTEAU
    Weight	Required Level	Class						  Buy for
    50 	1 		Swordsman, Mage, Archer, Acolyte, Merchant, Thief -
    Description 	: DEF: 1 and MDEF +10, Unbreakable
    Found/Dropped 	: Chepet, Dark Illusion, Evil Druid, Guild Tresure Box
    Comments	: Remember the whole pre-cast issue in WoE, well using this is also an
    option. Just keep in mind one thing though, Too much MDEF kills you. A good
    balance of DEF and MDEF is what is key, anyways im getting ahead of myself. I
    will discuss these issues like going into pre-casts in the WoE section of this
    guide.
    
    CARDS
    Dustiness Card	- Wind attribute attack resistance +30%, FLEE +5
    Frilldora Card	- Level 1 Cloak
    Hode Card	- Earth attribute attack resistance +30%, FLEE +5
    Isis Card	- Shadow attribute attack resistance +30%, FLEE +5
    Jakk Card	- Fire attribute attack resistance +30%, FLEE +5
    Marrionette Card - Ghost attribute attack resistance +30%, FLEE +5
    Marse Card	- Water attribute attack resistance +30%
    Myst Card	- Poison attribute attack resistance +30%, FLEE +5
    Orc Zombie Card	- Undead attribute attack resistance +30%, FLEE +5
    Raydric Card	- Neutral attribute attack resistance +15%
    Whisper Card	- Flee +20, Ghost attribute attack resistance -50%
    
    
    
    6.2.5 Shoes
    
    BOOTS
    Weight	Required Level	Class					Buy for
    60 	1 		Swordsman, Archer, Merchant, Thief 	-
    Description 	: Def: 4
    Found/Dropped 	: Ancient Worm(1 Slot), Argiope(1 Slot), Guild Treasure Box(1
    Slot)
    Comments	: well 4 DEF is a lot specially in the shoes division, i dont see why
    us knights shouldnt use this piece of armor
    
    CRYSTAL PUMPS
    Weight	Required Level	Class						Buy for
    5 	1 		Swordsman, Mage,Archer, Acolyte,Merchant, Thief -
    Description 	: DEF: 0, LUK +5 and MDEF +10, Female only
    Found/Dropped 	: Alice, Marionette, Succubus, Guild Treasure Box
    Comments	: here we go with the whole MDEF issue again, i am just showing you
    the different types of MDEF items you can choose from.
    
    GREAVES
    Weight	Required Level	Class			Buy for
    75 	65 		Knight, Crusader 	-
    Description 	: Def: 5
    Found/Dropped 	: ???(1 Slot)
    Comments	: I haven't tried one of these on, but 5 def is a LOT and it will make
    us knights even sturdier than before /heh. Since i dunno where to get this, I
    can't really tell how hard it is to overupgrade.
    
    CARDS
    Eggyra Card	- SP recovery speed +15%
    - i've never tried using an eggyra card before but if you want to increase
    your SP recovery then slap this card onto a pair of sandals and use it when you
    are resting for SP
    Matyr Card	- Max HP +10%, AGI +1
    - this card just simply rocks! an extra 10% life means more survivability for
    us knights this is the card i prefer to have in my shoes. and dont forget about
    the +1 AGI thats still a little bit more of a ASPD boost than not having it at
    all
    Sohee Card	- Max SP +15%, SP recovery speed +3%
    - this is a sweet card indeed if you're out MVP'ing and you want to have more
    SP to dish out skills. but asides from this i wouldn't use this card at all
    Zombie Card	- HP recovery speed +20%
    - i use this card on a pair of sandals when i rest for HP. It really speeds
    up the whole HP regeneration process and I recommend using this card if you
    want to level up faster w/o a priest.
    
    
    
    6.2.6 Accessory
    
    CLIP
    Weight	Required Level	Class			Buy for
    5 	35 		All except Novice 	-
    Description 	: SP+ 10 and (1 Slot)
    Found/Dropped 	: Alarm, Baphomet, Dragonfly, Majorous
    Comments	: ah yes, the all around clip. this is the most versatile accessory
    that one can have. you can use the clip to increase your stats to reach the
    next stat bonus if you slot the right card in it. Knights usually slot in
    either mantis cards or tarou cards to reach the next 10 bonus in STR if they're
    lacking some points in STR. Another good thing about the clip is that you can
    pair it up with spell cards like the creamy card which allows you to teleport
    
    MATYR'S LEASH
    Weight	Required Level	Class			Buy for
    10 	35 		All except Novice 	-
    Description 	: DEF: 1 and AGI +1
    Found/Dropped 	: Matyr
    Comments	: This accessory was one of my favorite accessories before I had my
    safety rings. 1 solid def is actually a big help and getting 1 more agi helps
    in your ASPD even though its just 1. I suggest using this accessory if you have
    a free accessory slot
    
    RING
    Weight	Required Level	Class			Buy for
    10 	90 		All except Novice 	-
    Description 	: STR +1 and (1 Slot)
    Found/Dropped 	: Mobster, Stormy Knight, Guild Treasure Box
    Comments	: Knights need this accessory when they want to reach 110 unblessed
    STR or if they do not have enough STR to reach the next 10 bonus. Using a Ring
    of Muscle (Mantis Card) will give you an extra 4 STR. So what knights usually
    do to get 110 unblessed STR is to get their base STR to 94 + 8 from the job
    bonus and + 8 from having to Muscle Rings = 110. You can also settle for 98
    Base STR + 8 Job Bonus and + 4 from 1 mantis ring to reach 110 unblessed STR,
    this allows you to free up your other accessory slot. Another way to use the
    RoM is when you want to reach the next 10 STR bonus. For example, your stats
    limit you to having only 84 base STR. YOu can use 2 RoM's to reach 100 total
    STR.
    
    SAFETY RING
    Weight	Required Level	Class			Buy for
    10 	40 		All except Novice 	-
    Description 	: DEF +3 and MDEF +3
    Found/Dropped 	: Maya, Guild Treasure Box
    Comments	: I love this accesssory, In the current patch that i play in SR's
    give 3 DEF and 3 MDEF. That extra DEF helps me deal with physical attacks and
    the MDEF helps me to deal with pre-casts in WoE. In furure patches though
    Safety Ring's will only give 3 DEF and no MDEF.
    
    CARDS
    Creamy Card	- Level 1 Teleport
    Horong Card	- Level 1 Sight
    Kobold Card	- CRIT +4%, STR +1
    Mantis Card	- STR +3
    Muka Card	- HP recovery speed +10%
    Smokie Card	- Level 1 Hide
    Spore Card	- VIT +2
    Tarou Card	- STR +2
    Yoyo Card	- Perfect Dodge +5, AGI +1
    
    
    
    ===================================
    ----6.3 Damage Reduction Cards-----
    ===================================
    
    As you might have noticed in the garment and shield sections of this chapter,
    I placed in some cards like the raydric card, jakk card and the thara frog
    cards. Each one of these cards reduce damage from a certain element, attribute,
    or property. Lets discuss each one of these shall we. When a card says that it
    reduces damage from a certain element, attribute or property it means that it
    reduces the BASE damage dealt by that property, element or attribute. After it
    reduces the base damage of that attack your DEF or MDEF then kicks in and
    filters the damage some more (i'm not entirely sure about when the damage
    reduction cards kick in, but i know they kick in either before your DEF kicks
    in or after your DEF kick in, but i just want the reader to know how these
    cards work in general). Let me explain the three cards i pointed out a while
    ago in more detail.
    
    Raydric Card	- Neutral attribute attack resistance +15%
    First of, Neutral attribute attacks are attacks done to you without any
    elemental buffs. Every Job and Monster deal neutral damage unless wearing
    elemental weapons or arrows. Also, enchanting the weapon with an element deams
    the damage as an elemental attack and renders the use of the Raydic Card as
    useless. Critical Attacks are also considered as Neutral Attacks unless the
    player uses an elemental weapon or if the weapon is enchanted with an element.
    So what the raydric card does is reduce all of thees Neutral Attribute Attacks
    by 15%, and thats a lot (^_^)
    
    Jakk Card	- Fire attribute attack resistance +30%, FLEE +5
    Whethere it be Fire, Water, Shadow or whatever element. Cards like the Jakk
    Card reduce these elemental attacks by 30%. Examples of Elemental Attribute
    Attacks are Spells, Elemental Weapons, Elemental Attacks (monsters do elemental
    attacks every once in a while), Elemental Skills (like magnum break), and
    Element Enchanted Weapons (like the sage skills). So what these cards do is
    reduce these elemental attacks by 30%.
    
    
    Thara Frog Card	- 30% less damage from DEMI-HUMAN type monsters
    Cards like these reduce damage by certain types of monsters. As most of you
    might know already, us players are classified as DEMI-HUMANS. Now what this
    card does is reduce all damage from DEMI-HUMAN's by 30%. All Physical,
    Elemental, or Critical Damage is reduced by 30%. Now if you ask me, I wouldnt
    let go of a card like this for anything (^_^) and thats why having a shield is
    so important in WoE.
    
    
    ===================================
    --------6.4 UPGRADE CHART----------
    ===================================
    
    I'm sure that most of you know that Overupgrading is based on pure human luck,
    no not the LUK that your character in RO has but your own human luck as a
    person. There are however some things that can increase the chances of
    overupgrading. The success rate of an overupgrade is determined by two things.
    Namely, The Item Type/Level and the Weaponry Research Skill that Blacksmiths
    have which adds the same rate of success as it does when forging weapons. Let
    me put this by you one more time ONLY THE WEAPONRY RESEARCH SKILL OF BLACKSMITS
    increase the success of overupgrading. There are some rumors that LUK and DEX
    affect the chances of overupgrading.... Well let me be the first to tell you
    that it is not true at all. So it's better if you have a blacksmith with
    weaponry research 10 do your overupgrading for you. Since blacksmiths cannot
    equip all types of items in the game, some items are harder to overupgrade than
    the rest. Just like the Full Plate which only us knights can wear.
    
    Just always remember, no matter how you look at it overupgrading is always a
    matter of HUMAN LUCK. Some guys are lucky and some guys aren't thats just how
    it works (^_^)
    
    WEAPON LEVEL 1
    Upgrade Stone		: Phracon (200z)
    Upgrade Damage/Level	: +2 Damage
    Upgrade Bonus/Level	: 1-3 Damage
    
    Upgrade Levels
    Attempted Level 	+1 	+2 	+3 	+4 	+5 	+6 	+7 	+8 	+9 	+10
    % chance/lvl 		100 	100 	100 	100 	100 	100 	100 	60 	40 	20
    % chance from +0 	100 	100 	100 	100 	100 	100 	100 	60 	24 	4.8
    Attempts/Success 	1 	1 	1 	1 	1	1 	1 	1.67 	4.17 	20.83
    % chance/lvl w/WR10 	100 	100 	100 	100 	100 	100 	100 	70 	50 	30
    % chance from +0 w/WR10 100 	100 	100 	100 	100 	100 	100 	70 	35 	10.5
    Attempts/Success w/WR10 1 	1 	1 	1 	1 	1 	1 	1.43 	2.86 	9.52
    Upgrade Damage 		+2 	+4 	+6 	+8 	+10 	+12 	+14 	+16 	+18 	+20
    Upgrade Bonus 		- 	- 	- 	- 	- 	- 	- 	+1-3 	+1-6 	+1-9
    
    
    WEAPON LEVEL 2
    Upgrade Stone		: Emveretarcon (1000z)
    Upgrade Damage/Level	: +3 Damage
    Upgrade Bonus/Level	: 1-5 Damage
    
    Upgrade Levels
    Attempted Level 	+1 	+2 	+3 	+4 	+5 	+6 	+7 	+8 	+9 	+10
    % chance/lvl 		100 	100 	100 	100 	100 	100 	60 	40 	20 	20
    % chance from +0 	100 	100 	100 	100 	100 	100 	60 	24 	4.8 	0.96
    Attempts/Success 	1 	1 	1 	1 	1 	1 	1.67 	4.17 	20.83 104.17
    % chance/lvl w/WR10 	100 	100 	100 	100 	100 	100 	70 	50 	30 	30
    % chance from +0 w/WR10 100 	100 	100 	100 	100 	100 	70 	35 	10.5 	3.15
    Attempts/Success w/WR10 1 	1 	1 	1 	1 	1 	1.43 	2.86 	9.52 	31.75
    Upgrade Damage 		+3 	+6 	+9 	+12 	+15 	+18 	+21 	+24 	+27 	+30
    Upgrade Bonus 		- 	- 	- 	- 	- 	- 	+1-5 	+1-10 	+1-15 	+1-20
    
    
    WEAPON LEVEL 3
    Upgrade Stone		: Oridecon
    Upgrade Damage/Level	: +5 Damage
    Upgrade Bonus/Level	: 1-8 Damage
    
    Upgrade Levels
    Attempted Level 	+1 	+2 	+3 	+4 	+5 	+6 	+7 	+8 	+9 	+10
    % chance/lvl 		100 	100 	100 	100 	100 	60 	50 	20 	20 	20
    % chance from +0 	100 	100 	100 	100 	100 	60 	30 	6 	1.2 	0.24
    Attempts/Success 	1 	1 	1 	1 	1 	1.67 	3.33 	16.67 	83.33	416.67
    % chance/lvl w/WR10 	100 	100 	100 	100 	100 	70 	60 	30 	30 	30
    % chance from +0 w/WR10 100 	100 	100 	100 	100 	70 	42 	12.6 	3.78 	1.13
    Attempts/Success w/WR10 1 	1 	1 	1 	1 	1.43 	2.86 	9.52 	31.75 	88.18
    Upgrade Damage 		+5 	+10 	+15 	+20 	+25 	+30 	+35 	+40 	+45 	+50
    Upgrade Bonus 		- 	- 	- 	- 	- 	+1-8 	+1-16 	+1-24 	+1-32 	+1-40
    
    
    Weapon Level 4
    Upgrade Stone		: Oridecon
    Upgrade Damage/Level	: +7 Damage
    Upgrade Bonus/Level	: 1-14 Damage
    
    Upgrade Levels
    Attempted Level 	+1 	+2 	+3 	+4 	+5 	+6 	+7 	+8 	+9 	+10
    % chance/lvl 		100 	100 	100 	100 	60 	40 	40 	20 	20 	10
    % chance from +0 	100 	100 	100 	100 	60 	24 	9.6 	1.92 	0.384 	0.0768
    Av.Attempts/Success 	1 	1 	1 	1 	1.67 	4.17 	10.42 	52.08 	260.42 	1302.08
    % chance/lvl w/WR10 	100 	100 	100 	100 	70 	50 	50 	30 	30 	20
    % chance from +0 w/WR10 100 	100 	100 	100 	70 	35 	17.5 	5.25 	1.575 	0.315
    Attempts/Success w/WR10 1 	1 	1 	1 	1.43 	2.86 	5.71 	19.05 	63.49 	317.46
    Upgrade Damage 		+7 	+14 	+21 	+28 	+35 	+42 	+49 	+56 	+63 	+70
    Upgrade Bonus 		- 	- 	- 	- 	+1-14 	+1-28 	+1-42 	+1-56 	+1-70	+1-84
    
    ARMOR
    Upgrade Stone: Elunium
    Upgrade Bonus/Level: +2/3 DEF
    
    Upgrade Levels
    Attempted Level 	+1 	+2 	+3 	+4 	+5 	+6 	+7 	+8 	+9 	+10
    % chance/lvl 		100 	100 	100 	100 	60 	40 	40 	20 	20 	10
    % chance from +0 	100 	100 	100 	100 	60 	24 	9.6 	1.92 	0.384 	0.0768
    Attempts/Success 	1 	1 	1 	1 	1.67 	4.17 	10.42 	52.08 	260.42 	1302.08
    % chance/lvl w/WR10 	100 	100 	100 	100 	70 	50 	50 	30 	30 	20
    % chance from +0 w/WR10 100 	100 	100 	100 	70 	35 	17.5 	5.25 	1.575 	0.315
    Attempts/Success w/WR10 1 	1 	1 	1 	1.43 	2.86 	5.71 	19.05 	63.49 	317.46
    DEF Bonus 		+0.67 	+1.33 	+2 	+2.67 	+3.33 	+4 	+4.67 	+5.33 	+6 	+6.67
    
    
    ___________________________________________________________________
    ===================================================================
    
    
    
      ________________________________
    _/ 7.0 LEVELING, where? why? how? \________________________________
    ===================================================================
    
    =========================================
    ------------7.1 Introduction-------------
    =========================================
    
    Leveling up... It's probably the basic idea of this whole game and by no means
    easy. Leveling up takes a lot of patience and determination. Thats why I stress
    that coming up with a right build for your knight is essential, because if you
    don't like how your knight performs then you wouldnt really enjoy or have the
    determination to level it up.
    
    OK, i have some tips to help build your knight for easy leveling up. There are
    some things you have to consider when leveling up your swordie or knight.
    Firstly, you have to consider how good your ARMOR is. Secondly, you have to
    consider what kind of WEAPONRY you have. Thirdly, you have to know what your
    final stats are. Why are these things important in leveling up? Ok, if you have
    above average armor for your swordy then you can focus on your offensive stats
    earlier on because you have the right armor to help you out defense wise.
    Knowing what weapons you have helps you determine a suitable leveling up place,
    with the right weapon you can increase the leveling up speed of your character.
    Knowing what your final stats are is also a big help because if you do not know
    your final stats... how would you know when to stop pumping up a stat?
    
    Another thing to consider is STAT progression, its the way or sequence you
    pump up your stats. As a novice i suggest you get 9 STR 9 AGI 5 DEX and 5 VIT
    as your starting stats and if your ARMOR is above average then work on pumping
    your STR and DEX, if you are just just starting in RO or do not have above
    average armor then i suggest pumping up your VIT and DEX. Remember DEX is very
    important because you don't want to miss your target. Getting a solid 20 DEX at
    first will help you in your leveling up greatly. Once you get 20 DEX its up to
    you to work either STR or VIT. What most Hybrids do wrong is that they pump up
    their stats all at once. I try to concentrate on one stat first so I can reach
    the next bonus mark of that stat easily. When I pump up STR, I make sure that I
    reach the next 10 mark first before I pump up any other stat IF i want to pump
    some other stats. Another mistake that some people do is that they pump up both
    AGI and VIT together before pumping up STR. PLEASE concentrate on either AGI or
    VIT first then go STR but never pump AGI and VIT then pump STR or you will have
    an extremely hard time leveling up. You can either max your STR earlier on if
    you have good equipment and this way is the fastest way to level up. You can
    work on some defensive stats first before you go STR if your armor isn't that
    great. If you go this way then i suggesst that you dont max your defensive
    stats first before you go STR, rather you should reach a comfortable zone on
    your defensive stats then work on maxing your STR for easier leveling up. The
    biggest tip i can give you is to get STR as early on in your leveling up to
    make leveling up faster.
    
    
    
    =========================================
    ------7.2 Finding the right place--------
    =========================================
    
    Finding the right place to level up is all based on what equipments and
    weapons you have. Some people can move on to harder monsters at earlier levels
    with nice equipments as compared to people who don't. Remember, being hybrid
    knights we cannot rely on FLEE to defend us against monsters. Knowing how much
    EXP a monster has its stats and loots are good ways to find the right leveling
    up place. There are monsters that arent made for leveling up and there are
    monsters that are made for leveling up. Try going to a stat calculator or
    finding a monster EXP chart and find out what possibilities you have. You dont
    want to go to a place where the monsters hit hard and dont give good exp cause
    you wont level up so fast that way. You also want to have the right weapon for
    the right place. So lets say you want to level up in Byalan, you might want to
    consider using a Wind Elemental weapon or something to increases you leveling
    capability and you also want to consider how much exp per hour you get there.
    Try different places and see what place fits you the most.
    
    
    
    =========================================
    ----7.3 My suggested LEVELING Places-----
    =========================================
    
    Please bear with my leveling places, cause I made my knight pre-comodo and
    back then we didn't have much choices on where to level up. /heh remmeber,
    these are only SUGGESTED leveling up places you should find a place where you
    are comfortable to level up in (^_^) As i've experienced, bring a lot of
    potions to help you level up specially when your new to the area because you
    dont know what to expect and potions help you live through some sticky
    situations. You might also want to bring a couple fly wings for desperate
    measures and a butterfly wing for when you need to re-stock. Oh ya... Always
    remember to save near you leveling area as it will save you the painstaking
    walk if your saved far away from your leveling up place.
    
    
    Novicehood 1 - 12> Pronteran Fields, Poring Island, Hode Map
    Depending on whether your going solo or being tanked these are some places
    that you can pick from. If your going solo you want to stay near izlude because
    thats where you are going get your job change to a swordsman. If you know
    someone who can tank you then go to poring island or to the hode map. If your
    going to poring island then let your tanker tank poporings and if your going to
    the hode map (which is the fastest place to level up at this level) let your
    tanker tank anacondaqs.
    
    
    12 - 30> Hode Map, Poring Island, Rocker Hill, Culverts
    If your going solo then you might want to go for Rocker Hill till your around
    level 20 then go hit up the Culverts and look for male thief bugs, culverts
    monsters might have weak exp points but the fact that there are so many
    monsters in that map makes it such a good leveling up place. If your being
    tanked though i suggest staying in either Poring Island or in Hode map killing
    the same monsters. If your in the Hode Map you want to have a fire weapon to do
    the most damage you can to the enemies and by this time you should be killing
    hodes and anacondaqs already.
    
    
    30 - 50> Hode Map, Coal Mines, Byalan 2 or 3
    If you decide to stay in Hode Map, keeping your fire would make you a killing
    machine in this map and exp there should be good. If you dont have any
    elemental weapons then try going to coal mines and hit up some Drainliars, if
    you want to level up quickly you want to concentrate on killing Drainliars
    only. Moving to byalan would also be a good move since byalan gives you great
    exp till your around level 65 as far as my experience takes me. If you do
    switch to byalan you want to upgrade your weapon to a wind elemental weapon to
    get the most possible exp per hour in there. If your being tanked, you might
    want to try going for byalan 3 and kill obeunes
    
    
    50 - 65> Byalan 4, Orc Hero's Map
    By this time you should be nearing your Job 50 mark and you should be able to
    take one the monsters in byalan level 4. Just remember to always have your wind
    element weapon along. If you have a tanker you might want to try Orc Hero's Map
    one left of orc ville. You should find a good amount of High Orcs and Orc
    Archers here and they give a lot of exp, just be careful though because you
    need a considerably high amount of HIT percentage to even damage High Orcs and
    Orc Archers so make sure your prepared.
    
    
    65 - 70> Sphinx, Orc Hero's Map
    I graduated from byalan at 65 and moved to sphinx. The requiems and marduks
    are what you're really after in sphinx. I suggest that before you try to level
    up in this place get a quad bloody pike and cranial shield (for the requiems
    and marduks). If you have the extra money, grab a quad clamorous pike and a
    brutal shield(for sidewinders and matyrs). But don't forget to bring an
    elemantal pike for whispers. /heh You can also go for Orc Hero's map and stay
    there since the EXP there is still good for these levels but this time make
    sure you have the quad bloody pike and cranial shield. I only suggested these
    places because you want your knight to be ready for WoE and since you also need
    a DEMI-HUMAN equipment for WoE I suggest leveling up in places that consist
    mainly of DEMI-HUMAN monsters. If you dont have enough money for these
    equipments, then I suggest you hang around byalan and save up for them.
    
    
    70 - 80> Sphinx , High Orc in CT , Chivalry
    By this time, you should already have a quad bloody pike and cranial shield.
    If you don't, you won't be able to level up well. Some people stay in sphinx
    till they reach 80, but I went straight to the high orc map. They give better
    exp than in sphinx and I was lucky enough to have good equipment, so don't try
    going in high orc's w/o good equipment (what i mean bout good equipment is at
    least a +4 set of equipment, you dont need to have an immune manteau (raydric
    card) but having one would help you level up here faster) at this level. But
    you can always try going to high orcs, you never know if you can take it there
    or not. Don't expect to get good loot in High Orc's, if the loot is what you're
    after then stay in sphinx. You could also level up in Chivalry (Raydric Area),
    but be sure to bring a priest. The EXP rate here is probably as decent as the
    High Orc map and the LOOT is DEFINATELY better! but you have to have some
    ancient weaponry for those pesky Joker's.
    
    
    80 - 90> Barracks , High Orc , Chivalry
    You should be able to handle the High Orc map pretty well by this time. But it
    does take a lot of patience to get to 90... trust me, but who said that
    leveling up is a walk in the park LOL. For Chivalry, always bring a priest. You
    could also go Barracks(Baphomet Map in GH)/Prison, with a PARTY of course. You
    must at least have a priest and a hunter/wizard with you.
    
    
    90 - 99> Barracks , Chivalry , High Orc CT, Turtle Island, ALDE guild dungeon
    If you really want to level up alone then go to High Orcs but i guarantee that
    you wont get as much exp as with a party. If you want some good loots then you
    should go to chivalry and by this time you should be able to solo there pretty
    well. Your main concern at this level range is to beef up your equipment if you
    have not already. You want to have a +7 set of equipments to be an above
    average knight. Turtle Island is also a good place to level up in a party but
    of course but the best place to level up is in the Al de Baran guild dungeon,
    with a good party you can get ~2million points of exp an hour and at level 98
    thats 2% an hour! Be careful though, once your used to alde gd you wouldn't
    want to level up anywhere else /heh
    
    
    
    
    ___________________________________________________________________
    ===================================================================
    
    
      ___________________________________
    _/ 8.0 BUILDS, the HEART of a Hybrid \_____________________________
    ===================================================================
    
    =========================================
    ------------8.1 Introduction-------------
    =========================================
    
    Now comes the fun part. Choosing a build for your hybrid! Let me say that I
    had to remake my first Hybrid because I found out that his build wansn't good
    enough for me. When you make a build it has to fit your personality, after all
    you will be using this character for a long time. So the way it performs in
    game should be a reflection of your own personality in real life. I know this
    sounds pretty corny, but it's true. If you don't find a build that fits your
    personality, you won't like that build and if you don't like that build then
    how would you be able to have fun. If you don't have fun, then how would you be
    able to level up your knight to 99? So first of all, make sure to choose the
    right bulid for you. Some people might have the same builds, but that doesnt
    matter, as long as you are happy with yours. Another thing.... NEVER and I mean
    NEVER EXPOSE YOUR BUILD TO ANYONE! Why? you might ask... I'll tell you
    something, if I see your status bar and you show me your total HP, and I see
    how much damage you do to a certain monster. I would more or less know your
    stats, from there I can determine the weakness of your build and use it against
    you. So PLEASE! KEEP YOUR BUILD SECRET!
    
    I know that most of you are wondering why I put this BUILD discussion in the
    middle of my guide and not on the first chapters. Let me tell you this... NO
    ONE, and i mean NO ONE can make a build that fits them without knowing the
    basics of each stat and what these stats do. The first parts of this guide are
    basically primers to lead you into making your own personalized hybrid knight
    build.
    
    After this chapter, you should be ready to make your own hybrid knight BUILT
    to your own liking. Remember, BUILD is what makes your character perform the
    way it does. So make yourself proud and create something that is worthwhile.
    (^_^). It took me 3 months to realize that my first knight wasn't really for
    me. It was this knowledge that I gathered from reading forums and websites that
    made me change my build. This same knowledge that I am sharing with you right
    now. So I really hope that by the end of this chapter, you have come up with
    your own personalized build.
    
    Like i mentioned earlier on in the guide, I will be spliting Hybrid builds
    into 2 categories. Each one i will thoroughly discuss, but I will not give any
    builds out. I will give you a guide to follow when making your knight, this way
    YOU WILL BE THE ONE MAKING YOUR OWN BUILD and YOU WILL NOT HAVE A COOKIE CUTTER
    build. You will have your own personal build that you can be proud of. Like i
    said before, i dont like spoon feeding my readers. So by the end of this
    chapter, you will have your very own unique hybrid knight build.
    
    =========================================
    ----------8.2 Offensive Hybrid-----------
    =========================================
    
    
    
    =========================================
    ----------8.3 Defensive Hybrid-----------
    =========================================
    
    
    
    ___________________________________________________________________
    ===================================================================
    
    
    
    
    
      ______________________________
    _/ 9.0 MVP'ing, do's and dont's \__________________________________
    ===================================================================
    
    ===================================
    --------9.1 The MVP Formula--------
    ===================================
    
    
    
    ===================================
    --------9.2 Knights and MVP's------
    ===================================
    
    
    
    ===================================
    -----------9.3 Baphomet------------
    ===================================
    
    Aggressive
    Element/Race/Size	HP	ATK	  DEF/MDEF	Base/Job EXP	Level
    Shadow 3/Demon/Large	268000	3640~4460 35/45		97500/34450	66
    
    Mob		: Baphomet Jr.
    Drops		: Baphomet Card, Baphomet Doll, Clip, Crescent Scythe, Emperium, Evil
    Horn, Magestic Goat, Old Violet Box, Oridecon, Yggdrasill Berry.
    Elemental Effect: Weak against Holy
    Monster Skill	: Bash, Lord of Vermillion, Teleport
    Located		: Glast Heim Castle Level 2, Hidden Temple Level 3
    
    ===================================
    -----------9.4 Dark Lord-----------
    ===================================
    
    Aggressive , Long Range
    Element/Race/Size	HP	ATK	  DEF/MDEF 	Base/Job EXP 	Level
    Undead 4/DemonLarge	340000	3000~4000 30/70 	59800/40950 	80
    
    Mob		: Wanderer,Dark Illusion in 4.5(???)
    Drops		: Berserk, Bone Helm, Bone Wand, Dark Lord Card, Elunium, Grimtooth,
    Lord's Cloth(1 Slot), Magic Coat, Old Violet Box, Oridecon, Skull
    Elemental Effect: Weak against Holy and Weak against Fire
    Monster Skill	: Fire Wall, Lightning Bolt, Meteor Storm
    Located		:Glast Heim Graveyard
    
    ===================================
    ---------9.5 Dopplegangner---------
    ===================================
    
    Aggressive
    Element/Race/Size 	HP 	ATK 	  DEF/MDEF 	Base/Job EXP 	Level
    Shadow 3/Demon/Medium	149000 	1248~1648 60/35 	46800 /9750 	72
    
    Mob		: Joker,Summons Nightmare
    Drops		: Blue Potion, Broad Sword(2 Slots), Cursed Ruby, Doppleganger Card,
    Full Plate(1 Slot), Old Blue Box, Ruby, Spiky Band, Zweihander
    Elemental Effect: Weak against Holy
    Monster Skill	: Bash, Frost Diver, Teleport
    Located		: Geffen Dungeon Level 3
    
    ===================================
    -------------9.6 Drake-------------
    ===================================
    
    Aggressive
    Element/Race/Size 	HP 	ATK 	  DEF/MDEF 	Base/Job EXP 	Level
    Undead 1/Undead/Large	197000 	1625~1841 40/45 	45500/18200 	70
    
    Mob		: Wraith,Wraith Dead in 4.5(???)
    Drops		: Amethyst, Corsair, Cutlus, Drake Card, Elunium, Oridecon, Pipe, Ring
    Pommel Saber(3 Slots), Saber(3 Slots), Skel Bone, White Potion
    Elemental Effect: Weak against Holy and Weak against Fire
    Monster Skill	: Two-hand Quicken, Water Ball, Weapon Perfection
    Located		: Sunken Ship Level 1
    
    ===================================
    -------------9.7 Eddga-------------
    ===================================
    
    Aggressive , Detects Hidden
    Element/Race/Size 	HP 	ATK 	  DEF/MDEF 	Base/Job EXP 	Level
    Fire 1/Brute/Large	152000 	1365~1615 15/15 	22759/11700 	65
    
    Mob		: Bigfoot,Leib Olmai in 4.5(???)
    Drops		: Candy, Eddga Card, Elunium, Firebrand, Honey, Katar of Blazing Rage,
    Pipe, Tiger's Footskin, Tiger Skin
    Elemental Effect: Weak against Water
    Monster Skill	: Bash, Bowling Bash, Endure, Fire Ball, Fire Bolt, Magnum Break
    Located		: pay_fild10
    
    ===================================
    --------9.8 Golden Thief Bug-------
    ===================================
    
    Non-Agressive , Looter , Detects Hidden
    Element/Race/Size 	HP 	ATK 	  DEF/MDEF 	Base/Job EXP 	Level
    Fire 2/Insect/Medium	86000 	1092~1252 90/45 	13000/6500 	50
    
    Mob		: Thief Bug(Male),Summons Thief Bug(Male)
    Drops		: Blue Herb, Elunium, Gold, Gold Ring, Golden Bell, Golden Bug Card,
    Golden Gear, Golden Mace, Ora Ora, Rough Oridecon
    Elemental Effect: Weak against Water
    Monster Skill	: Agility Up, Fire Bolt Level 10, Fire Wall, Heal, Hiding, Magnum
    Break, Mammonite, Pierce, Teleport
    Located		: Culvert Level 4
    
    ===================================
    -------------9.9 Haiti-------------
    ===================================
    
    Aggressive , Summons Sasquash
    Element/Race/Size 	HP 	ATK 	  DEF/MDEF 	Base/JobEXP 	Level
    Water 4/Brute/Large	25000 	1000~1400 72/97 	5500/4400 	73
    
    Drops		: Blue Potion, Elunium, Fang, Fang of Hatii, Hatii Card, Ice Falchion,
    Katar of the Cold Icicle, Old Blue Box, Oridecon
    Elemental Effect: Weak against Wind
    Monster Skill	: Cold Bolt
    Located		: xmas_fild01
    
    ===================================
    -------------9.11 Maya-------------
    ===================================
    
    Aggressive , Detects Hidden
    Element/Race/Size 	HP 	ATK 	  DEF/MDEF 	Base/Job EXP 	Level
    Earth 4/Insect/Large	169000 	2275~2525 60/25 	39000/16250 	81
    
    Mob		: Arclouse,Summons Arclouse
    Drops		: 1carat Diamond, Elunium, Emperium, Gakkung(2 Slots), Maya Card,
    Mother's Nightmare, Old Violet Box, Opal, Oridecon, Queen's Hair Ornament,
    Safety Ring, Tiara, Walgwanggum
    Elemental Effect: Weak against Fire
    Monster Skill	: Agility Up, Brandish Spear, Heal, Heaven's Drive, Maximize
    Power, Pierce, Safety Wall, Teleport
    Located		: Ant Hell Level 2
    
    ===================================
    ----------9.12 Mistress------------
    ===================================
    
    Aggressive , Detects Hidden
    Element/Race/Size 	HP 	ATK 	  DEF/MDEF 	Base/Job EXP 	Level
    Wind 4/Insect/Small	210000 	1157~1320 40/60 	35,750/24700 	74
    
    Mob		: Petite(Sky),Giant Hornet in 4.5,Summons Petite(Sky)
    
    Drops		: Coronet, Elunium, Flower, Gungnir, Honey, Illusion Flower, Mistress
    Card, Old Card Album, Oridecon, Pearl, Rough Wind, Royal Jelly, White Potion
    Elemental Effect: Weak against Earth
    Monster Skill	: Agility Up, Double Attack, Heal Level 10, Jupitel Thunder Level
    8~10, Lex Divina, Pierce, Pneuma, Teleport, Two-hand Quicken
    Located		: mjonir_05
    
    ===================================
    ------9.13 Moonlight Flower--------
    ===================================
    
    Aggressive
    Element/Race/Size 	HP 	ATK 	DEF/MDEF 	Base/Job EXP 	Level
    Fire 3/Demon/Medium	120000 	1200 	10/55 		27500/14300 	67
    
    Mob		: Nine Tail
    
    Drops		: Elunium, HaeDongGum(2 Slots), Long Mace, Moonlight Flower Card,
    Ninetails, Oridecon, Punisher, Puppy Love, Silver Knife of Chastity, Topaz,
    Walgwanggum, White Potion
    Elemental Effect: Weak against Water
    Monster Skill	: Agility Up, Cloaking, Cold Bolt, Earth Spike, Endure, Fire
    Bolt, Heal, Lightning Bolt, Mammonite, Teleport
    Located		: Payon Dungeon Level 5
    
    ===================================
    ----------9.14 Orc Hero------------
    ===================================
    
    Aggressive
    Element/Race/Size 	 HP 	ATK 	  DEF/MDEF 	Base/Job EXP 	Level
    Earth 2/Demi-Human/Large 290000 1800~2250 114/127 	9000/2000 	77
    
    Mob		: High Orc,Summons High Orc
    Drops		: Elumium, Heroic Emblem, Light Epsilon, Orc Hero Card, Orc's Fang,
    Orcish Sword, Oridecon, Sardonyx, Shield(1 Slot), Zargon
    Elemental Effect: Weak against Fire
    Monster Skill	: Adrenaline Rush, Agility Up, Critical Attack, Endure, Maximize
    Power, Pierce, Teleport, Thunder Storm, Two-hand Quicken
    Located		: gef_fild10
    
    ===================================
    ----------9.15 Orc Lord------------
    ===================================
    
    Aggressive
    Element/Race/Size 	 HP 	ATK 	  DEF/MDEF 	Base/Job EXP 	Level
    Earth 4/Demi-Human/Large 32000 	2500~3000 40/65 	25600/13000 	80
    
    Mob		: Orc Archer,Summons Orc Archer
    Drops		: Belt(1 Slot), Blood Axe, Clip(1 Slot), Elunium, Emperium, Heroic
    Emblem, Grand Circlet, Kaiser Knuckle, Old Violet Box, Orc Lord Card, Oridecon,
    Ring(1 Slot), Steel
    Elemental Effect: Weak against Fire
    Monster Skill	: Agility Up, Cold Bolt, Endure, Fire Bolt, Lex Divina, Pierce,
    Provoke, Spear Stab, Teleport, Two-hand Quicken
    Located		: Orc Dungeon Level 2
    
    ===================================
    -----------9.16 Osiris-------------
    ===================================
    
    Aggressive
    Element/Race/Size 	HP 	ATK 		DEF/MDEF 	Base/Job EXP 	Level
    Undead 4/Undead/Medium	390000 	1320~2000Stun 	65/68 		15420/6600 	78
    
    Mob		: Isis,Ancient Mummy in 4.5,Summons Ancient Mummy/Isis
    Drops		: Assassin Dagger, Crown, Dullahan's Eye, Elunium, Emperium, Hand of
    God, Old Violet Box, Oridecon, Osiris Card, Osiris Doll, Symbol of Solar God,
    Sphinx Hat, Yggdrasil Seed
    Elemental Effect: Weak against Holy and Weak against Fire
    Monster Skill	: Agility Up, Bash, Earth Spike, Venom Dust, Pierce, Quagmire,
    Stone Curse, Teleport, Two-hand Quicken
    Located		: Pyramid Level 4
    
    ===================================
    ---------9.17 Phreeoni-------------
    ===================================
    
    Aggressive
    Element/Race/Size 	HP 	ATK 	DEF/MDEF 	Base/Job EXP 	Level
    Neutral 3/Brute/Large	18000 	667~817 30/45 		5400/1000 	46
    
    Mob		: Hodes,Summons Sandman
    Drops		: 1carat Diamond, Ant Jaw, Elunium, Fortune Sword, Mr Scream, Mr Smile,
    Necklace of Oblivion, Oridecon, Phreeoni Card, Sucsamad, Tongue
    Elemental Effect: Immune to Ghost
    Monster Skill	: Agility Up, Brandish Spear, Earth Spike Level 5, Heal, Heaven's
    Drive, Hiding, Ignore Target's defense, SP Drain, Storm Gust Level 7, Teleport,
    Two-hand Quicken
    Located		: Ant Hell Level 1
    
    ===================================
    --------9.18 Stormy Knight---------
    ===================================
    
    Aggressive
    Element/Race/Size 	HP 	ATK 	DEF/MDEF 	Base/Job EXP 	Level
    Wind 4/Formless/Large	240000 	1500~2000 	93/142 	9500/6400 	82
    
    Mob		: Hatii,Summons Hatii, Goblin(Christmas)
    Drops		: Aquamarine, Elunium, Emerald, Manteau(1 Slot), Masamune, Old Blue Box,
    Old Violet Box, Oridecon, Ring(1 Slot), Rough Elunium, Sapphire, Stormy Knight
    Card, Zephyrus
    Elemental Effect: Immune to Ghost
    Monster Skill	: Agility Up, Lightning Bolt Level 10, Lord of Vermillion,
    Maximize Power, Safety Wall, Storm Gust, Teleport, Two-hand Quicken
    Located		: Toy Factory Level 2
    
    ===================================
    --------9.19 Turtle General--------
    ===================================
    
    Aggressive
    Element/Race/Size 	HP 	ATK 	 DEF/MDEF 	Base/Job EXP 	Level
    Earth 2/Brute/Large	455394 	2438Stun 50/54 		18202/9800 	97
    
    Mob		: Turtles,Summons Turtles
    Drops		: Broken Shell, Iron Driver, Pole Axe(1 Slot), Symbol of Solar God,
    Turtle General Card, Turtle Shell, War Axe(1 Slot), Yggdrasil Berry, Zargon
    Elemental Effect: Weak against Fire
    Monster Skill	: Agility Up, Brandish Spear, Endure, Laser, Maximize Power,
    Pierce, Sonic Blow, Teleport, Two-hand Quicken, Water Ball
    Located		: Turtle Dungeon Level 3
    
    ___________________________________________________________________
    ===================================================================
    
    
    
    
    
      ________________________________________
    _/ 10.0 WoE, a hybrid knights perspective \________________________
    ===================================================================
    
    ==================================
    ----------10.1 WoE Rules----------
    ==================================
    
    
    ==================================
    -----10.2 Our General Purpose-----
    ==================================
    
    
    ==================================
    ------10.3 Attacking a Castle-----
    ==================================
    
    
    ==================================
    ------10.4 Defending a Castle-----
    ==================================
    
    
    
    ___________________________________________________________________
    ===================================================================
    
    
    
    
    
    
      __________
    _/ APPENDIX \______________________________________________________
    ===================================================================
    
    ==============================================
    ------------A.1 PSYSICAL ATTACKS--------------
    ==============================================
    
    Physical Attacks encompass all regular attacks (from monster or player) and all
    physical attack skills. The game goes through the following process to assess
    the result of an attack.
    
       1. Is the attack a skill attack? If so, go to step 6.
             A. All active attack skills are automatically considered skill attacks.
    B. Double Attack is checked for on every non-skill attack with a
    Dagger weapon as the primary weapon (right-hand weapon). If a Double Attack is
    determined to have occured (based on the level of the attackers Double Attack
    skill), then it automatically becomes a Skill Attack.
    C. When wielding dual weapons (only Assassins can do this), the
    left-hand weapon always counts as a skill attack, although if the right-hand
    weapon gets a crit then, the crit bubble will show on the left-hand weapon hit
    as well. You will also never see a "Miss!" from a left-hand weapon.
    D. The Sidewinder Card in a weapon gives the weapon a chance of a
    Double Attack equal to a Double Attack Level 1 with non-skill attacks. This
    over-rules the normal restriction of Double Attack only applying to a Dagger
    weapon.
             E. The monster skill Multi-Attack is a skill attack too.
    F. Defensive attack skills like Counter Attack and Poison React cause
    normal attacks. They are not skill attacks.
    2. Does a Safety Wall effect protect the target and is it a melee attack? If
    so, reduce the total number of hits left on the safety wall by 1 and then stop.
    A. A melee attack from a monster is any normal physical attack with a
    range of less than 4 tiles.
    B. A melee attack from a player is any normal physical attack from any
    weapon other than a Bow.
    3. Does a Pneuma effect protect the target and is it a ranged attack? If so,
    damage is 0, go to step 26.
    A. A ranged attack from a monster is any normal attack with a range of
    at least 4 tiles.
    B. A ranged attack from a player is any normal physical attack with a
    Bow or with a physical attack skill that is also designated as Ranged.
    4. Does a perfect dodge occur? If so, indicate with a "Lucky!" animation
    above the target's head and then stop.
    A. Player characters have a 1 + [LUK/10] + EquipmentBonuses percent
    chance of perfect dodging an attack directed at them. This is the same as the
    right-hand part of their flee value.
             B. Monster targets cannot perfect dodge.
       5. Does a critical hit occur? If so, go to step 7.
    A. Player characters have a (1 + LUK X 0.3 + EquipmentBonuses)  X
    CritModifier - TargetLuk/5 percent chance of causing a critical hit. This is
    not the same as the critical value shown in the status window! Full information
    here.
    B. Monsters only do a critical hit if they have used the monster
    skills Critical Attack or Counter Attack to make an attack (and then it is an
    automatic critical hit).
    6. Does a hit or a miss occur? If a miss, assign an damage value of 0 and go
    to step 18. If a hit, display an "Impact" animation.
    A. A hit has a 80 + AttackerHit - DefenderFlee percent chance of
    occuring. An alternative formula for use with the monster hit table is 100 +
    PlayerHit - HitRequiredfor100%.
    B. Some skills automatically hit. Others increase AttackerHit by a
    certain amount.
       7. Calculate BaseATK.
    A. BaseATK for melee weapons is STR + [STR/10]^2 + [DEX/5] + [LUK/5] +
    UpgradeBonus + ImpositioManus + ATKCards.
    B. BaseATK for missile weapons is DEX + [DEX/10]^2 + [STR/5] + [LUK/5]
    + UpgradeBonus + ImpositioManus + ATKCards.
             C. Monsters have a BaseATK of 0.
       8. Calculate WeaponATK.
    A. WeaponATK for melee weapons is rnd(min(DEX X (0.8+0.2 X
    WeaponLevel),ATK), ATK). In the case of a critical hit, it is ATK.
    B. WeaponATK for bows is rnd(ATK/100 X min(ATK, dex X (0.8+0.2 X
    WeaponLevel)), max(ATK, ATK/100 X min(ATK, dex X (0.8+0.2 X WeaponLevel)) +
    rnd(0, ArrowATK - 1). In the case of a critical hit, it is ATK + ArrowATK.
             C. WeaponATK when weaponless (fist) is 0.
    D. WeaponATK for Monsters is simply rnd(minATK, maxATK) using the
    values shown in my monster list. In the case of a critical hit (due to a
    skill), use maxATK.
    E. In the case of Dual Wielded weapons, all cards apply to the
    right-hand weapon only.
       9. Apply size modifier to Weapon ATK.
    A. Size modifiers vary by weapon (see table at the end of this
    section).
             B. Monsters count as using Fist.
    C. Players are special. They do not have a "size" as such. Against a
    player, the modifier is 100%.
      10. Apply skill modifiers to the total of Base ATK + WeaponATK.
             A. Skill modifiers add together (eg. 1 + 0.25 + 0.9).
    B. Power Thrust gives a skill modifier and may apply to any physical
    attack.
             C. Provoke gives a skill modifier and may apply to any physical attack.
             D. Many physical attack skills provide a third possible skill modifier.
             E. Calculate as (100 + PowerThrust% + Provoke% + AttackSkill%)/100.
      11. Apply Armor DEF modifiers to the current total.
             A. Formula is Total X (1-DEF/100).
    B. Player character Armor DEF is not the same as shown in the status
    window.
             C. Monster DEF is as shown in my monster list.
             D. A critical hit counts all Armor DEF as 0.
      12. Subtract Vit DEF from the current total.
    A. Vit DEF for players is equal to [VIT X 0.5] + rnd([VIT X 0.3],
    max([VIT X 0.3],[VIT^2/150]-1)).
             B. Vit DEF for monsters is equal to VIT + rnd(0,[VIT/20]^2-1).
             C. A Critical Hit reduces Vit DEF to 0.
      13. Subtract applicable Protection skill values from the current total.
    A. Divine Protection reduces damage from Undead Property and Demon
    Family monsters. It is currently the only Protection skill.
      14. Add applicable Bane skill values to the current total.
             A. Beast Bane adds damage to Brute and Insect family monsters.
             B. Demon Bane adds damage to Undead Property and Demon Family monsters.
      15. Add Upgrade Damage to the current total.
    A. For player characters, this is the value on the right-hand side of
    ATK in the status window.
             B. Monsters do not get Upgrade damage.
      16. Round damage down and if the total is less than 1, increase to 1.
      17. Add applicable Mastery skill values to the current total.
    A. There are currently Mastery skills for Spear (all), 1-H Sword
    (Daggers and 1-H Swords), Two-Hand Sword (2-H Swords only), Mace and Katar.
      18. Add Weaponry Research damage and Envenom bonus damage as applicable.
    A. Weaponry Research damage occurs to every attack by a Blacksmith
    with the Weaponry Research skill.
             B. Envenom bonus damage applies to Envenom skill attacks only.
      19. Apply the Elemental Modifier to the current total.
    A. The Elemental Modifier depends on the property of the attack and
    the property of the target.
             B. Normal attacks from monsters are always neutral property.
             C. Skill attacks from monsters may have other properties.
    D. Normal melee attacks from players have the property of the weapon
    wielded. The property of the weapon may be over-ridden by various spell effects
    however (Poison Enchant, Aspersio, etc.).
    E. Normal bow attacks from players have the property of the arrow
    being used. This may be over-ridden by an elemental bow (Rudra's Bow is the
    only known elemental bow). The property of the weapon and arrow may be
    over-ridden by various spell effects however (Poison Enchant, Aspersio, etc.).
    F. Skill attacks from players have a property determined by the skill.
    In many cases, this is merely the property of the weapon, but it may be forced
    to be a particular elemental property (eg. Magnum Break forces Fire property).
    G. Cart Revolution is a rare skill that forces the elemental modifier
    to be applied twice. Once with a Neutral property and once with the property of
    the weapon wielded.
      20. Add Enhancement damage.
    A. The only source of Enhancement damage is Very's on forged weapons.
    Each Very is worth 5 damage.
      21. Apply Damage Bonus modifiers.
    A. Damage Bonuses are based on Size, Family, Elemental Property and
    Special. Bonuses of the same type stack, while bonuses of differing types
    multiply together. The overall calculation can be expressed as
    (1+SizeBonusesTotal/100) X (1+FamilyBonusesTotal/100) X
    (1+PropertyBonusesTotal/100) X (1+SpecialBonusesTotal/100).
    B. Many cards and other equipment can give Size, Family or Elemental
    Property Bonuses.
             C. Currently, there are no known Special Bonuses.
      22. Apply Damage Reduction modifiers.
    A. Damage Reductions are based on Size, Family, Elemental Property and
    Special. Bonuses of the same type stack, while bonuses of differing types
    multiply together. The overall calculation can be expressed as
    (1-SizeReductionsTotal/100) X (1-FamilyReductionsTotal/100) X
    (1-PropertyReductionsTotal/100) X (1+SpecialReductionsTotal/100).
    B. Many cards and items of equipment can give Size, Family or
    Elemental Property Reductions.
             C. The Energy Coat skill gives a Special Reduction.
             D. Special Reductions and rules apply to wielding two weapons.
      23. Round damage down and if the total is less than 1, increase to 1.
    24. If a "multi-attack" (double attack included), multiply total by number of
    hits.
    25. If attacking a "herb plant" and the total is greater than 1 then reduce
    damage to 1.
    A. Herb plants are Blue, Green, Red, Shining, Yellow and White Plants
    and Red and Black Mushrooms.
             B. The monster Antonio also acts like a "herb plant".
    26. If Kyrie Eleison is in effect on the target, soak up as much damage as
    possible. If damage is reduced to 0 and at least 1 point of damage was soaked
    up, display the "Guard" icon to the defender, deduct the total damage from the
    defense pool, deduct 1 hit from the total hit defense and then stop. If damage
    is not reduced to 0, cancel Kyrie Eleison effect on the target.
    27. If a "multi-attack" (double attack included), divide total by number of
    hits.
    28. Is the current total less than 1? If so, display the appropriate number
    of Misses and then stop.
    A. The display for a Miss is the word "Miss!" in red rising up and
    behind from above the attackers head.
    B. The appropriate number of Misses is 1 for a Double Attack, 2 for a
    missed attack with Katars, 0 for a missed attack with a left-hand weapon (while
    dual wielding) and 1 in any other case.
    29. Was it a single non-Katar Hit or Critical Hit? If so, display the Hit,
    adjust the hps of the target and stop.
    A. The display for a Hit is a number equal to the final total in white
    rising up and behind from above the targets head. There is a sound associated
    with each different weapon type.
    B. A Critical Hit adds a spikey red box around the Hit display and has
    a different sound associated with it.
    30. Display the appropriate number of Hits with the appropriate totals and
    adjust the hps appropriately.
    A. Certain skills have multiple hits of equal power (eg. Pierce and
    the monster skill Multi-Attack).
             B. Dual wielding gives 2 attacks, each with a different total.
    C. Double Attack adds 1 extra Hit with the total (rounded down) of the
    primary weapon.
    D. A Katar adds a second hit with damage equal to a fraction of the
    total and a second "impact" animation. Full information here.
    E. A Critical Hit adds a spikey red box around the Hit display and has
    a different sound associated with it.
    F. When dual wielding or using a katar, a Critical Hit with the
    primary normal attack causes the secondary skill attack to appear to be a
    critical as well. It is not.
    31. If a single attack with more than one hit, display the total of all
    damage in the attack.
    A. The display is a number in yellow above the head of the Target.
    This number fades after a few seconds and is replaced by any other attack with
    multiple hits (including magic attacks).
    
    Note: In the case of a Dual Wielding Assassin, steps 1-28 should be completed
    separately for each weapon.
    
    The full damage calculation for each Hit by a Monster (melee or ranged) is:
    (([({rnd(MinATK,MaxATK) X SkillModifiers X (1 - DEF/100) - VitDEF -
    ProtectionSkills} + EnvenomSkill) X ElementalModifier X
    DamageReductionModifiers] X NumberOfMultiHits) - KyrieEleisonEffect) /
    NumberOfMultiHits
    
    The full damage calculation for each melee Hit by a Player is:
    (([((({(STR + [STR/10]^2 + [DEX/5] + [LUK/5] + UpgradeBonus + ImpositioManus +
    ATKCards + rnd(min(DEX,ATK), ATK) X SizeModifier) X SkillModifiers X (1 -
    DEF/100) - VitDEF + BaneSkill + UpgradeDamage} + MasterySkill +
    WeaponryResearchSkill + EnvenomSkill) X ElementalModifier) + Enhancements) X
    DamageBonusModifiers X DamageReductionModifiers] X NumberOfMultiHits) -
    KyrieEleisonEffect) / NumberOfMultiHits
    
    The full damage calculation for each ranged Hit by a Player is:
    (([({(DEX + [DEX/10]^2 + [STR/5] + [LUK/5] + UpgradeBonus + ImpositioManus +
    ATKCards + (rnd(ATK/100 X min(ATK, dex X (0.8+0.2 X WeaponLevel)), max(ATK,
    ATK/100 X min(ATK, dex X (0.8+0.2 X WeaponLevel)) + rnd(0, ArrowATK - 1)) X
    SizeModifier) X SkillModifiers X (1 - DEF/100) - VitDEF + BaneSkill + Upgrades}
    + EnvenomSkill) X ElementalModifier X DamageBonusModifiers X
    DamageReductionModifiers] X NumberOfMultiHits) - KyrieEleisonEffect) /
    NumberOfMultiHits
    
    The full damage calculation for each Hit by a Player (melee or ranged) against
    a "Herb Plant" is:
    1/NumberOfMultiHits
    
    Note: Yes, these formulae are hellishly complex. The game does not have one
    huge calculation like this. It uses an algorithmic process like the stepwise
    one I show above.
    
    ==============================================
    -------------A.2 MAGICAL ATTACKS--------------
    ==============================================
    
    Magical Attacks encompass all attacks using a Magic Attack Skill. Both Player
    Characters and Monsters can use Magic Attack Skills. As successfully cast Magic
    Attack Skills cannot be evaded, there is no need to check for a successful hit.
    However, there are many Magic Attack Skills with casting times and there are
    rules governing the casting process.
    
       1. Calculate the casting time.
             A. ActualCastTime = BaseCastTime X EquipmentMods X max(1 - Dex/150,0).
    B. EquipmentMods to casting time come from Phen Card and Marduk Card
    currently.
       2. Is the casting time 0? If yes, go to step 5.
       3. Start casting.
             A. Casting circle/pentagram appears around target.
             B. Casting effect (coloured) appears around caster.
             C. Casting sound can be heard.
       4. Does the spell get interrupted before casting time is up? If yes, stop.
    A. If the caster takes at least 1 point of damage from a hit (not
    poison), then the spell is interrupted.
             B. Most status effects will also interrupt a spell.
             C. Phen card makes any spell cast uninterruptible.
       5. If a single target spell, is the target still in range? If no, stop.
    A. The target cannot be out of sight (including around a corner or
    cloaked/hidden).
       6. Show appropriate effect animations.
    7. If an area affect spell, are there any valid targets? If no, stop. If
    yes, show appropriate effect animations.
             A. Only those within the area of effect are considered valid targets.
             B. Hiding and Cloaking may avoid some area affect spells.
       8. Assess the result of a successful attack.
    
    The result of successful attack is assessed according to the following process.
    
       1. Calculate the basic ATK value. The formula is rnd(minMATK,maxMATK).
       2. Apply Item Modifier.
    A. Most Rod weapons give a 15% bonus to MATK. Therefore X 1.15.
    Otherwise X 1.
       3. Apply Skill Modifier.
             A. Varies according to the skill.
       4. Apply MDEF modifiers to the current total.
             A. Formula is Total X (1-MDEF/100).
       5. Deduct Vit/2 and Int from the current total.
    6. Round the total down and if the current total is less than 1, then it
    becomes 1.
       7. Apply Elemental Modifier.
    A. The Elemental Modifier depends on the property of the magic attack
    skill and the property of the target.
    8. If attacking a "herb plant" and the total is greater than 1 then reduce
    damage to 1.
    A. Herb plants are Blue, Green, Red, Shining, Yellow and White Plants
    and Red and Black Mushrooms.
             B. The monster Antonio also acts like a "herb plant".
    9. If the final damage is 0 or less, display a number of Misses equal to the
    number of "hits" in the attack and stop.
    A. The display for a Miss is the word "Miss" in red rising up and
    behind from above the attackers head.
      10. Display a number of Hits equal to the number of "hits" in the attack.
    A. The display for a Hit is a number equal to the final total in white
    rising up and behind from above the targets head. There is a sound associated
    with each magic attack skill.
      11. If more than one Hit, then display the total of all damage in the attack.
    A. The display is a number in yellow above the head of the Target.
    This number fades after a few seconds and is replaced by any other attack with
    multiple hits (including physical attacks).
    
    The full damage calculation for each Hit in a magic attack is:
    {rnd(minMATK,maxMATK) X ItemModifier X SkillModifier X (1-MDEF/100) - INT -
    VIT/2} X Elemental Modifier
    
    ==============================================
    --------------A.3 SIZE MODIFIERS--------------
    ==============================================
    
    Size Modifiers for Weapons
    	FIST	DAGGER	1H SRD	2H SRD	SPEAR	SPEAR(peco)	AXE	MACE	ROD
    Small	100	100	75	75	75	75		50	75	100
    Medium	100	75	100	75	75	100		75	100	100
    Large	100	50	75	100	100	100		100	100	100
    
    	BOW	KATAR	BOOK	CLAW	INSTRUMENT	WHIP
    Small	100	75	100	100	75		75
    Medium	100	100	100	75	100		100
    Large	75	75	50	50	75		50
    
    =============================================
    -------------A.4 Status Effects--------------
    =============================================
    
    BLIND
    Appearance: Chirping sound indicates success, but no outward sign
    Success Rate: BaseChance X (97-INT-(LUK/3))/100 %
    Duration: 30 - BaseLevel/10 - Int/15 seconds (15 seconds minimum)
    Recovery Items: Green Potion, Panacea
    Recovery Skill: Cure
    Resistance Items: Geek Glasses (15%), Glasses (15%), Martin Card (20%), Purple
    Sunglasses (10%), Sunglasses (5%)
    Immunity Items: Blinker, Deviruchi Card
    Effect: While Blind, the targets flee and hit are reduced by 25% each. The
    sight range of a monster becomes 1 tile while Blind, although they can still
    react to attacks and spell casting normally and looters can still loot. The
    sight range of a player becomes 10 tiles while Blind. Some objects on the
    screen will become very dark for the player.
    
    CHAOS
    Appearance: See effect
    Success Rate: Unknown
    Duration: Unknown
    Recovery Items: Green Potion, Panacea
    Recovery Skill: None
    Resistance Items: None
    Immunity Items: Giearth Card
    Effect: Some people have equated this effect with the Hallucination skill of
    some monsters. I do not know the truth behind this.
    
    CURSE
    Appearance: Turns red and the spectre of the grim reaper hangs over the target
    Success Rate: LUK helps, formula unknown.
    Duration: LUK helps, formula unknown.
    Recovery Items: Holy Water, Panacea
    Recovery Skill: Bless
    Resistance Items: Headset (10%), Ear Muffs (10%)
    Immunity Items: None
    Effect: ATK -25%, LUK = 0.
    
    FROZEN
    Appearance: Frozen solid in a chunk of ice
    Success Rate: BaseChance X (97 - MDEF - (LUK/3))/100 %
    Duration: BaseDuration X (1-MDEF/100) or until hit and damaged
    Recovery Items: None
    Recovery Skill: Status Recovery
    Resistance Items: Megalodon Card (20%)
    Immunity Items: Marc Card
    Effect: While Frozen, the target is unable to do anything, attacks
    automatically hit them, they become Water1 element, they receive -50% DEF and
    +25% MDEF. Lex Aeterna and Steal cannot be used on the target.
    
    POISON
    Appearance: Target turns purple
    Success Rate: BaseChance X (97-VIT-(LUK/5))/100 %
    Duration (vs Monster): 10-30 seconds (reduced by VIT, LUK)
    Duration (vs Player): 5-60 seconds (reduced by VIT, LUK)
    Recovery Items: Green Herb, Green Potion, Panacea
    Recovery Skill: Detoxify
    Resistance Items: Gas Mask (30%), Ghoul Card (20%), Oxygen Mask (20%)
    Immunity Items: Argiope Card (damage immunity, not effect immunity)
    Effect: -25% DEF and lose 3% of MaxHP every 3 seconds unless that would cause
    HP to drop below 25% of MaxHP.
    
    SILENCE
    Appearance: /... emotion appears intermittently above head of target
    Success Rate: BaseChance X (97-VIT-(LUK/3))/100 %
    Duration: BaseDuration X (100-VIT)/100 seconds
    Recovery Items: Green Potion, Panacea
    Recovery Skill: Cure
    Resistance Items: Flu Mask (10%), Gangster Mask (15%), Stainer Card (20%)
    Immunity Items: Marduk Card
    Effect: The Silence effect stops the use of all non-passive skills.
    
    SLEEP
    Appearance: ZZzz graphics appear above head of target
    Success Rate: BaseChance X (97-INT-(LUK/3))/100 %
    Duration: ~30 seconds (or until hit and damaged)
    Recovery Items: None
    Recovery Skill: Status Recovery
    Resistance Items: Coco Card (20%)
    Immunity Items: Nightmare Card
    Effect: The target of the Sleep effect cannot do anything, attacks
    automatically hit them and the chance of a them taking a Critical is doubled.
    
    STONE CURSE
    Appearance: Target turns black
    Success Rate: BaseChance X (97-INT-(LUK/3))/100 %
    Duration: 17-MDEF/20 seconds
    Recovery Items: None
    Recovery Skill: Status Recovery
    Resistance Items: Munak Card (15%), Argos Card (20%)
    Immunity Items: Medusa Card (NYI?)
    Effect: While Stone Cursed, the target is unable to do anything, attacks
    automatically hit them, they become Earth1 element, they receive -50% DEF and
    +25% MDEF, 1% of Max HP is lost every 5 seconds unless that would cause HP to
    drop below 25% of MaxHP. Lex Aeterna and Steal cannot be used on the target.
    
    NOTE: There appears to be a bug with Stone Curse at the moment. A Stone Cursed
    player can still dodge hits normally.
    
    STUN
    Appearance: Stars circles the targets head
    Success Rate: BaseChance X (97-VIT-(LUK/3))/100 %
    Duration: 3 X (97-VIT-(LUK/3)) /100) seconds
    Recovery Items: None
    Recovery Skill: Status Recovery
    Resistance Items: None
    Immunity Items: Orc Hero Card
    Effect: While Stunned, the target is unable to do anything and attacks
    automatically hit them.
    
    =============================================
    ----------------A.5 EXP Chart----------------
    =============================================
    
    BaseLevels	Level XP	Required XP Total		Base Level	Level XP	Required XP Total
    1 		-1		0 				50 		102,468 	784,104
    2 		9 		9 				51 		115,254 	899,358
    3 		16 		25 				52 		128,692 	1,028,050
    4 		25 		50 				53 		142,784 	1,170,834
    5 		36 		86 				54 		157,528 	1,328,362
    6 		77 		163 				55 		178,184 	1,506,546
    7 		112 		275 				56 		196,300 	1,702,846
    8 		153 		428 				57 		215,198 	1,918,044
    9 		200 		628 				58 		234,879 	2,152,923
    10 		253 		881 				59 		255,341 	2,408,264
    11 		320 		1,201 			60 		330,188 	2,738,452
    12 		385 		1,586 			61 		365,914 	3,104,366
    13 		490 		2,076 			62 		403,224 	3,507,590
    14 		585 		2,661 			63 		442,116 	3,949,706
    15 		700 		3,361 			64 		482,590 	4,432,296
    16 		830 		4,191 			65 		536,948 	4,969,244
    17 		970 		5,161 			66 		585,191 	5,554,435
    18 		1120 		6,281 			67 		635,278 	6,189,713
    19 		1260 		7,541 			68 		687,211 	6,876,924
    20 		1420 		8,961 			69 		740,988 	7,617,912
    21 		1620 		10,581 			70 		925,400 	8,543,312
    22 		1860 		12,441 			71 		1,473,746 	10,017,058
    23 		1990 		14,431 			72 		1,594,058 	11,611,116
    24 		2240 		16,671 			73 		1,718,928 	13,330,044
    25 		2504 		19,175 			74 		1,848,355 	15,178,399
    26 		2950 		22,125 			75 		1,982,340 	17,160,739
    27 		3426 		25,551 			76 		2,230,113 	19,390,852
    28 		3934 		29,485 			77 		2,386,162 	21,777,014
    29 		4474 		33,959 			78 		2,547,417 	24,324,431
    30 		6889 		40,848 			79 		2,713,878 	27,038,309
    31 		7995 		48,843 			80 		3,206,160 	30,244,469
    32 		9174 		58,017 			81 		3,681,024 	33,925,493
    33 		10425 	68,442 			82 		4,022,472 	37,947,965
    34 		11,748 	80,190 			83 		4,377,024 	42,324,989
    35 		13,967 	94,157 			84 		4,744,680 	47,069,669
    36 		15,755 	109,912 			85 		5,125,440 	52,195,109
    37 		17,678 	127,590 			86 		5,767,272 	57,962,381
    38 		19,677 	147,267 			87 		6,204,000 	64,166,381
    39 		21,773 	169,040 			88 		6,655,464 	70,821,845
    40 		30,543 	199,583 			89 		7,121,664 	77,943,509
    41 		34,212 	233,795 			90 		7,602,600 	85,546,109
    42 		38,065 	271,860 			91 		9,738,720 	95,284,829
    43 		42,102 	313,962 			92 		11,649,960 	106,934,789
    44 		46,323 	360,285 			93 		13,643,520 	120,578,309
    45 		53,026 	413,311 			94 		18,339,300 	138,917,609
    46 		58,419 	471,730 			95 		23,836,800 	162,754,409
    47 		64,041 	535,771 			96 		35,658,000 	198,412,409
    48 		69,892 	605,663 			97 		48,687,000 	247,099,409
    49 		75,973 	681,636 			98 		58,135,000 	305,234,409
    								99 		99,999,999 	405,234,408
    
    =============================================
    -------------A.5 Elemental Chart-------------
    =============================================
    
     		Fire Water Wind Earth Neutral Poison Holy Undead Ghost Dark
    Fire(1) 	25%  150%  100% 50%   100%    100%   100% 100%   100%  100%
    Fire(2) 	0%   175%  100% 25%   100%    75%    100% 75%    75%   100%
    Fire(3) 	100% 200%  100% 0%    100%    50%    100% 50%    50%   100%
    Fire(4) 	100% 200%  100% 0%    100%    25%    75%  25%    25%   75%
    Water(1) 	50%  100%  200% 100%  100%    100%   100% 100%   100%  100%
    Water(2) 	25%  0%    200% 100%  100%    75%    100% 75%    75%   100%
    Water(3) 	0%   0%    200% 100%  100%    50%    100% 50%    50%   100%
    Water(4) 	0%   0%    200% 100%  100%    25%    75%  25%    25%   75%
    Wind(1) 	100% 50%   25%  150%  100%    100%   100% 100%   100%  100%
    Wind(2) 	100% 25%   0%   175%  100%    75%    100% 75%    75%   100%
    Wind(3) 	100% 0%    0%   200%  100%    50%    100% 50%    50%   100%
    Wind(4) 	100% 0%    0%   200%  100%    25%    75%  25%    25%   75%
    Earth(1) 	150% 100%  50%  100%  100%    100%   100% 100%   100%  100%
    Earth(2) 	175% 100%  25%  50%   100%    75%    100% 75%    75%   100%
    Earth(3) 	200% 100%  0%   0%    100%    50%    100% 50%    50%   100%
    Earth(4) 	200% 100%  0%   0%    100%    25%    75%  25%    25%   75%
    Neutral(1) 	100% 25%   100% 100%  100%    100%   100% 100%   25%   100%
    Neutral(2) 	100% 100%  100% 100%  100%    100%   100% 100%   0%    100%
    Neutral(3) 	100% 100%  100% 100%  100%    100%   100% 100%   0%    100%
    Neutral(4) 	100% 25%   100% 100%  100%    100%   100% 100%   0%    100%
    Poison(1) 	100% 100%  100% 100%  100%    0%     100% 50%    100%  50%
    Poison(2) 	100% 100%  100% 100%  100%    100%   100% 25%    75%   25%
    Poison(3) 	100% 100%  100% 100%  100%    100%   125% 0%     50%   0%
    Poison(4) 	75%  75%   75%  75%   100%    100%   125% 125%   25%   25%
    Holy(1) 	75%  75%   75%  75%   100%    75%    0%   100%   75%   125%
    Holy(2) 	50%  50%   50%  50%   100%    50%    50%  125%   50%   125%
    Holy(3) 	25%  25%   25%  25%   100%    25%    25%  150%   25%   175%
    Holy(4) 	0%   0%    0%   0%    100%    0%     0%   175%   0%    200%
    Undead(1) 	125% 100%  100% 100%  100%    0%     200% 0%     100%  100%
    Undead(2) 	125% 100%  100% 100%  100%    100%   200% 0%     125%  125%
    Undead(3) 	175% 125%  100% 75%   100%    100%   200% 0%     150%  150%
    Undead(4) 	200% 150%  100% 50%   100%    100%   200% 0%     175%  175%
    Ghost(1) 	100% 100%  100% 100%  25%     25%    100% 100%   100%  100%
    Ghost(2) 	100% 100%  100% 100%  25%     0%     100% 100%   150%  100%
    Ghost(3) 	100% 100%  100% 100%  0%      0%     100% 100%   175%  100%
    Ghost(4) 	100% 100%  100% 100%  0%      0%     100% 100%   200%  100%
    Dark(1) 	100% 100%  100% 100%  100%    50%    125% 0%     75%   0%
    Dark(2) 	75%  75%   75%  75%   100%    25%    150% 0%     50%   50%
    Dark(3) 	50%  50%   25%  50%   100%    0%     175% 0%     25%   25%
    Dark(4) 	25%  25%   25%  25%   100%    100%   200% 0%     0%    0%
    
    
    ___________________________________________________________________
    ===================================================================
    
    
    
      __________
    _/ GLOSSARY \______________________________________________________
    ===================================================================
    
    There might be some terms in this guide that are new to some people...
    Specially people who do not look at forums very much. (^_^) So I put up this
    part of the guide to help those people out.
    
    If there is anything you want me to put in my glossary, or if there is
    something you think i should put in here. Feel free to email me the word and
    the definition
    
    WORD	  DEFINITION
    -----------------------------------
    IMO	- In My Opinion
    IMHO	- In My Honest Opinion
    AFAIK	- As Far As I Know
    EQ	- for some reason, a lot of people don't know what EQ means. It simply means
    Equipment. EQ coming from the first two letters in equipment.
    l33t	- came from the word Elite they just spelled it like how it sounds lite
    sounds like 	leet, and the 3's look like capital E's. If someone says something
    is l33t then that 	means that its cool or a good idea. ex. Damn! your eq's are
    l33t
    p434r	- Fear
    
    ___________________________________________________________________
    ===================================================================
    
    
    
      __________________
    _/ ACKNOWLEDGEMENTS \______________________________________________
    ===================================================================
    
    Liberation of  The Circle 
    - My brother, i've had a lot of RO discussions with my brother. Both him and I
    share all the information that we learn from our own readings. Helped A LOT in
    making this guide. Thanks for that bro! (^_^)
    
    Valek of  The Circle 
    - Valek, Liberation and I we're the ones who conceptualized our guild  The
    Circle . Valek was always there to support us as a co-guild leader, If the
    guild never pushed through, I would have probably never continued to play RO
    and might have not have made this guide
    
     The Circle  guild
    - It's been an Honor and a Priviledge to be your GM. I love this guild! I
    believe our guild isn't just a normal guild... all of us trust each other and
    we treat each other like family. If I didn't have such a great guild behind my
    back I would not have had the inspiration or exitement of playing RO. go O's
    /heh
    
    Cerberus of cRO baldur now of iRO Chaos AFAIK
    - he was the one who inspired me to continue with my hybrid knight, a hybrid
    knight himself, his knowledge and advice is always a breath of fresh air. I got
    nothing but respect for you skar. Thanks for all of the advice you gave to me
    and all of us knights. I hope you can give me your insights on this guide. /no1
    
    GameFaqs
     - for hosting my guide
    
    RO Datazone
    - for giving people a technical guide to RO, i used some of your sites info in
    my guide, heck practically all of the info I have in chapters 3 and 4 is from
    your site. The Appendix also has information from your site
    
    RagnaMart
    - for giving me a nice database for RO info. I used some of the monster, armor
    and weapons database for my guide
    
    Emperium.org
     - i used some of the monster information in your database for my guide
    
    The Readers of this Guide
    - thanks for reading my guide... I hope the information I share in here will
    help you as much as it has helped me. RoK ON HYBRID KNIGHTS!
    
    ___________________________________________________________________
    ===================================================================
    
    
    
      _______
    _/ LINKS \_________________________________________________________
    ===================================================================
    
    http://www.thecircleguild.tk/
     (this is our guild site)
    
    http://www.thecircleforum.tk/
    (this is our guild forums, you can contact me here as Maruko if i dont reply
    right away to your email, or start a new thread in our Knight Forum)
    
    http://ragnaboards.level-up-games.com.ph/
     (the official pRO forums, you can PM me here as Maruko)
    
    http://www.ragnarokhq.com/
    (there's a skill simulator in this site which i use all the time, maybe you
    can use it too (^_^))
    
    http://www.ragnamart.tk/
     (one of the first sites that i found about RO)
    
    http://www.ragnarokcollective.com/
    (the first forums I ever participated in, this is where I started to really
    read about how RO works. I think they shut it down for a while)
    
    http://www.ro-world.com/
    (the BEST source of RO knowledge IMO, it's not an active forum now but it
    still makes a great reference)
    
    http://www.roempire.com/
    (one of the first forums that I participated in, you might want to check it
    out)
    
    http://www.rodatazone.com/
    (you want to see RO in a technical viewpoint? Check this site out, i got the
    technical stuff in my guide from this site)
    
    http://www.emperium.org/
    (most of the people in the ro-world forums moved here, i'm not that active
    here but i hear its a great place for info)
    
    http://www.stud.ntnu.no/~magnusrk/calc/
     (iRO stat calculator, i dunno what i'd do without this /heh)
    
    http://sf.obsydyon.net/
    (check out this site, it's a RO Emulation Software that you can install in
    your computer. Satisfaction guaranteed (^_^))
    
    ___________________________________________________________________
    ===================================================================
    
    
    
      _____________________
    _/ CONTACT INFORMATION \___________________________________________
    ===================================================================
    
    Before you contact me, please make sure you format your subject like this:
    "RE:Hybrid Guide" or something to that effect, please make sure that you
    indicate in your subject that it is about my guide. If you don't I will
    definately erase your email... So don't go blaming me if you didnt read this
    portion. PLEASE, I REPEAT... PLEASE format your subject like that. Give me some
    time to reply to your email, because I too have a social life to tend to. Don't
    expect me to be seated in front of the computer all day... this is not my job,
    it is a "VOLUNTARY" effort, so please be considerate of that fact. You can
    contact me in our guild forums, http://www.thecircleforum.tk/ and PM me as
    "Maruko" or put up a new thread in our Knight forum. Again, please be patient
    in waiting for a reply. Thanks
    
    email: maruk0san@yahoo.com (no spam please (~_~), this is not my primary email
    addy so be patient for my reply)
    
    ___________________________________________________________________
    ===================================================================
    
    
    
      _______________________
    _/ COPYRIGHT INFORMATION \_________________________________________
    ===================================================================
    
    The official version of this guide can be found in 4 sites.
    GameFaqs(http://www.gamefaqs.com/) , The Circle Guild
    Forums(http://www.thecircleforum.tk/) , Emperium.org Forums
    (www.emperium.org/forums)and The pRO
    ragnaboards(http://ragnaboards.level-up-games.com/). Any OTHER version from any
    OTHER site is not my OFFICIAL release and WHATEVER information you find there
    could be faulty and i am by no means responsible for whatever information is in
    there. Feel free to distribute this guide in any way or use the contents in it,
    but it would be greatly appreciated if you could let me know where you are
    going to use it or let me know what you are going to put it into. I would also
    greatly appreciate if you reference my guide as your source. (^_^)
    
    I dedicate this guide to all the Hybrid Knights out there. I hope that my
    knowledge will help you in some way. (^_^)
    
    ___________________________________________________________________
    ===================================================================