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    Alchemist Guide by ArislanX

    Version: 1.0 | Updated: 08/20/04 | Printable Version | Search This Guide

    Alchemist Guide V 1.0 by ArislanX
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    Table of Contents
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    I    FAQ Version History
    II   Why an Alchemist?
    III  Job Change Information
    IV   Alchemist Skills
    V    Job Level Stat Bonuses
    VI   Alchemist Builds
    VII  Potion Recipes
    VIII Contact Info
    IX   Thanks
    X    Copyright Info
    
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    I FAQ Version History
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    V 1.0 Initial Version
    
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    II Why an Alchemist?
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    Alot of people wonder why you would want to play an Alchemist as opposed to a 
    Blacksmith.  After all, Blacksmiths make more money, due to their smithing, and
    they can do more damage than almost any other class, right?  Well, yes, that's 
    right.  An Alchemist will lose out to a smith in either of those, but they still
    have definite reasons to play.
    
    One: They are the only class capable of summoning creatures to fight for and 
    with them. If you're looking for the Pet Class of RO, this is it.  Throwing out
    3 Flora in Bib 4 and dragging a Phen past them, watching them take out half the
    poor things life in one sweep, great feeling. 
    
    Two: They can do potion throwing through Aid Potion.  While this doesn't seem 
    nice at first, being able to use a single store bought White and heal a knight
    for over 4K in a toss, with no heal lag like a priest is a *massive* advantage
    in WoE as a backup healer.  They may not be able to dish out the damage like an
    ARed Smith, but even without the speed, they are still a danger in the damage 
    department, especially since at this point, most people seem to dismiss 
    Alchemists in WoE.
    
    Three: Again, with their pets, they make great party members for people out to
    smack around high AGI monsters.  3 Flora + Alchemist = 4 enemies attacking the
    poor mob.  No dodging for most enemies.
    
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    III Job Change Information
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    First, a checklist, to make your life easier:
    50,000 Zeny for the signup fee
    1 Red Herb
    1 Yellow Herb
    1 White Herb
    3 Empty Bottle
    3 Medicine Bowl
    5 Coal
    5 Mini Furnace
    Dye Quest Completed
    Optional: Hammer of Blacksmith and Old Magic Scroll
    
    If you don't have the Dye Quest done, here it is:
    1) Talk to Louitz in Alberta (loc 133/55) with Alcohol, Dextrimidexta, or 
    Karvodailnirol in your inventory. Talk to him again, and choose the second 
    option.  He'll send you off to someone in Geffen.
    2) Go to Geffen and talk to Aure Dupon (loc 181/114). Choose the second option
    with him and he'll tell you about Molgensten
    3) Talk to Old Molgy in the upstairs of the Geffen Blacksmith Shop 
    (loc 141/140) and he'll now allow you to make counteragent and mixture.  
    Actually creating the items isn't necessary for the quest, but, well, you're 
    there, might as well make one or the other.
    
    Now for the quest itself.
    1) Head to the Alchemist Guild in Aldebaran (Lower Left Building) and talk to 
    the person behind the counter.  Apply for the guildship, and kiss 50K goodbye.
    2) If you have the two optional items, you can turn them in now, or else you 
    can do a short quest for a few items.  I don't have any of the listings for 
    wanted items, so if you do the quest, mail me and let me know, so I can enter
    them please.
    3) Head to the basement and go to the bottom right entrance.
    4) Talk to the NPC here, and prepare for a headache.  I don't have a listing
    of all the questions, help here would be much appreciated.  The test consists
    of a bunch of questions about items, math, and DC/OC prices.  Due to chat
    timeouts, this is very very difficult to do, even if you have a website with
    stuff up.  Just going to have to take the time to figure things out, write
    down answers, and bear with it.  Upside: If you are Jlvl 50 going into this,
    he passes you automatically, no test needed!  How's that for an enticement 
    for the extra work!
    5) After that test, head to the south exit.  Time for the mixing test.  Bring
    your herbs and mixing items along, and talk to the NPC.  Don't be stupid and
    crush something you shouldn't, or else you waste your items.  Mix success is
    automatic here.  Easy.
    6) Lower Left Exit. This guy wants the dye quest done.  If you haven't done
    it, do it now.  If you have, talk to him again and you're good to go.
    7) Upper Left Exit. This NPC will give you a few items (do *not* sell these,
    no matter how tempting, you can't finish the quest without them).  Head to
    Juno (bring fly wings, run like hell, avoid Aggro monsters).  In the
    southwest building on the secnd floor are two enterprising brothers.  Give
    them your items and they'll make them into a random set of items. 
    Results are so far:
    5 Iron Ore
    5 Rubies
    ??? (mail me)
    8) Head back to Aldeb and talk to the NPC that gave you the quest again to
    finish it.
    9) Talk to the master in the lobby to finish things off, and recieve a
    complementary 100K Guidebook.  The guidebook gained depends on the you
    change at.
    40 Acid Bottle Guide
    41 ???
    42 ???
    43 ???
    44 ???
    45 ???
    46 ???
    47 ???
    48 ???
    49 ???
    50 Condensed Potion Guide (worth 240K!)
    10) Make a couple pots, just for fun.  Quest completed!
    
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    IV Alchemist Skills
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    Axe Mastery (Passive)
    Prerequisites: None
    RO Description: Increase Axe damage.
    Real Description: Increases Axe damage. Simple enough.
    Level 1: Damage + 3
    Level 2: Damage + 6
    Level 3: Damage + 9
    Level 4: Damage + 12
    Level 5: Damage + 15
    Level 6: Damage + 18
    Level 7: Damage + 21
    Level 8: Damage + 24
    Level 9: Damage + 27
    Level 10: Damage + 30
    
    Potion Research (Passive)
    Prerequisites: None
    RO Description: Improve potion value, aid in manufacturing potions at the same
    time.
    Real Description: Increases amount a potion heals for.  This means that when
    you use a potion, you'll heal by the amount listed, on top of any VIT bonuses.  
    Can we say 290% heal from a white?  I knew you could.
    Level 1: Heal Amount +5%
    Level 2: Heal Amount +10%
    Level 3: Heal Amount +15%
    Level 4: Heal Amount +20%
    Level 5: Heal Amount +25%
    Level 6: Heal Amount +30%
    Level 7: Heal Amount +35%
    Level 8: Heal Amount +40%
    Level 9: Heal Amount +45%
    Level 10: Heal Amount +50%
    
    Prepare Potion (Active, 5 SP per use)
    Prerequisites: Potion Research 5
    RO Description: Manufacture potions or chemicals. 1 Medicine Bowl is required
    for a skill use, for creating potions each Potion Creation Guide is required.
    Real Description: Lets you make potions.  Each level increases the success rate
    at doing so. And duh, you need the right guide to make the pot you want to 
    make.  Advice: Want to make a run of Marine Spheres?  Put the rest of the 
    guides in your cart, so Marine Sphere is the only choice.  Much quicker to make
    that way.
    Level 1: Success Rate +1%
    Level 2: Success Rate +2%
    Level 3: Success Rate +3%
    Level 4: Success Rate +4%
    Level 5: Success Rate +5%
    Level 6: Success Rate +6%
    Level 7: Success Rate +7%
    Level 8: Success Rate +8%
    Level 9: Success Rate +9%
    Level 10: Success Rate +10%
    
    Bomb (Active, 10 SP per use)
    Prerequisites: Prepare Potion 4
    RO Description: Set the ground on fire with a bottle grenade. This skill
    damages the weapon of a target by a low chance, 1 Bottle Grenade is required.
    Real Description: Each use uses a Bottle Grenade and is targetted at the ground.
    Creates a 1 cell Fire Wall in the targetted cell, and can break weapons in 
    PvP/WoE, or lower the enemies attack by 25% if fighting a monster.  Fire 
    element, so nice against undead and the like, if you feel that you can toss 
    the bottle and keep them in that cell to take the damage afterwards.
    Level 1: 120% damage per hit, 1% chance of weapon breakage
    Level 2: 140% damage per hit, 2% chance of weapon breakage
    Level 3: 160% damage per hit, 3% chance of weapon breakage
    Level 4: 180% damage per hit, 4% chance of weapon breakage
    Level 5: 200% damage per hit, 5% chance of weapon breakage
    
    Acid Terror (Active, 15 SP per use)
    Prerequisites: Prepare Potion 5
    RO Description: Attack a target by throwing an acid bottle. This skill damages
    the armor of target by a low chance. 1 Acid Bottle is required. Skill level 
    affects the success chance of damaging the armor of a target.
    Real description: A use of the skill takes one Acid Bottle, and is targetted at
    the enemy.  Higher damage potential, and is neutral, so not subject to 
    elemental weaknesses, but also only hits once instead of the firewall-like 
    effect of the Bomb.  Good and bad.  Easier to make by far than Bombs though. 
    Breaking armor will only break the armor of a PvP/WoE opponent (not 
    shields/garments/etc), and if a monster's armor is broken, its DEF lowers by 
    25%.
    Level 1: 140% damage per hit, 3% chance of armor breakage
    Level 2: 180% damage per hit, 7% chance of armor breakage
    Level 3: 220% damage per hit, 10% chance of armor breakage
    Level 4: 260% damage per hit, 12% chance of armor breakage
    Level 5: 300% damage per hit, 13% chance of armor breakage
    
    Aid Potion (Active, 1 SP per use)
    Prerequisites: Prepare Potion 3
    RO Description: Restore HP by throwing a potion to the character. Skill level
    affects the value and type of potion the caster can use.
    Real description: Lets you throw a regular (not condensed) potion at another 
    party member (yes, you have to be partied) for an increased healing amount, 
    depending on the potion.
    Level 1: Red Potions, 10% increase
    Level 2: Orange Potions, 20% increase
    Level 3: Yellow Potions, 30% increase
    Level 4: White Potions, 40% increase
    Level 5: Blue Potions, 50% increase
    
    Summon Flora (Active, 20 SP per use)
    Prerequisites: Prepare Potion 6
    RO Description: Summon Flora on a chosen cell for a skill duration. Skill level
    affects on the maximum HP of Flora. 1 Maneater Bottle is required. Unable to 
    summon more than 3 Flora at a time.
    Real Description: Lets you summon up to 3 Floras at once, using a Plant 
    Bottle each time. Maximum HP is only useful for area attacks and PvP/WoE, 
    since monsters won't attack the Flora, only you. Basically, these act as if you
    yourself is attacking the enemy, including experience gains.
    Level 1: 120% HP
    Level 2: 140% HP
    Level 3: 160% HP
    Level 4: 180% HP
    Level 5: 200% HP
    
    Summon Marine Sphere (Active, 10 SP per use)
    Prerequisites: Prepare Potion 2
    RO Description: Summon Marine Sphere on a chosen cell. The Marine Spheres will
    cast self-destruct when being attacked. 1 Marine Sphere Bottleis required.
    Real Description: Summons a Marine Sphere for 10 SP and a Marine Sphere Bottle.
    Only 3 are allowed out at once.  They'll sit there until you or an enemy 
    attacks them, then explode on the nearest non-allied target.  Damage still 
    occurs to anyone nearby though, so when it starts to go off, you may not want 
    to be there.  Like Flora, you get experience for the kills.  It does damage 
    according to it's HP at time of explosion, so raising this skill level helps a
    lot in increasing splash damage.
    Level 1: 120% HP
    Level 2: 140% HP
    Level 3: 160% HP
    Level 4: 180% HP
    Level 5: 200% HP
    
    Biochemical Helm (Active, 30 SP per use)
    Prerequisites: Prepare Potion 2
    RO Description: Protect a helm of a party member from being damaged. Glistening
    Coat is required.
    Real Description: Uses a Glistening Coat to protect a helm from being damaged 
    or Divested by a Rogue.  Useless outside of WoE.
    Level 1: 60 Second Effect
    Level 2: 120 Second Effect
    Level 3: 180 Second Effect
    Level 4: 240 Second Effect
    Level 5: 300 Second Effect
    
    
    Synthesized Shield (Active, 30 SP per use)
    Prerequisites: Biochemical Helm 3
    RO Description: Protect armor of a party member from being damaged. Glistening
    Coat is required.
    Real Description: Uses a Glistening Coat to protect armor from being damaged or
    Divested by a Rogue.  Useless outside of WoE.
    Level 1: 60 Second Effect
    Level 2: 120 Second Effect
    Level 3: 180 Second Effect
    Level 4: 240 Second Effect
    Level 5: 300 Second Effect
    
    Synthetic Armor (Active, 30 SP per use)
    Prerequisites: Synthesized Shield 3
    RO Description: Protect a shield of a party member from being damaged. 
    Glistening Coat is required.
    Real Description: Uses a Glistening Coat to protect shields from being damaged
    or Divested by a Rogue.  Useless outside of WoE.
    Level 1: 60 Second Effect
    Level 2: 120 Second Effect
    Level 3: 180 Second Effect
    Level 4: 240 Second Effect
    Level 5: 300 Second Effect
    
    Alchemical Weapon (Active, 30 SP per use)
    Prerequisites: Synthetic Armor 3
    RO Description: Protect a weapon of a party member from being damaged. 
    Glistening Coat is required.
    Real Description: Uses a Glistening Coat to protect a weapon from being damaged
    or Divested by a Rogue.  Useless, except maybe by a Smith who breaks his 
    weapons with his skills... Which means, nearly useless outside of WoE.
    Level 1: 60 Second Effect
    Level 2: 120 Second Effect
    Level 3: 180 Second Effect
    Level 4: 240 Second Effect
    Level 5: 300 Second Effect
    
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    V Job Level Stat Bonuses
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    Total Bonuses: +5 STR, +6 AGI, +3 VIT, +7 INT, +8 DEX, +0 LUK
    
    1 : +1 INT
    2 : +1 DEX
    3 : +1 DEX
    6 : +1 STR
    8 : +1 DEX
    9 : +1 INT
    11: +1 AGI
    13: +1 DEX
    14: +1 AGI
    15: +1 STR
    17: +1 INT
    19: +1 DEX
    20: +1 VIT
    21: +1 DEX
    23: +1 INT
    24: +1 INT
    25: +1 DEX
    26: +1 STR
    28: +1 DEX
    29: +1 INT
    31: +1 VIT
    34: +1 STR
    36: +1 VIT
    38: +1 INT
    40: +1 AGI
    43: +1 STR
    45: +1 AGI
    49: +1 AGI
    50: +1 AGI
    
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    VI Alchemist Builds
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    I'm not going to bother with Merchant builds, those are outside the realm of 
    this FAQ, as well as being pretty standard.  Get mammonite for the extra damage
    if you want it, don't if you like saving Zeny.  Simple as that.
    
    Brewing potions is based off of these items, in this order of importance: Base
    Level, Job Level, DEX, INT.  It is unknown as to how much each statistic 
    affects brewing, but it is thought to be about equivalent to how forging is 
    affected for a smith.  And considering you're doing the same thing as making 
    Iron each time, as opposed to a single weapon forge, these chances are going to
    be something you want as high as possible.
    
    Last thing, all these builds assume Loud Exclamation is always active.  With 
    its SP cost, there's no reason it should ever be inactive.
    
    Pure Brewer
    1+9 STR
    1+6 AGI
    1+3 VIT
    99+10 INT
    99+8 DEX
    9+0 LUK
    
    Equipment
    Upper: Apple O' Archer
    Mid: Erudite Sunglasses (Elder Willow Card)
    Lower: Doesn't matter
    Armor: Skillful Lords Clothes (Rocker Card)
    Garment: Doesn't matter
    Shield: Doesn't matter
    Footgear: Doesn't matter
    Weapon: Quadruple Dextrous Whatever (Drops Card)
    Accessories: Nimble Glove x 2 (Zerom Card)
    
    You're going to be leeching with this guy, same as a Pure Forger would.  You 
    don't even have the luck to get some basic criticals like one would either, 3%
    is it for you.  Not much else to say. Probably going to spend a lot of boring 
    time levelling in Geffen 1 or Bib 2/3. Going to be bad, likely going to be 
    using your Floras to do most of the damage.
    
    Skills
    10 Potion Research
    10 Potion Create
    5 Summon Flora
    5 Summon Marine Sphere
    10 Axe Mastery
    5 Aid Potion
    4 Acid Terror/Bomb
    
    Agile Alchemist
    80+10 STR
    99+16 AGI
    14+3 VIT
    1+8 INT
    42+8 DEX
    9+0 LUK
    
    Equipment
    Upper: Ghost Bandanna
    Mid: Adurate Sunglasses (Deviruchi Card)
    Lower: Cigar
    Armor: Speedy Lord's Clothes (Thief Bug Card)
    Garment: Mocking Manteau (Whisper Card)
    Shield: Buckler carded to resist what is being hunted
    Footgear: Light Boots (Chon Chon Card)
    Weapon: Triple Slotted RPS carded to what is being hunted, Elemental Tsurugi 
    (can be switched to chains/daggers if desired)
    Accessories: Athletic Brooch x 2 (Kukre Card)
    
    Upside to an Agi Alchy: Dodges well, attacks quickly, especially with swords, 
    chains or daggers.  Downside: No VIT to take advantage of the insane healing 
    you'd normally get with pots.  Decent build, but the VIT build outclasses it 
    due to the healing.
    
    Skills:
    10 Potion Research
    10 Potion Create
    5 Summon Flora
    5 Summon Marine Sphere
    5 Aid Potion
    5 Acid Terror
    5 Bomb
    4 to spend in Axe Mastery or Merch Skills
    
    Vital Alchemist
    89+21 STR
    9+6 AGI
    95+3 VIT
    10+4 INT
    42+8 DEX
    1+0 LUK
    
    Equipment
    Upper: Helm of Solar God
    Mid: Helm of Solar God
    Lower: Cigar
    Armor: Extra Lord's Clothes (Picky Card)
    Garment: Immune Manteau (Raydric Card)
    Shield: Buckler carded to resist what is being hunted
    Footgear: Green Boots (Verit Card)
    Weapon: Triple Slotted RPS carded to what is being hunted, Elemental Tsurugi 
    (can be switched to axes if desired)
    Accessories: Ring of Mustle x 2
    
    This guy can take damage and dish it out in spades.  Fighting an enemy with 
    high flee, he can pop on a Clip or Ring Under Cast and throw down a few Floras
    to help, while taking almost no damage.  High Orcs will be doing around 90 
    damage a hit on average to his 10K+ frame. And if he does start getting hurt, 
    he simply pops an Aid Potioned White Potion and immediately gains back over 3K
    life.  The Blacksmith may have him in speedy damage, and the Crusader on 
    overall HP, but this guy with a small load of pots will be out there in the 
    field longer than the Energizer Bunny can keep going.
    
    Skills:
    10 Potion Research
    10 Potion Create
    5 Summon Flora
    5 Summon Marine Sphere
    5 Aid Potion
    5 Acid Terror
    5 Bomb
    4 to spend in Axe Mastery or Merch Skills
    Or take away Bomb/Acid Terror and a point from Flora and get 10 Axe Mastery if
    you want to go the Axe Route.
    
    Pot Thrower Alchemist (PvP/WoE Build 1)
    1+10 STR
    9+7 AGI
    97+3 VIT
    36+8 INT
    84+16 DEX
    1+0 LUK
    
    Equipment
    Upper: Insomniac Gemmed Sallet (Nightmare Card)
    Mid: Adurate Sunglasses (Deviruchi Card)
    Lower: Cigar
    Armor: Unfrozen/Ghost Lord's Clothes (Marc/Ghostring Card)
    Garment: Immune/Mocking Manteau (Raydric/Whisper Card)
    Shield: Cranial Buckler (Thara Frog Card)
    Footgear: Green Boots (Verit Card)
    Weapon: Triple Bloody RPS (Hydra Card) (can be switched to axes if desired)
    Accessories: Nimble Glove x 2 (Zerom Card)
    
    Pretty much a secondary healer, possibly even primary.  Aid Potion to keep the
    mages in SP, and to heal the tanks.  When the enemy sees what this guy is 
    doing, they are going to zero in on him, which is going to hurt, but is 
    minimized as much as possible from his equips.  He can theoretically hit the 
    enemy, but if it's down to that, you may as well throw your Wizard and Sage on
    the front lines and give them daggers too.
    
    Skills:
    10 Potion Research
    10 Potion Create
    2 Summon Flora
    4 Summon Marine Sphere
    5 Aid Potion
    3 Biochemical Helm
    5 Synthesized Shield
    5 Synthetic Armor
    5 Alchemical Weapon
    
    Omni Alchemist (PvP/WoE Build 2, PvM)
    80+10 STR
    9+7 AGI
    84+3 VIT
    24+8 INT
    64+16 DEX
    1+0 LUK
    
    Equipment
    Upper: Insomniac Gemmed Sallet (Nightmare Card) (Switch with Solar God Helm for
    PvM)
    Mid: Adurate Sunglasses (Deviruchi Card)
    Lower: Cigar
    Armor: Unfrozen/Ghost Lord's Clothes (Marc/Ghostring Card)
    Garment: Immune/Mocking Manteau (Raydric/Whisper Card)
    Shield: Cranial Buckler (Thara Frog Card)
    Footgear: Green Boots (Verit Card)
    Weapon: Triple Bloody RPS (Hydra Card) (can be switched to axes if desired)
    Accessories: Nimble Glove x 2 (Zerom Card) (Switch with Ring of Mustle for PvM)
    
    Capable of everything under the sun. High VIT for throwing pots and making them
    effective, the STR to do the damage, the DEX to make sure it's dealt.  Only 
    thing he can't do is dodge.  Bringing some Anodyne along for Endure is a good 
    idea if you want to try actually moving when hit by a Hunter.  Given the weight
    given to brewing, this build will even be able to do decently there too, 
    although it won't get the results a Pure Brewer would.
    
    Skills:
    10 Potion Research
    10 Potion Create
    5 Summon Flora
    5 Summon Marine Sphere
    5 Aid Potion
    5 Acid Terror
    5 Bomb
    4 to spend in Axe Mastery or Merch Skills
    Or use the above PvP build skillset if you are leaning that way.
    
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    VII Potion Recipes
    -------------------------------------------------------------------------------
    All potion creation attempts require 1 Medicine Bowl.  This is used upon 
    opening the creation dialog, where you are given a choice of what to attempt.
    
    Red Potion
    1 Red Herb
    1 Empty Potion Bottle
    
    Yellow Potion
    1 Yellow Herb
    1 Empty Potion Bottle
    
    White Potion
    1 White Herb
    1 Empty Potion Bottle
    
    Blue Potion
    1 Blue Herb
    1 Scell
    1 Empty Potion Bottle
    
    Condensed Red Potion
    1 Red Potion
    1 Cactus Needle
    1 Empty Test Tube
    
    Condensed Yellow Potion
    1 Yellow Potion
    1 Mole Whiskers
    1 Empty Test Tube
    
    Condensed White Potion
    1 White Potion
    1 Witched Starsand
    1 Empty Test Tube
    
    Alcohol
    5 Stem
    1 Empty Bottle
    5 Poison Spore
    1 Empty Test Tube
    
    Acid Bottle
    1 Immortal Heart
    1 Empty Bottle
    
    Grenade Bottle
    1 Alcohol
    1 Fabric
    1 Em
    
    Plant Bottle
    2 Maneater Blossom
    1 Empty Bottle
    
    Marine Sphere Bottle
    1 Tendon
    1 Detonator
    1 Empty Bottle
    
    Glistening Coat
    1 Alcohol
    1 Zenorc's Fang
    1 Heart of Mermaid
    1 Empty Bottle
    
    Aloevera
    1 Aloe
    1 Honey
    1 Empty Bottle
    
    Anodyne
    1 Ment
    1 Alcohol
    1 Empty Bottle
    
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    VIII Contact Info
    -------------------------------------------------------------------------------
    What to mail me about:
    Improvements for the guide
    Questions on what is in the guide
    Thanks for making the guide
    Donation of items/zeny on Sakray (hey, I can try, right?)
    
    What not to mail me about:
    Spam
    Pyramid Schemes
    Asking where to level
    Asking how to distribute stats/skill points. I gave a goal, decide for 
    yourself.
    Asking if I will join a guild (Go away, Hamster!)
    Asking me to join a private server
    Inviting me to chats/IM/etc.
    
    Basically, if it has something directly to do with the guide, or the 
    furthering of it, feel free to mail.  If you just want to chat, catch me 
    ingame.
    
    Email is "arislanx" hi how are you doing this is spam protection "at" blah 
    blah "gmail dot com" 
    
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    IX Thanks
    -------------------------------------------------------------------------------
    Given that this is the first version, not much in here.
    
    Thanks to Gravity for making the game, of course.
    Weggy- A few of the Skill Description details were taken from Weggys guide.
    Navi- For forcing me to go make ramen and eat while making this guide.
    Lollipop Lolita- For introducing me to Indomie, the best ramen in existence.
    
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    X Copyright Information
    -------------------------------------------------------------------------------
    This guide is Copyright 2004 by ArislanX
    This guide is only to be hosted on GameFAQs or Nitro7. Any others must have my
    express permission before hosting.