Wow didn't even know he was immune to physical.... Well no wonder every swing missed lol. And guys when u post what monster give experience don't say percent cuz 1000 experience is more than 100% for a lvl one but for a level 20 it's like 2%. anyways thanks for the hints. Hopefully more people will put their input down. Will use my magic seal for a Mage then thnks! And btw rat and maggot only give 800 experience and little gold but gives a high grade ether.
oh I forget, you should do endless subquest Cruel Orc(5500 EXP + 1500G) which give you money & exp at your level
Choosing Mercenaries to Use Is it better to keep a Mercenary with high stats or more available skills? Also, I tried using my Contract of Blood skill book on my Magician and it says she can't learn that skill? Any advice?
Where is Cruel Orc quest? who or what town do I get it from? Is there a pre-req quest? My current quests I have activated are: Demon Mop-up Operation Temple Boss Bandit's Qualification Commander Search Troll Historian Named Hunter Troll Relics
sorry I must be crazy, Cruel Orc quest only for the sealed Orc dungeon; so for now just keep doing Demon Mop-up
hum never pay attention to that; anyway it never gave me good loot, I only kiled him couple times; try Leech instead, very good drop & its dungeon has high ratio that Wandering Merchant will appear, like 20 in/out, he shows up once. bought many good stuff from him
Is there a way to tell what the luck of your character is? I've been playing up to level 44 with a knight but seem to have lousy luck with drops - I've only gotten 4 warrior seals the entire game, and only blue item drops, not a single yellow, purple or orange drop. Does this sound normal?
Uhrrrr... I had about 20 seals by level 50. (maybe more, can't remember) Guess I just got lucky. Hope that helped.
ok, thanks, is it better to keep a merc with nearly all the skills with horrible stats or a merc with 2 skills who can't learn any more and excellent stats? lvl 23 knight - blow of justice, bloody charge, challenge, wind sword, absolute defense, defense training, tactician, two-hander expert, sword of light str - 15 dex - 12 con - 14 int - 9 men - 12 lvl 41 mage - fireball, summon str - 14 dex - 16 con - 20 int - 18 men - 14
Wow that was confusing Nice looking forum though. A couple of questions about ethers: For, say, a 'weapon damage' ether to be effective does it have to be enchanted to a weapon? Same with shield block, does that need to be on a shield? And does 'shield block' do anything for a character that doesn't carry a shield? Thanks!
depends, you need to find the balance and that merc's status + skill set fit your team most. for knight, focus on STR, DEX & CON, skills only need passive deface unlocked for mage, focus on CON, INT, MEN, skills that depends on what u wanna train - a summoner or a magican; a summoner that require 1 active + 2 passive summon skills unlocked; otherwise; MP drain + Fire ball + master Magic passive skill will be good. but again, that's no perfect character, just keep search for a good merc. good luck
I'm currently on lvl 73 and STRUGGLING to kill Lycanthrope. Too many c*ck blocking wolves swarming on you as you fight it which makes it impossible to kill. I even got it to one of the corner with a bush trapping in there so it can only atk my knight. Even after using 15+ resurrecting scroll and 20+ big red hp potions, I only manage to do half damage before I die. Killed Cerebrus and Devil Fenril easily using MrDark's method. Absolutely loved this game but Lycanthrope makes me want to quit. If anyone have any good tips I appreciate if you share.
Main & Mercs Main Lvl 41 Templar Str 17 Dex 16 Con 18 Int 17 Men 15 All Skills Unlocked Guardian's Grace - 11 Sacred Blow - 8 Guardian's Care - 11 Guardian's Protection - 1 Sword Grace - 0 Magic Seal - 3 Guardian's Will - 1 Blade Enchant - 1 Reflective Mirror - 1 Enchanted Power - 4 Powerful Guardian - 0 Guardian's Wrath - 1 Having trouble trying to figure out what kind of strategy I want to go with for my mercs, I like my mage because of the summon spell which creates a great tank, and I've been hearing a lot about having a priest on the team too... originally, I worked on getting mercs based on their stats, now I'm thinking it may be better to get mercs with more unlocked skills... in general, I like spells like Guardian's care cause it's a defensive buff for the whole team, Guardian's Grace for healing, Magic Seal to stop enemies from casting spells, and Sacred Blow to help kill mobs faster my offensive strategy currently has been to control my mage, have her summon the tank, then launch a fireball at the closest enemy, and the team jumps the mob while the mage is attacking with her range weapon, if anyone gets hurt, my templar will heal them. Any suggestions? Trying to figure out which mercs I should be bringing along with my main so that I'm leveling up the right mercs and not the crappy ones. Here are my current mercs: Lvl 38 Templar Str - 18 Dex - 14 Con - 17 Int - 20 Men - 15 4 Unlocked Skills Guardian's Grace - 13 Sacred Blow - 13 Blade Enchant - 11 Reflective Mirror - 1 Lvl 41 Magician Str 14 Dex 16 Con 20 Int 18 Men 14 Only 2 Unlocked Skills (and can't learn Contract of Blood) Fireball - 14 Summon - 14 Lvl 40 Knight Str 14 Dex 16 Con 19 Int 11 Men 10 4 Unlocked Skills Blow of Justice Bloody Charge Wind Sword Tactician Lvl 23 Knight Str 15 Dex 12 Con 14 Int 9 Men 12 9 Unlocked Skills (Might be able to learn Warcry, haven't tried yet) Blow of Justice - 8 Bloody Charge - 0 Challenge - 0 Wind Sword - 5 Absolute Defense - 0 Defense Training - 1 Tactician - 5 Two-hander Expert - 4 Sword of Light - 1 Lvl 32 Thief - I think this is a pretty horrible merc, probably gonna toss her Str 15 Dex 20 Con 8 Int 15 Men 4 Only 2 Skills Unlocked Assassin's Sword Stealth