Welcome to the world of Dragon's Dogma Online!!!!
Index:
First thing you should do is join the discord server, you have a link here.
In order to download the game, check the channel "Client-download", there you have a torrent and the full game files in google drive and also 2 extra files.
The extra files are called "ddo_launcher.exe" and "DDO_Launcher.ini", make sure you download them and put them in the same folder the other game files are, like I show here.
NOTE: YOU CAN IGNORE THE RED MARKED ONE.
Once you have placed the files, we start ddo_launcher.exe as administrator:
We first register and create an account (note: E-mail is not needed).
After creating you can log in and CONGRATULATIONS! You are inside the wonderful and painful world of Dragon's Dogma Online!!!
The objetive of this section is to give you very basic controls info + a small walkthrough of the beginning, after this section you will have basic gear and aprox lvl 10-11.
IMPORTANT NOTE: experience in the server is lowered to make players have a better experience (believe me, you will be fine in level), maybe you need to farm a bit or take your time exploring dungeons.
When you start the game you may create a new character, more details about each class will be done in their respective section, for now choose one of those:
Fighter.
Archer.
Priest.
Shield sage.
For this moment you may need this fast control guide:
Left click: attack.
Right click: special action.
Shift: skills. (Left + right click)
Control: skills (left + right click).
Q: Another special action
B: change skills.
E: Grab/climb
Spacebar: Jump.
Anyways, you can use ALT to switch between chat log or action info.
Go to character creation process, after cinematic you will end in a burning camp which is the tutorial, you can go and check, but most recommended option is to just use “Rift Teleport” option in the ESC menu and just leave it by Teleporting away, Tutorial is bugged and not worth the trouble.
IMPORTANT:
WARNING IN ORDER TO LEAVE THE TUTORIAL BY TELEPORTING AWAY: If you TP away from tutorial you will get a disconnect error and return to game screen.
If that happens, don't worry, return to the launcher and log in again. Once entering your character you will be welcomed in the wonderfull White Dragon Temple.
(Before you ask, you can change User Interface size on options, it is so big now because I focused on making guide + showing skills).
The White Dragon Temple is the gathering zone for players. Here you can talk with players, meet them and make parties. You can also buy equipment for your character and items like potions, basically, the hub all MMO have.
First I recommend you, take your time to walk around and explore the city, but do not waste your gold now, despite it being easy to farm, as a MMO player I recommend you to be careful with spending your gold.
The equipment has levels to be equipped (Like all goddamned RPG), so first we want to increase our level, if you did or not the tutorial is indifferent, go to the south and find the riftstone and call some pawns to assist you, or recruit players, we gonna fight a lot because we want to get exp and level fast to get better equipment, so we can kill higher level enemies to get... you know.
Important if you go to a party: Enemies render around the host, if you go with a player stay close to him, or else the enemies will start glitching out and not even appearing.
Let's take a quick look for the important NPC which are the shops.
Here you have Ellen, the marked Crystal Port is the one we started in and can be seen in the image above:
Here we have weapon shop and Armor shop (Shopping district):
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In this image you have an example of an armor and what classes can equip it:
If you want to find clothes merchant, go through that gate:
In this image I marked the gate we went through and the merchant that sells clothes and capes:
In order to invite someone, you can walk to him and invite him, or find him by looking for his name in the searcher:
It is also possible to invite up to 8 players if you use the command /invite, care because it is case sensitive, this need to be done when your party has 4 party members, which means you can use the menu I mentioned before, but after you are a party of 4 you gotta use the /invite command to invite the fifth player and so on.
Or we can go with pawns:
In order to go outside, return to the main square where the large portstone is and go to the gate I marked below.
Now we are outside our priority is to farm gold, enemies does not drop items yet, just kill them for the XP, in ruins or camps you can get chests with a decent amount of gold, also, there are a couple catacombs that can be done easily with your pawns, they have a couple big monsters, but the usual, cyclops, chimera and an Ogre, they are not very hard.
The gear you start with is like literally going naked, that's why your priority is to get some gold and a couple levels to be able to buy better gear for you, unless you want to be one-shotted by a chimera.
Thanks to the user IDropThePen#6558 for giving us an image of the whole map with some levels marked.
Since is very big, I’ll directly leave a link to the image:
Here you have an example of a small dungeon located on a well.
Take in consideration that this game is huge and it has a lot of dungeons.
The best you can do is use the map I gave before and explore by your own while getting chests for gold.
The image below is a map of the places with recommended spots for gold, make sure you always look for chests.
Red circles means chests with some enemies.
Blue represents the two catacombs I mentioned, starting with the upper one.
Black circle is a Cyclops near Tel village, with standar pawns is very killable and is 800 XP, which is good for some early XP.
Both catacombs have chimeras, ogres and cyclops, make sure you first buy some gear to be ready to fight them, also, make sure you have potions with you to restore your maximum HP.
If you have done what I said earlier you are now ready to explore the two catacombs. Remember to start with the upper one, clear it by killing all the monster for the XP + gold you can get, later do exactly the same for the lower one at Tels right, lower one has another dungeon inside which is lvl 28, you can ignore it unless you feel very manly to try.
At this point you should be level 10 at this point, or lower if you have not fought enough outside, now the best thing you can do is explore and watch the map.
Here is a early gold spot in Lynwood:
More of those will be shared the more they are discovered and shared by the users.
Time to choose the class we want to use.
Important: all classes have separate levels, if you wanna be overbroken you gotta level them all up.
I did a montage showing all vocations check it if you wanna see them all:
https://www.youtube.com/watch?v=6A1CFarv5Wk
This is the list of all Vocations:
Let’s go with a fast summary of each class.
Intro:
I see you like brute force with the elegance of a shield to do parries, excellent.
Class focused on parries and physical damage, a balance of defense and offensive is required to master this vocation.
His skills cover from area around you, to a few evasive maneuvers, there is an augment that makes you recover stamina if you do a perfect block:
keep this in mind if you struggle to keep your stamina, you may want to use skills for damage and perfect blocks for stamina recovery.
Timing is very important in this Vocation, if you are going to play it make sure you take
your time to learn enemies moveset and timing of their attacks.
Magic attacks can not be parried with block posture, yet parry skills will trigger if used at the correct moment. (Note: some basic magic attacks can be blocked, but magics with marks before it hits can be parried only with skills).
Core Skills:
Onslaught: Basic attack.
Dire Onslaught: Alternative basic attack (after first attack stop for a small brief and continue attacking),
Guard Break: Charged attack that ignores enemy guard if charged.
Guard: literally that, can be used mid-air.
Deflect: Guard when you are about to be hit to deflect the attack and deal damage, a parry basically.
Linking Throw: Press F to allow allies to jump over you and jump very high.
Air:
Jump slash: basic attack.
Help Splitter: does higher damage if you fall from higher spots.
Skills:
Let’s proceed to take a fast look at the skills:
Blink Strike: Good as dash skill to get closer to the enemy, deals some damage.
Tusk Toss: very good with (P) in terms of damage (T) option is better for stagger.
Cymbal attack: hits with the shield, (P) option is good for damage and staggering (decreasing yellow bar), (T) focuses on stunning enemies in tired state (after fully decreasing yellow bar), recommended more as staggering skill.
Skyward Slash: Good to hit flying enemies or hit high spots like cyclops head. Recommended (P) option for more hits, (T) only gives extra blow power and range, can be used if you need it.
Hindsight Slash: Has I-frames, yet you have parries, not worth IMO.
Downthrust: honestly, not recommended, despite it looks cool, both EX options are kinda meh, I would say (P) is better if you want another dash skill with some damage, (T) option allows mid-air use, however it does not hit until you land, kinda useless. Your choice here.
Sheltered Spike: Stabby Stabbo skill, good for damage and keep your guard up, safe damage.
Compass Slash: good to hit multiple enemies, can be spammed if the boss is on the ground.
Moving castle: Small jump that keeps your guard up, honestly, for that just run to a side, dodge and waste less stamina, but can be used if you want to.
Intimate Strike: a long stab that can keep yourself away from an enemy, but most of them will still hit you, maybe it can be used, but I only see it for humanoid enemies and they have range enough to hit you.
Flowing sword slash: A parry that also has a dash when it triggers, perfect for damage + mobility. Use this skill to also parry magic and evade it.
Brave’s Raid: after landing first attack, unleash a High damaging combo, has high stamina cost, yet the damage is really high.
Pierce slash: use while climbing an enemy, if you see Yellow mark on a boss it means he is going to shake, use this skill to resist that, and also deal decent damage. Is also recommended if you need to focus one part on golems or other enemies.
Flowing Shield Spiral: Pending further tests on the skill, yet is incredibly fun and cool looking.
Intro:
You wanna be Legolas? or an ADC? Anyways, welcome to Hunter.
This one focuses on DPS, in some cases you can be away and deal high damage from the security of your sniper spot while the others are fighting at 3 KM away from you.
Look at the following images, if the marker is yellow, it means you are not in optimal range, which means you deal less damage.
If you are in the red mark, it is a critical zone, which means you deal good damage.
While Aiming, you can enter a focused status, you won’t be able to move while aiming, but you will have critical range from a further distance.
You can change arrows (pending, not working right now.)
Now let’s move into Reloading, a core mechanic of Hunter.
A first thing we have to take note of, and this is really important:
Reloading in the deep blue, or light blue area, counts as a good reload, and it will recover you around 250 stamina if you land on those spots, deep blue will also count as perfect reload, adding you +2 arrows to your current clip.
Each bow has a number of arrows it can equip, if you have low capacity it is better to shoot a few times and then reload, this way you can keep up with your stamina, if you have high capacity it could be better to keep that clip, use food for stamina and keep going.
“Why should I use food if I can always reload again?”
There is a skill called Crimson Arrow, which makes all arrows of the current clip have an explosive effect which deals more damage, however, if you reload, the effect disappears and you gotta reload again.
It is a really powerful skill that overall buffs your character and even changes how some skills behave.
Now, with critical distance in mind, Crimson Arrow buff and all that, let’s take a look at the skills.
Core Skills:
Aim: literally no idea what this does, but I have the theory is to aim with the bow.
Loose: Shoot your arrows while aiming.
Quick Arrow style: Passive, if you hit your next arrow travels faster.
Keen sight: This is like a zoom, your critical distance is better with this.
Change stance: swap from normal shoot to aerial explosive shot (from above).
Explosive arrow: mentioned before.
Fast Change Stance: Passive, decreases time to prepare an explosive arrow.
Front Kick: in case you want to get some distance.
Reload arrows: Already explained.
Adept Reload: Already explained.
Switch arrows: Remember there are more type of arrows, use them wisely.
Skills:
Threefold arrow: well, is 5 actually, or even 6 if you use (P) upgrade which matches good with Crimson Arrow, (T) version allows for more mobility while aiming.
Puncture Dart: Pierces to hit multiple targets, yeah, just that, I totally forgot this skill existed NGL.
Trait Shot: Shots 5 arrows in a wedge pattern, not bad, neither good, there are better skills.
Flying din: Deals no damage, yet is good for stunning enemies or bringing harpies down, but why the fuck do you want to do that? You are a ranged vocation, learn to aim.
Cloudburst Volley: Shots ALL your clip into an area in front of you in a rain of arrows, if used with Crimson Arrow you also have a small explosive effect, but not recommended to be used together.
Whirlwind arrow: An unique arrow that hits around 14 times, it is really good with status arrows. (P) version gives more damage and debilitation rate (T) is focused on blowpower.
Crimson arrow: The buff I told you earlier, is better to learn when and how to use it, because this skill changes the gameplay a lot.
Full bend: Can be used with Crimson Arrow, but costs a lot of stamina by itself, (P) version gives even more damage while (T) is just for further critical distance, good skill, yet you must use it carefully to hit correctly.
Backguard retreat: A dodge, a backward flip, has I-frames, which is good.
Explosive Arrow Volley: Same as Cloudburst Volley, but this skill is tricky. If you are going to use it with Crimson arrow, use it as (P) version, since it will explode the moment it falls, if you use (T) version, do it on big enemies or in a way you can hit him with multiple arrows, because each arrow will leave a DOT effect until it explodes.
Storm Arrow: shoots a few arrows and a final bigger one, it has more stagger, but a bad version Threefold arrow so far, I still need to test it more tho.
Demon arrow: A really powerful shot, takes time to charge and you can not move, so better prepare it as a finisher skill, the lower the enemy HP, the more damage you do.
Sky Burst shot: Shoot up and make everything explode over you, good for high enemies or harpies, again, learn to aim, only thing I can see is to hit multiple targets.
Combined Pierce Shot: A melee ranged shot that deals decent damage, can be used while climbing, if the enemy moves a lot I can see it, can be also a skill good to use if the enemy is stunned on the ground and you want to do big damage, costs 15 arrows, do not use with crimson arrow, but you can if you really want to.
Intro:
Are you telling me you like to play Support Vocations? Allow me to give you a back pat, a head pat, my money, keys of the car and my body.
Priest is kinda basic, yet amazingly good.
Skills are divided into auras that constantly remain active but slowly drain your stamina.
Or zones that have stamina cost like a skill but remain in the spot for a while.
Attack input is changed with Healing aura, is good, just that to be honest.
Secondary is “Field Shift”, which allows you to stick your auras on your teammates, however you won’t be able to move much or cast another skill while you use it.
Core Skills:
Blast Bit: Some chargeable orbs that deal damage.
Heal Aura: Heal allies around you.
Holy Aura: Deal damage to enemies around you.
Field Shift: This allows you to stick the auras on your teammates, care because enemies will target you if you keep it for too long.
Skills:
Skills are the following:
Attack riser: Aura around you that increases the damage, if you “hit” a monster part with the aura, reveals weakness.
Defense riser: I WONDER WHAT IT DOES!? Now seriously, (P) version can totally block one hit while (T) version gives immunity to tremor and wind pressure. I never got bothered by those last two, but maybe for later content is good.
Seraphim Flap: Shot a wave of 5 balls that hit multiple times dealing holy damage. (P) version shots 2 more and deals more damage, perfect in case you go solo (Who the fuck uses priest at solo? Only a fucking crazy idiot would do that, like me), (T) version marks weak spots, really good for angry bosses.
Guard Bit: Totally negates BOTH damage and Stagger from 5 hits, you can not recover stamina while it is active, and after it goes out you have to activate it again.
Healing spot: Self explanatory, it can do damage to undead tho.
Curing spot: cures afflicted statuses, (P) version is casted slightly faster, cures more status effects and also removes Stats penalties you can have (It does not remove weakness penalty), (T) version allows to put 2, not good at all.
Sacred Shine: An explosion of holy light, it is good, you can put Megumin audio and scream EXPLOSION if you want.
Soul explosion: After cast, which is really long, a light remains in your chest, if you die, the explosion deals A MASSIVE damage, only at lvl1, with level 1 weapon to a lvl 5 goblin did a total of 5750 damage, now think about it with a full build.
Solid Riser: increases an Area that increases endurance.
Energy spot: creates a spot that regenerates Stamina, god-tier skill in my honest opinion.
Holy Glare: creates a holy area around yourself that does damage, you can not move while it is in effect, but is cool and deals decent damage.
Quick charge: creates a spot around you that speeds up skill/incantation charge, you can keep it up at the cost of stamina, or you can press SPACE to release it, it will last a few seconds.
Solace Riser: If you ever find a Priest that uses (T) instead of (P) version, tell me, I’ll have a talk with him with Kindness, and by kindness, I mean a knife with “Kindness” written on it. (P) version slowly restores maximum healable HP you lose with each hit.
Blast Addition: Combined with the Blast Bit will cause more orbs that do damage. Basically this skill is a turret that will do pewpew to the enemy.
Intro:
So you want to be a tank that also is a pain in the ass to the enemy? Good.
As you could guess, this class is designed to be a support tank, you can debuff, stagger, buff and get aggro for yourself.
Do not bother on doing damage with this vocation, as I said this is a support tank, focus on giving buff to your teammates and keeping the aggro so they can play calmly while you tank everything.
Each time you block an attack you can get some stacks of your gauge bar:
The amount of stacks you can get depends on the shield you equip, keep that in mind:
Can it be used to deal damage? yes, it has a few damaging skills, is a slow vocation that depends on turning his defense into offensive power, very interesting if you master it.
This vocation can select an element at any time, if you charge your buff bar you can choose between using a magic attack, or infuse your party equipment with it, if you wanna charge that buff, focus on blocking attacks or using the Control key on keyboard to start getting the aggro of all enemies and also, charge your buff.
Core Skills:
Shield Blow: basic attack.
Element Charge: already explained.
Force Guard: auto guard, not recommended to use.
Shield Lock: guard instance, better than auto one.
Force Gain: parry guard, it gives a lot of buff bar.
Force Burst: if you have a stack of buffs, use it to deal damage of the element you choose.
Attract: attract enemy attention, you can stack up to 3 aggro arrows, stacks only means duration, they will target you even with only 1 arrow.
Force Enchantment: Gives the selected element as buff to all your teammates
Shield Sequence: After a parry, if you move forward you do a counter, if you move back you dash backwards, it can consume a buff charge, care with it.
Skills:
Skills are the following:
Force Shield: Gives a damage effect to your blocks, stronger if you do perfect block, (P) version makes it faster to cast and stronger in terms of damage and blockable attacks, (T) version is good for stamina recovery, your choice here both are great.
Slow light/Hypnos Light: Both do the same, however Slow makes the enemy slower (FOR REAL!?) and hypnos light makes the enemy sleep.
Rampart Raid: Run with your shield and deal damage to all enemies that dare to try to stop you, with more than 1 stack of your Force gauge you will deal more damage.
Element glow: Decreases the status and elemental damage you can get determined by the element you choose at cast it, is a good buff against mages and that stuff.
Earth Shake: helps a lot at staggering enemies, (P) version makes it do damage while (T) version is better for pulling enemies to you and maybe cause status.
Binding Anchor: Cast a spell that is thrown into an enemy, it will chain it if he is small, you can use it to debuff big monsters, but you will need to cast it a few times, since big monsters do not keep binded.
Holy wall: Makes you block 360º, (P) version makes you charge energy while blocking, to release it later and do damage, like the Mystic Knight had in DDDA. (T) version increases your defenses.
Element light: Like the other two mentioned above, however this one gives elemental weakness which depends on the element you picked up, basically, you wanna make a monster even weaker to thunder? pick thunder element and debuff him.
Hands of God: Charge a spell that will create an aura around yourself, you can not move, but everyone inside will get 0 damage, no matter what hits them.
Stun Burst: a counter skill, it can be kept for a while in case you are bad timing attacks, basically you block and counter, it also applies element weakness debuff.
Stone Light: Use this light to apply a petrifying effect.
Force Anchor: Use it as Binding Anchor, however this one makes you charge your Force Gauge really fast while also getting the enemy aggro.
Protection swing: You can block attacks to charge an attack, is good if the enemy is going to hit you a lot of times and you can do good damage after he has finished his move.
Intro:
Do you like grapple hooks? If yes, this is your vocation, if not, just continue scrolling down.
Seeker is very versatile, it has a lot of skill combinations that can make it a burst class, while also skills that can make you have insane dps, let’s not forget most skills can be used while airborne, which makes you Harpies’ nightmare.
Your hook can be used manually while aiming, if you hit an enemy you can get closer and your character will use the enemy to jump higher and also apply some stagger that can make small monsters flinch and also, fly upwards, allowing you to hit them mid-air.
Your choice on how to do the damage, I use a lot of airborne skills while others prefer blast skills and deal damage while on the ground, all styles are good and satisfying to play.
Core Skills:
Carve: Basic attack.
Roundhouse kick: Wait a bit after the first basic attack, and you do those kicks, they do impact damage good for skeletons or other enemies.
Scarlet kisses: spam the input to do a lot of slashes.
Rope Stance: Aim mode for Rope
Throw Rope: Throws Rope:
Forward Roll: Like that, roll has I-Frames.
Linking Throw: Allow allies to use you to jump high.
Air:
Helm Splitter: Spin in the air and do damage, does decent damage at landing and even more if you land from high height.
Rope can also be used in the air.
Sky Wall Jump: Use a wall to jump, can be used alongside Double Jump.
Double Jump: You suicide, JK you do a double jump.
Skills:
Biting WInd: Dash a few times while slashing around, good mobility skill with some damage.
Toss and Trigger: skill with 2 inputs needed, one to trigger the skill and slash upwards, second input, after slash, to release explosive powder that will do damage. (P) version adds another dagger attack and more powder hits, while (T) version is nearly identical to normal version, but does slightly more damage and adds fire weakness debuff.
Back Kick: A counter skill, can be used without countering, but it deals ways less damage, use it to counter and retaliation.
Ensnare: You can use this to pull small enemies closer to you, or throw harpies to the ground, it is good to stagger boss enemies.
Falcon kick: Use it on the ground to jump and later land on the ground and deal damage to enemies around you. While airborne it will directly land and do damage, and is stronger if used at high heights (care to not go too high, you can still eat the ground).
Stepping stone: on the ground use enemies to jump very high. (P) version adds an airborne kick that is very strong, (T) version also adds slashes if used airborne and I-Frames.
Reset: Cancels all animations, insanely strong if correctly used, since it allows to cancel all animations the character has.
Powder charge: a tramp you put and detonate when you want, if you go too far away it disappears.
Whirlwind blade: Spin to win and deal damage, it ends with a kick. Use of reset just after the kick (or before it if you want) allows a faster re-cast of the skill.
Sliding Rope: Use the hook to dash towards them and do damage to everything in front of you.
Backfire: Do like DDDA’s Magick Archer and set yourself on fire to do damage, it also makes your attacks do fire elemental damage.
Easy kill: A strong counter (P) version increases damage and Knockout power, while (T) version allows for Airborne use.
Explosive Flame Blade: hit around you and release powder to do damage around you, can be used mid-air (P) version increases damage, while (T) version allows for 2 uses in mid-air before needing to touch the ground.
Soaring Hawk Slash: Use your hook to dash towards an enemy while spinning in the air and dealing a lot of damage, it has a total of 3 inputs: first one to cast the skill and spin, second one to end spin, slash upwards 2 times and get some height, and last one to do a dual slash and do a lot of damage. If while spinning you press your jump button, it ends the spin and allows for a faster re-cast, in case you miss or enemy moves.
Intro:
Do you like to not move an inch in battle and still do tons of damage? yes? perfect.
EVERYTHING Sorcerer does must be enchanted first, his skills, his spells, his basic attacks, EVERYTHING.
Still, sorcerer is not that vulnerable if you equip this skill:
This will allow you to dodge while casting a spell without needing to stop it, incredibly useful.
Sorcerer is the vocation that has the most absurd damage in the game, reaching easily the 9999 cap damage if done correctly.
When you start enchanting a spell, you can play this minigame:
Move the cursor (middle circle) to the green dots, when it is done, it will disappear, but another red dot will turn green, repeat one after another, after another…
Each time you eliminate all dots the multiplier goes higher, up to x1.767 (76.7% more damage), if you manage to reach that multiplier before the spell is even charged, it will totally charge it, allowing for faster casts if you do the minigame fast enough.
Another detail, the order that the dots turn green or their position is ALWAYS the same for every spell, meaning you can memorize the order and do it faster and faster.
Now we have covered basic of Sorcerer, let’s move into skills:
Core Skills:
Magick Bolts: Basic attack, still need to be channeled.
Magick Trap: Area that deals damage over time to enemies that are over it.
Magick Boost: Passive that boost Magick Bolts and Trap.
Chanting: Minigame that gives damage to your spells.
Back Move: back dash with I-Frames, can be used while Chanting thanks to continued Chanting Augment.
Skills:
Since all skills do the same (they just do damage) but in different ways, I’m going to separate them into Fast, Medium and Slow charge.
Fast charge:
Firestorm: Deals fire damage in an area in front of you, is a fire breath that moves slowly.
Fulmination: do thunder damage in an area around you.
Black Haze: Cast a dark ball that hits multiple times.
Icicle Pierce: First cast it, it will give you a total of 51 ice bullets to shoot at the enemies, can be charged, not used and kept while preparing another spell, if you keep the shot input pressed it will charge all remaining bullets into a powerful shot that ends the spell.
Lighting Stake: Summon a lightning orb and leave it in front of you, it can be triggered later when an enemy is next to it to do decent damage, this is more like a trap skill.
Medium charge:
Frigor: Summon an ice spike from the ground, (T) version leaves an icy cloud that deals damage over time and adds ice elemental weakness, (P) version adds a couple hits more.
Comestion: The fire wall that deals fire damage, (P) version adds a couple of explosions at the middle of the wall, while (T) version makes the wall be higher and hit more times.
Levin: cast a few thunders over the marked enemy, deals heavy damage despite being a medium charged spell, pretty strong.
Darkness Mist: Creates a creepy mist around the enemy, (P) version deals more damage if enemy is in the middle of it, (T) version adds sleep/poison accumulation.
Slow charge:
Crescent Blade: cast a blade of lightning and send it to the enemies, dealing severe damage.
Seism: deals physical/darkness damage, casts a strong tremor under the enemy, it raises a couple boulders that also do decent damage.
Bolide: Summon fire meteors that fall from the sky, only the explosion impact they make by touching the ground does the damage, if the enemy is flying it will likely miss.
Glicel: Summon three massive ice spikes that fly to the enemy and hit multiple times, pretty similar to DDDA one, can miss if the enemy is too far away.
Prominent Sphere: The slowest charging spell, but the strongest one if done correctly. First of all, the bigger the sphere, the lower the damage you do. Your character will first charge it, when you unleash it, the character will charge it again, but that is more like giving you time to decide how big you want the sphere, if enemy can move make it medium or big, if monster is stunned (Good luck timing it) make it as small as possible to do major damage, it deals a lot of tics of damage, so cap is not a problem at all unless you have not minmaxed like crazy.
Intro:
Magic Legolas basically, but eh, magic is really cool.
One of the most versatile vocations in this game, he has everything, buffs, healing, debuff and damage skills.
First of all, you have multi-target lock in case you want to hit multiple enemies with a single shot, or single target to make all your shots do damage, this only applies to standard shots of Magick Archer.
Also, you can swap between normal shot or healing shot, in case you want to heal your teammates.
Magick archer is a mix of Sorcerer and Hunter, skills must be charged like a mage would, however, you also have critical range like the Hunter, but, instead of damage, it makes your skills charge faster.
White: Normal charge
Red: Critical charge (faster)
You have two charge levels, one after the circle has completed, and second level once the one made by symbols is also charged, you can see it in both images that are above this.
With basic covered we can move to the skills:
Core Skills:
Change Stance: You can swap between seeker shoots (Damage) or True Aid shoots (heal).
Magick Eye: The more targets are locked, the faster it charges (for both Stances)
Seeker/True Aid Arrow: Shoot selected arrow.
Concentration: Passive for both stances, increases damage/healing.
Front Kick: A kick that can be used to push yourself away from an enemy.
Healing Shroud: Heal yourself only.
SAME FOR THE AIR.
Skills:
Note: Magick archer has a skill that deals a different element damage, it makes him extremely versatile.
Fourfold Bolt: Shots a lot of bullets that deal ice damage.
Healing Bolt: Shoot an arrow that attaches to teammates and gradually recovers hp (only gray part).
Curing Bolt: Shoots an arrow that attaches to teammates and cures status effects.
Flaming Bow: shot a fire shot that attaches to the enemy, if you hit it it will explode, can explode multiple times, (P) version does damage while attached, while (T) version makes the enemy more vulnerable to status effects accumulations while it is attached.
Magickal Flare: Shots 3 arrows that deal holy damage, those will attach to the enemy and explode multiple times, can be re-casted, but the last shot will immediately disappear.
Enfeebling Bow: Shoots that decrease enemies’ damage.
Crippling Bow: The same, but this time lowers defense, (P) version adds dark attribute damage and reduces charge time, (T) version also adds elemental weakness resistance (it will match your weapon’s element).
Ricochet Seeker: A thunder bullet that bounces in walls and hits a lot of times, is really fun to use (amazingly good in close spaces)..
Energizing Bolt: Charge the skill while you lock on your teammates, the arrow will stick to them and give them more base stamina recovery, that stamina recovery continues even in periods when normal stamina does not recover, a really good skill.
Exhausting bow: Decreases enemies' endurance (P) version adds damage and blow effect, but (T) version adds silence effect, both are good, but silence is just superior against some enemies.
Weakening bow: Shoot this arrow to an enraged monster to show weak points, hits done on those weak points will make the enemy lose more stamina, really good for high level enemies.
Gamble Draw: Charge a really strong holy shot that will fly around the enemy and hit a lot of times, really strong if prepared beforehand and used when the enemy is knocked down.
Healing Flash: Charge a heal and detonate it in the air, (P) version adds heavy holy damage against undead monsters, while (T) version makes it recover healable limit, it also extends the duration of different effects.
Tearing Tentacle arrow: This hentai-looking skill will do damage to each part the monster has, if it is a golem, and you shot it at the arm, it will first hit there, later go to the chest and hit there, later to the head and do his last hits there, good for hitting multiple parts at once with a single attack.
Are you a crazy guy that likes to get hit and get more damage from it? Good, welcome to your favorite vocation.
First of all, it is not about getting hit or not, it is about learning to get hit.
You have a skill called Brace, that skill is like a parry, but instead of countering, it will give you rage.
In that image I have 1 out of two bars filled, that means the core skill Indomitable slash will do more damage, and by more, I mean an insane amount of damage and staggering.
There are also a few augments that are related to this rage gauge, like, for example, at full rage charge, have more defense and immunity to staggering.
Core Skills:
Hack: Basic attack.
Devastate:µk, wait a bit after the first attack and you continue with this one.
Savage Slash/Indomitable Slash: Charged attack that can be boosted with your rage gauge, it can deal really good damage.
Brace: use it to endure an attack and b arely getting hurt, charges your rage, this also applies at the beginning of most of Warrior’s attacks.
Linking Throw: Use yourself to let your allies jump really high.
SKILLS:
Upward strike: Standar damage skill, honestly not much to say about it besides it launches foes to the air.
Savage Lounge: Can be used when the monster is down, it hits a lot of times and deals decent damage, running sword technique at his best.
Pommel Strike: Very good for staggering angry foes, very recommended.
Escape Slash: Has I-Frames, not bad if you don’t have to charge the rage gauge.
Spark Slash: Spins the blade around you in a decent range, amazing, isn’t it?
Devil Burst: can be used to stun monsters, it has charge time, just release the skill as it is charged to make it even stronger.
Heaven Trust: it points up guards, although it is hard to land sometimes it deals very good damage.
Clarity: Really good counter that deals a lot of damage. good if you can use it.
Defensive Stance: Use it when you get hit, greatly decreases damage received but also gives you a lot of rage, can not be used repeatedly. care with that.
Great Windmill: Hits a total of 11 times, great skill if you want to do DPS.
Flying Dragon Crash: Somersault slash, it is good but you gotta aim correctly since it
stabs the sword on the ground, and taking it out deals damage too.
Annihilator’s Wind Slash: I would say this is the strongest skill in terms of damage, but care with his long charge time.
Great Gouging Fang: You can use this while climbing enemies, pretty good, but it does not give you resistance to enemies that are shaking, watch out for that.
Earthquake Fang: Is not a bad skill, but a warrior has trouble getting to high altitudes unless someone helps him. Better use it on the ground.
You want to make potions? HAHAHAHAHA. No. Here, punch monsters to death.
Thanks to the user Ritox / Idropthepen for this section of the guide.
The Alchemist is the 2nd Tank Vocation and has a lot to offer.
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It can buff the group with elements, has exceptionally strong defensive properties and the choice between many status debuffs (which currently don't work except for slow).
And his blow power is not to be disregarded either.
Played correctly, and always perfectly timed, even armor would be almost completely superfluous, because with his core skill 'Counterra Aurum' almost any incoming damage can be negated.
And its movement options are crazy! Let's dive in!!
Core Skills:
With all attacks you will produce Alchemical stacks on the enemy to get some benefits.
Counterra Aurum:
Attack is the best defense! Repel against enemy attacks just as you get hit while attacking. Upon activation, several alchemical stakes are planted onto the surrounding enemies and you take no damage for a few seconds. Works similarly to Warrior's mid-attack Brace.
Alchemy:
It's your standard 1-2-3 combo to stack up you Alchemy stacks.
Alchemical Radius:
A delayed combo with a more AOE effect around you. After the first attack, wait a second to trigger this combo.
Alchemical Demitto/Alchemical Ante:
You air-attacks. Demitto is triggered if you just press the attack button without any movement input.
Ante will create a buzzsaw in mid-air forward.
Cluster/Cluster Magis/Concluster (climb):
The Rhythmic Attack in air and on the ground. If you hit the 10 hits correctly, this generates a full alchemy stack at the end of the combo. The first 4 hits have an 120bpm rhythm, and the last 6 a 180bpm one.
https://www.youtube.com/watch?v=gcv-7qGDOY0&t=257s Cluster guid.
Elixir/Elixir Change:
Detonates all planted alchemical stakes on the enemy, dealing damage and applying debilitations on them based on the currently equipped Elixir. The power and debilitation rate of Elixir depends on the number of alchemical stakes you've stacked up on the enemy.
This will also release the generated aggro you build up!!
Also you can switch the Elixir type being used and apply various status debuffs.
Sadly atm only the default Torpor (slow) is working, but iit's still super usefull!
Alchemical Fuga:
This is your dodge ability. Creates a ball of alchemical stakes that propels you backward. If enemies hit that ball, it'll explode and damage them.
Rex Leap:
It's your doublejump. It creates a stepping point to do another movement in the air.
Skills:
Arma Pillar:
It's one of the AOE options you got. Punches the ground and produces a pillar of Alchemical Stakes around the character. Can also be casted mid-air,and deals more damage the higher it is casted. And this feature makes it useful to combine them with the 'Rex Catapulta' or 'Dolus Aeris' skill.
Arma Wave:
Another AOE that calls up a wave of Alchemical Stakes from the ground towards a direction and damages any enemies caught by it.
Rex Elementa (Ex Skill):
Create an elemental orb to buff anyone who's gone through it for a period of time.
Start first with the Lightning, Ice and Fire element. Later on Light and Darkness join the crew.
Rex Catapulta:
Creates an alchemical trampoline on the ground that will propels anyone that jumps on it upward, with higher Lvl you can cast this a 2nd time mid air for a push forward.
It's a fun ability and great for exploring!
Arma Windust:
Create a ball of wind-wrapped alchemical substances. Wind pressure is generated when striking the ball after placement. It staggers small enemies, but overall it's useless and not recommended.
Pile Binder (Ex Skill):
Dash forward and plants a specialized alchemical stake onto an enemy, one at a time. The stake itself can be stacked up by attacks from other allies, allowing you to build aggro indirectly. With an Ex version it's perfect to get the monster's attention.
Dolus Morsus/ Dolus Aeris:
Place a trap in front of you on the ground.Trap will activate if there's an enemy around it.
Aeris is the kinda the air-version and you jump up and place an airborne trap that activates whenever the enemy gets too close. It will launch you backwards, but you can use your Rex Leap to get back to the enemy and combo it with Arma Pile.
Golda Aurum:
Turn yourself into gold. Enemies that attack you build up Gilded status and you take no damage while in this state (with exceptions), although you use up stamina as you block enemy attacks.
It's almost your 'free out of jail'-card. If you drop on enemies, it will do a little bit of damage.
Alchemical Burst:
Spawn a giant metal arm and punch with it. If you plant it on an alchemickal stake spot, it'll detonate it. Like Elixir, the power and debilitation rate of the skill depends on how much stakes you've built up on that point. Can be used while climbing.
Alma Sector:
Did anyone say shotgun? No? Anyways, Arma Secta fires a volley of alchemickal stakes towards the enemy at medium range. In mid-air you can use a Rex Leap after the first shot, to place another one.
Regal Barrier:
Do the correct input timing to create a barrier around yourself, allies can enter to get literally 0 damage! It will also protect from any kind of stagger/knockback. Not only that, it will also apply your elixir effect if enemies touch your barrier! So make sure you use this skill correctly to maximize his effects!
Do you want a full DPS? Take another vacation.
Do you want a full healer? Take another Vocation.
Do you want a character that can do both damage and support? WELCOME TO SPIRIT LANCER!!!!!
Lancer is not the best in DPS neither support sadly, yet is not a bad vocation, despite is not excessively good in either fields, he is very decent in both of them, which makes him a vocation that makes a difference in a battle.
Spirit lancer has his own buff bar:
You can fill it by attacking and I-Framing attacks, best way is I-Framing since it gives a lot.
When it is fully charged you can enter Attack Boost mode or Heal Boost mode.
Attack Boost mode will buff all your attacks and makes them hit more times, which translates into 40-50% extra DPS depending on what skill you use and the damage it does.
Heal Boost mode will buff your support related skills and parries, it will also heal all gray HP everyone has upon activation.
Each skill tells you which Boost affects it, but overall, if you want to support priorice heal Boost, if you want to do damage priorice Attack Boost.
Core Skills:
Trust: Basic attack
Trust More: secondary basic attack, do first attack and wait after a brief after doing this one.
Aid: leave a healing ball that will restore Gray HP, can be stuck on an enraged monster to mark his weak spots.
Scáth Move: your dash, it can recover stamina with an Augment and restores Soul buff if you dodge an attack.
Attack/healing boost: already explained.
Boost Cancel: cancel your boost (costs a bit of buff bar).
Air:
Fall Trust: if you stay still and use it you will stab the ground with your spear, does decent damage if done from high heights.
SKILLS:
Aurom Fang: Double ground strike that sends enemies upwards, it also launches you in the air which allows you to hit a third time as a small finisher. Both EX augments are good, but use the (P) option if you want the extra damage.
Aurom Slay: Can be used in both air or ground, you can also use it after getting hit to recover from the knockback fast and retaliate.
Corr Spike: A charged attack that deals good damage and stagger, nothing much to say.
Wall Glasta: Interesting skill that leaves both defense + healing buff on the ground for players to take, from a hit that would do 287 lowers it to 244, which is aprox 15% less damage. In heal Boost also gives damage boost. (P) version enhances the effectiveness of defense and damage buffs, while the (T) version allows you to recover stamina when you hit, really hard to choose one TBH, pick what your team needs.
Corr Storm: Spin the lance around you and deal insane DPS with this skill, really recommended to use with the Attack Boost active for a really strong DPS.
Scrios Blast: Create a sphere where you are, if you hit it, it will do damage to the enemy, try to prepare it where the enemy will fall and later use Corr Storm over it.
Cure Glasta: Create a field that you can expand by charging it, it greatly recovers HP and status abnormalities. Heal Boost increases the healing, but is already too good by default TBH.
Scrios Guard: allows you to totally Block 1-2 hits, if you can keep them and hit a few times you can charge it and unleash it to deal decent damage, Attack Boost makes it hit a few times more.
Corr Meteor: a combo that deals really good damage, even more with Attack Boost.
Èadrom Counter: Increases enchantments damage and blow force of allies, you can use it as a counter to expand the effect and make it stronger, and also as a counter skill to do damage if you want, this effect is stronger if you use it while Heal Boost is active.
You wanna feel like you traveled to a world of Swords and Magic? This vocation is literally Swords and Magic.
High scepter is a hybrid class in terms of damage. You deal both physical and magic damage, also, in this vocation basic attacks are really important, keep it in mind.
You have a buff bar which can stack up to 4 times:
Those stacks are needed to use certain skills that consume stacks.
The white arrows means “Gauges”, if one skill consumes one Gauge it won’t use an orb, but part of the bar.
In order to get that stacks you need to fill the bar until is complete and it will give you an orb, use the core skill Will Marker to mark an enemy and it will automatically start filling, but slowly, if you want to speed it up, hit the marked enemy and it will give you more energy, this only applies to Melee attacks.
The shiny hexagon you can see is the Glyph, it fills if you keep attacking consistently and it improves the speed at which the magic gauge fills, it will also make skills do more damage and hit more, so keep attacking in order to do really good damage.
This class can be both ranged with his magic attacks or full Melee.
You have everything for both styles:
Ranged attacks and holy damage with his magic attacks.+ dashes to get distance.
Great Melee moveset and buffs for close combat + a few dashes as close ups
It is your choice how you want to play the character, but, to be honest, the best way to use this character is hybrid style, which combines both Melee and magic use.
Core Skills:
Quadruple Slash: Basic attack,
Arc Slash: Alternative Basic attack, wait a bit after the first attack and continue attacking.
Ruin shot: Your ranged attack, last hit deals decent damage.
Dodge Counter Slash: Has low I-frames, time it correctly to hit the backwards slash.
Will Stance: Aim mode for the Will Marker.
Will Marker: Mark an enemy to refill your gauge.
Back Leap: use a bit of gauge to dash back, automatically backwards if close to an enemy.
Return Shift: use a bit of gauge to dash towards the enemy, automatically forward if you are away from the enemy.
Ruin Blade: Charge your sword with magic and throw it to the enemy, dealing more damage if you use it from far away.
Air:
Falling Slash: fast dual slash, move while pressing to do it.
Sky Slash: Do a fast slash and jump higher if you hit the enemy, attack in the air without moving to do it.
Rest of the skills are also available at mid-air.
SKILLS:
Full Moon Light: Deals holy damage, can be used in both air and ground to do damage around you, pretty decent. Can be used alongside aerial basic attack for faster damage.
Mirage Shift: a dodge that can deal damage if you go through an enemy. It costs 1 magic gauge, try to use it while going through enemies to also recover the cost (if the enemy is marked).
Dim Slice: This skill will deal damage to every part the monster has, it is good damage and has decent range, pretty decent move.
Black Fang Slash: Deals dark damage, it's a good skill if you want dark damage.
Wall barrier: Costs 1 magic gauge, it will become a shield that will block all attacks that come in front of you, if you use it as a parry it will have extended duration. This character has long animations, this skill is really good to have.
Terror blast: Deals dark and cut damage to the enemy, depending on the part you selected, press as fast as you can for more damage.
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Eclipse Bright: Deals holy damage, it creates a big sphere so it is supposed to hit the weakest spot the enemy has, at least that’s what it did when I used it against a Cyclops.
Phantom Edge: This is definitely the best skill this character has. It will infuse your blade and add a multi-hit effect in all your attacks, hit the enemy a lot of times with everything you have and later, use the skill again to do another attack that will make you recover a LOT of magic gauge and deal a lot of damage.
Is recommended to experiment with this skill and practice it. I'm not joking, this skill can make this character turn into Vergil from the DMC series, it deals very good damage and combining it with other skills you can turn into something worse than a very angry Behemoth.
AUGMENTS:
Augments work exactly the same way as DDDA, you unlock them by leveling your vocation and those are mostly passives that will be activated all the time or under certain conditions.
How do you work with augments? First of all, all vocations have their own set of augments, however, you can always level up another vocation, unlock an augment you want and apply it to your main vocation, funny, isn’t it?
To unlock the augments, you first need to lvl up and get more Job Points, this way you can unlock all augments.
This is an example I did with a Seeker oriented to do fire damage:
Keep in mind Fire attack is from Sorcerer while self Feedback is from Magick Archer.
Basically, if you want a really strong character you want to level up all vocations in the game so you can use all the augments available to make strong builds.
Look what you want with your character and get the correct augments for it.
Pending:
Cooking a delicious meal and thinking about what to add.
By the way, hi to whoever reads this.