Introduction
I’m Lord Alden, an avid and quick to learn video game player since I was 4(18 years ago), and have since entered unto the arena of MMO’s about 4 years ago. I’d say I’m somewhat qualified to give advice and help others with what troubles them, and this guide seeks to do just that. It will include a list of all cohesively workable builds for Stats, and Skill Empowers for every class as far as I can legibly give advice to, as well as a breakdown for the weapon choices. I will give my personal opinions there as well, and you should under no circumstances, at all, consider any of this to be game related FACT. These are my educated opinions that will in all probability, do you some good if you follow them.
I am not responsible for your errors in judgement, and nor will I begin to acknowledge them. If you have a question, feel free to ask, I love to help, but if you want to moan and whine, I’m sorry, it’s not my fault, tomorrow’s a new day, etc. At the end of this will be posted an FAQ section which I will arduously try to update as frequently as my time or mental condition will allow. I will use Acronym’s or shorthands throughout this guide, and will identify them for you as I go. Message me here on the forums and I’ll post your knowledge/info as I get around to it, or an FAQ part.
Without further ado, let’s begin with the various Classes.
Fighters—
Love em, hate em, they’re the literal meat shields of Fiesta. If an enemy needs tanking, these guys and gals do it with aplomb, but don’t discredit them. They’re very able Damage Dealers if made or built correctly
on stats and empowerments. The follow builds are most recommended, and those marked(with a *) are my recommendations for your personal use and practical play. Do not be fooled, Fighters do not rake in money by the waves. They remain typically on the poorer side until level 30, where all classes find some safe haven in silver.
[*Tank Build*]
For those who want to tank every day, all the time. Not for the impatient. All your stat points are belong to Endurance/END. Empower Snearing Kick for SP Cost Reduction, and possibly Cool Down Time. Same goes for Mock(your Area of Effect/AoE taunt skill). You may also consider empowering Mock for Cool Down Time. These two skills give you attention, and gets it off of your Damage Dealers/DD’s. A one handed sword and a shield are your matrimony.
[*Damage Dealer*]
For those who like pretty numbers, and wield "OMGHAX" sized weapons. You Axe lovers come here for sanctity. 25 Points of your Stat allocation belong to Spirit/SPR, then you can either continue to pump SPR indefinately(I do not suggest) or pump everything after 25 SPR, into Strength/STR(which I DO recommend, for higher crits/average base damage). Save empower skill points for Power Hit at level 20(save all points for this purpose, you get Power Hit after the advancement), and up Damage Dealt, and either SP Cost/Cool down, though I say go for SP Cost, for easier spamming.
[Hybrid-Tank/Damage Dealer]
Not suggested, but not a bad idea on the drawing board, but it’s practicality can be a bit lacking at times. 25 SPR like the DD build, but then the rest of your points go into END. Pretty numbers with 2-Handers still, but again, you’re lacking some oomph in the long run, but a solid build if decked out with the right equipment properly. You can Empower on either side of the Tank Build, or the Damage Dealer build, whichever suits you, although I’d still recommend on Power Hit, simply for the fact that you only have to use Snear Kick/Mock 2-3 times to for sure sink in hate, so no big loss on DD’s there.
Mages—–
Ho ho, we are the guys that make big numbers flash up, and monsters fall down. Archers are your enemy, as they try to outdo your glorious damage and flashy spells, both a style of fashion and of GENOCIDE. However, these goody little number flashers lack on defense, and on Hit Points/HP. You know what that means? If you mess up, your paper doll body gets torn to ribbons. Rocky Balboa is your enemy. They make better than average money.
[*Damage Dealer/Nuker*]
There are two builds to this. Both the Damage Dealer, and the Nuker, but they’re in the same concept, so same post area. Damage Dealers work on Damage Over Time/DoT, and Nukers want the numbers to flash big RIGHT NAU. For DD/DoTer, you want 25 SPR, then pure Intelligence/INT, or even go pure SPR. Nukers are pure INT. They wanna be smart, but without religion.
Empowers for both are the same. 5 to cooldown on Magic Missle(one point on SP cost reduction doesn’t hurt either), 5 Points to Damage Increase on Fire Bolt, stay away from empowering Lightning Bolt and Ice Bolt like the plague(Pee Wee Herman for those of you not traumatized enough by the plague), and Magic Burst on Damage Increase(this is a vital tool and will get
it’s own section in a bit).
[*Area of Effecter*]
What’s this? A Mage, an Area of Effect specialist? "No wai!" Yes way, and they’re the masters of this field. Magic Burst is the penultimate kerblast your problems away attack in the swarms of foes, and it just so happens that most AoE party based levelling is the fastest. Why? Because you’re killing many enemies, quickly. SPR to 25 for added Crits, then you have options. You
can add points to END for self AoE tanking(very not suggested), go pure SPR for even more crits/casting power(as Burst costs a fortune to upkeep on the SP end, even with empowers), or go Full INT from that point. I suggest SPR for a pure AoE user(you get Burst at level 20 after advancing, do not ask me how you get this, or I’ll sick Steams Poo Dragon on you). Magic Burst on Cooldown and Damage is a must.
Clerics—–
Got HP? These cats do, and every point of SP in their masculine bodies means you get Hit Points back, if you don’t try to ruin their day. Then you’re history, pal. While they don’t dole out tremendous damage, they make the most money through the course of levelling naturally than any other class, because SP pots/Stones mean no use for their HP variety of Stones/Pots, and super long chains of grinds=more loot, which in turn=more moneh. But, as with all classes, at level 30, making money is
a more moot point.
[*Classic*]
That’s right. This is Classic. Almost every Cleric uses this build, and for very good reason. YOU DON’T HAVE TO RELY ON OTHER PEOPLE FOR YOUR DAILY BREAD OR EXPERIENCE(though the bread tastes better). You pump every last
point in your stats into Endurance, which gives you HP to match your SP, and makes soloing so much easier! Empower Heal on SP cost and Cooldown(less necessary, but it helps in Kingdom Quests/KQ’s). Empowering elsewhere is at your discretion, though Invincible, Cooldown is nice, and possibly buff length(if you feel that you want it used more practically).
[*Damage Dealer/Healbot*]
Yup. Clerics can DD too. Hammers are your buddy for damage over time, but pick up some Aim Scrolls. Clerics aren’t known for their generous amounts of Accuracy/Hit. 25 SPR, then either pure SPR, or pure STR. You decide. I’d say for DDer, STR is a more practically idea, and pure SPR is more practical for a Healbot(who heals, revives, as a profession, yadda yadda). You could also go 25 SPR then Pure END. It’d make for easier soloing, and the crit chance can only help, not to mention the added SP and Magic Defense(non issue on M.Def).
Archers——
Slow to start, quick to finish, these babies are evasive, good on hits, and best of all, you, archer of my kin, are the greatest debuffers in the game. You get FIVE Debuffs that deal Damage Over Time. Sure, a Fighter’s stun rocks. But will Stun kill something? No. A Bleed/Poison shot will get them hurting though. You may seem weak for a while, but after level 25ish,
you will shine as a glorious imbuer of pain.
[*Damage Dealer*]
No intro needed. 25 SPR then Pure SPR, or Pure STR after the 25 initial SPR. You choose. STR helps Critical Hit damage, SPR helps you do more Crits. Your first Empowers could be on Bone Shot(the Bleeding giver), for Attack Power;(it’s base is higher than Power Shot’s, don’t argue this, you will lose. Fact>Fiction.) or Power Shot. Afterwards, I’d work on Multi-Shot’s power. It’s
another of those loverly AoE’s. And to drop the discussion, don’t put points in Dex, please. You’re a damage dealer, not a Ninja. Watching Naruto is fine. Trying to play it while staring down King Marlone’s neato little sword, doesn’t work. You get a lot of Aim from your natural level ups, and you get plenty of Evade from your Passive skills. Stop spreading this Dex nonsense before I have a coronary.
[*Area of Effecter*]
Yup, you guessed it, same stats as a Damage Dealer(tricked ya on that, huh?), but the Empowers are saved for Multi-Shot, which will then get Cooldown, and Power, for the win. Not as effective in my book as a Mages, but granted, Archers do have Aggro Drops in Nature’s Protection, and I do believe the level 4x skill is a Poison AoE(quite handy if I read it right).
AoE Levelling, Why It Rox Your Sox——-
I’ve mentioned it a few times. AoE’s are the key to quick exp, plenty of loot, and better yet, near free levelling. This is what you do. Get 3 Mages(preferrably, though some Archers works out ok too, there’s a reason why Mages are better in the overall aspect, too) a Fighter(preferrably on the Tank/Hybrid build, DDers stay away till level 3x/4x+), and a Cleric. Give all your SP pots to the Cleric
and Fighter for the assumed duration of the levelling cycle, in a 75/25 split. The Cleric will expend more SP, but the Fighter does use some. Now, make a camp, a place where either few or no monsters spawn, but is close to a place where monsters spawn(you don’t want aggro’s here), and let the Fighter go run around, and aggro a few mobs(5-10 as a rule, but he can only AoE Taunt 5 at a time, keep that in mind), and then let him come back to the camp where the Mages and Cleric are waiting. Cleric, you heal. Fighter, use Mock now. Don’t use it earlier than now.
Mages, you get the fun part. You run in next to the Fighter, and start hitting Magic Burst. After that, simply repeat Magic Bursts/Mob Collections as necessary, and bingo, you have EXP coming in the drones. The reason why Mages are preferred? Life Tap. They use that, to sacrifice HP for SP, meaning with the Cleric healing them during the Fighters’ pull, or when 1-2 mobs are left and the Fighter is definately safe from death, the Mages literally have as much SP as the Clerics do in pots and the total picture. It could be a never-ending cycle if pots from monster kills are also recyled to the Tank and Cleric accordingly. See why this is so good now? =D
Weapon Differences———-
Not yet complete. Will be soon. Still compiling data into a cohesive writ.
My Advice——
This has come to my attention recently in a run through a Mara Pirates KQ. You need to learn to respect your other players, and rather than say "TAUNT TAUNT KICK KICK" or "heal plz rez plz", try asking them nicely. "Could you please use Snearing Kick/Taunt?" or "Could you heal me please or revive me please?" I’m not asking you to be completely literate, but by taking the OMG 2 seconds to type out ‘please’, it will seem sincere enough that the Tank or Cleric won’t feel put off to do it. It IS annoying that you demand outrightly for us to do our jobs when we are TRYING to. Be mindful of that, please.
FAQ’s———
Quote:
Originally Posted by MissusDolly
I hear a lot of new players asking about skills and how to get them. ;3
How do I get and use [Class Skill Here]?
Refer to the below instructions for acquiring/using a Production Skill, but there’s a slight difference. Rather than click on the vial mini-tab button, click on the Sword or Armor, which respectively stands for Active and Passive skills, then buy the appropriate skill by right clicking it, then, leave the shop, right click the Skill Scroll to learn it, attatch it to a Hot Key button by left clicking and holding, then dragging the icon to your skill bar.
How do I use [Production Skill Here]?
First select your Production Skills. Hit ‘K’ with no buttons changed, and while the chat typing box is closed to bring up the Skill Menu. In that menu, click the little green Vial on the upper right. Now, left click once the icons of the skills you want, and drag them onto the open boxes at the top of the new menu that popped up. Click the Blue button at the bottom of that new menu, and you now have your two professions.
Now you need to buy the skills for them. The lower echelon/level skills are bought at Skill Master Ruby in Roumen, along with your Class skills pre-level 20. The rest are sold by all of the Skill Merchants in Elderine. Buy the skill scroll, right click on it in your inventory when not purchasing from a Non Player Character/NPC, then open your Skill Production Menu again. Right click the Production Skill you learned an item craft for to bring up it’s production menu. Click the craft you wish to use
and click ‘Produce’ when you have the correlating materials.
Where do I get [Production Skill Materials]?
They’re all drops from enemies(exception being some Stone Production materials. The yellow/green borered items(medium grade, and high grade respectively) are found from higher levelled mobs, or can be forged with Material Composition. Spirits, Elemental Monsters, and Humans drop Stone Production Materials(dusts only, ores are dug out in mines) and Spirit Fruits/Magic Crystals(used for Potion Making). Summoned Beasts and Beasts drop Meats(used for Potion Making) and Scroll Production materials. Summoned Beasts drop Summoned Beast Leathers for lower levelled Scroll Production, and Beasts drop Beast Leather and Beast Dogteeth for higher levelled Scroll Production(they both drop Torn and Crude, etc. type leathers). You can check the family tree of an enemy by the picture on the right side of it’s display information, which is, again, to the right, and beside the Creatures’ personal avatar picture.
Where can I find [Quest Monster Here]? (Big thanks to Daigotsu for this one! I edited your original FAQ a bit. Sorry.)
I’ll only list the more popular requested monsters to be found, being Bored and Gang Imps, Little Hobs, Sharp/Bored Boars and Honeyings. Gang/Bored Imps: Forest of Tides~ Zone Coordinate E4-E5, the small island and near Huts on the beach, and C/D4 is a good spot as well. Little Hobs and Honeyings are in Sand Beach, and their coordinates are: Little Hobs are found in F1, F3-4, and E2-3. Regular Honeyings(not Speedy) can be found in B to D6, and C-D4. Sharp/Bored Boars are at E-F1, and I’ve seen them at F-G1 before. Thanks to Fiestafan’s Wiki here.
What should I sell [Item Here] for?
That depends on the current market, and therein, demand, for the item, and the willingness of others to pay for that item. Even if you’re low levelled, you can get a good idea of the current economy by taking a stroll around Roumen or Elderine(die in the Sea of Greed to go there if you can’t manage the walk or have no scrolls) and look in other peoples’ stores, and try to find an average. I typically go about 5-10 copper above the average price myself, though when it comes to Defense/Vitality scrolls, I sell cheap, and earn fast. Your selling methods may differ in circumstance than me, so keep that in mind.
Why should I do quests?
This is actually asked more frequently than you think, due to the "junk" rewards of lower levelled quests, and I’ll say this, it’s very rewarding to do quests after the level 16+ ones become available. The pay off for the time spent completing them begins to become more proportional to your needs, so you can either ignore the low levelled quests(although the Quest for the Hungry Wolf Ring is rather nice for a lower levelled one), or do em all. I suggest you still complete them though.
Quote:
Originally Posted by SpeedBurner
How do I enter [Kingdom Quest Name Here]?
You can enter Kingdom Quests from anywhere. Click on the hourglass beside the mini-map at the top-right corner of your screen. Once you do that, click "Recruit Time" to order the KQs by the time they start. Click the KQ you want to take part in. When the recruit message appears at the bottom-right corner of your screen, click "Participate". You must be one of the first people to click the button in order to be able to enter.
[quote=SpeedBurner]
What is the green meter that appears when I’m gathering resources?-[quote]
This is explained in the game’s Help guide. When picking herbs or mining, the green meter will appear below your character. On this meter is a golden bar. If the bar is clicked the instant the meter is filled to that point, your character will be finished gathering and the items will be dropped. This is to help speed the process of gathering.
KQ Cohesiveness(Big Thank You to jiayin3 for helping me with this!)
Introduction—–
We’ve all seen it happen. A KQ go well at some point, then suddenly make a 180 and go straight to the bowels of that place with fire and brimstone. I decided to do some research into this, and brought along my wonderful helper jiayin3 to help me. My goal was this: Find the root causes of problems, by becoming one. I became the avatar of the bad Kingdom Quester, complaining about not getting a party, not doing any work because of it, or even sitting there and flaming someone for not doing their job right, just to gauge the reactions I recieved, and think of a way to troubleshoot this. jiayin3 I sent to attempt manners of fixation to these problems, and observe what worked best in what circumstances. Below I will list what problems I brought to the table, and what solutions my assistant(one of two so far) has.
Kingdom Quester Whines/Complains
This is a user based problem, and is caused by one of multiple situations. One could be that they don’t have a party, that they feel whomever is going to tank won’t be able to handle things, or something along those lines. The easiest solution here that I’ve found, is to remove their need to constantly bicker and moan. If they lack a party, invite them. If they think the tank can’t handle it, prove em wrong. Some are persistent enough that you can’t get them to quit, though, so in cases like that, if they’re abusing the ToS, report them and remain silent to them thereon out.
Kingdom Quester Refuses to Attack/Do Anything
Another user based problem, caused by a very narrow set of situations, being that they get no party, that they feel they should leech, or what have you. There’s little you can do to troubleshoot the problem they may bring up at some point or another, and otherwise, your only other choice is to ignore their lack of activity.
Kingdom Quester Threatens to Kill Your Team
Oh man, this one was a blast. I loved doing this, because I admit, there is some level of thrill to be had in pulling multiple bosses and watching them go Alamo style on your group. However, there is one important thing to remember here. Doing so is ILLEGAL. I stopped doing it after learning this, and if someone makes a threat of such, report them as I’ve indicated how to on the FAQ section. If they do so without warning, then you need to screenshot them pulling the enemy while the group tells them not to, or them pulling multiple boss-type enemies onto the group at once. The more screenshots here, the better you’ll be.
There Are Not Enough Clerics/No Tanks
This one is suprisingly, not user based, but rather depends on how lucky your group is. Sometimes, there aren’t enough Clerics that sign up to do a Kingdom Quest. This sucks. Sometimes, there’s not a single fighter eligible to tank a certain boss in a Kingdom Quest. This sucks more. The first is entirely out of your control, but there are ways to make it right. Give the tank some potions to help the Cleric heal him. Though this is not always necessary(as some Clerics are just that freakin awesome), it is a good safety net.
The second problem listed in this…is a lot worse. Not many classes can tank, and tank a boss well, other than a Fighter. Whatever the reason may be, you have two options. Leave the KQ, or try to get a Mage/Cleric/Archer to tank. This relies on a non-Cleric to be about the max level of the KQ itself, have their full armor array, and have some upgraded armor(less necessary for an Archer), then they must attack non-stop for about 10 seconds to sink in the initial hate before other nukers/DDers chime in with their number carpet bombing. If someone attacks prematurely to this 10 second period, you will likely lose hate for the tank, meaning people will die, in vain.
There are Not Enough Damage Dealers
A rare problem, a problem that only exists in the Gold Hill Adventure Kingdom Quest, and even then, it’s rare. It’s where there’s an obvious lack of DD Based Fighters, or Mages/Archers to kill an enemy quickly, and the only Kingdom Quest you’re even remotely hurt for time, is GHA. Otherwise, if someone says this, simply let them know that time is not an issue for the Kingdom Quest you’re in(unless it’s GHA, then you might wanna take a look around).
Originally Posted by jiayin3
-I’ve noticed that in KQ’s, one of the issues with the party invite is that higher level KQs tend to group rather quickly into parties of 4 or 5, whereas the tendencies for the lower level KQs tend to be opposite: more scattered groups of less people, and with (of course) a few people that don’t get invited at all and proceed throughout party-less or asking for an invite.
More experienced players tend toward parties with more members. In fact, they actively seek to max out party numbers, asking to "fill remaining slots." Compare that to the less experienced players that stick to the standard "invite plz" without any regard to numbers, as far as I’ve seen.
Why?
The main reason for doing so seems to be the cleric buff’s increasing effectiveness with increasing party members. This seems apparent from how the higher levels ask for extra party members (e.g., "I need to fill in the slots for the cleric buff"). Knowledge of the buffing + more members advantage seems to be lacking from the forums, website, and wiki, though admittedly these places are a little hard to sift through.
Hopefully it’ll do something about the coherentness of KQs at the lower levels.
-In addition, though this isn’t always what happens, 1 person speaking up ("Does anyone have a party?") tends to be catalytic in its effect: I’ve observed a few KQs where it went from no one talking to multiple people working to get parties filled up and people invited, after only 1 person asks that question. Nice-ities lead to more nice-ities?
Similar to the first observation, this effect seems more enhanced at the higher levels (greater reaction to the catalyzing first nice-ity at higher levels KQs). The issue of how to get the lower levels to cooperate more seems to be a harder problem to tackle, and one I’m unsure as to the reason for. I’ll look into it and hope for a brainstorm.
What can you do armed with that juicy little tidbit? One, try to get all the groups together. Not only will it not make players feel impoverished(some experience is secured for them, and on top of that, safety is more easily assured), but it will also in the long run help the speed of the KQ itself, and hey, time is money.
So I say, be a team player and look out for everyone! It won’t hurt you, and it’ll only help the KQ. Be the spark of brilliance, an example for others to follow in leading your group to cohesive play, and on top of that, able to work harmoniously despite some possibly bad circumstances. Win win situation here.
Originally Posted by jiayin3
-A rarer situation is due to a strange reluctance for people to start parties. I’m sure you’ve see where parties have already been formed, leaving 3-5 people all clamoring for party invites. This can go on for a while, the length of the whining period being inversely porportional to the average level of the players.
Why don’t those people group themselves immediately into a party like they should?
This is a harder question to examine as compared to the first two observations, as there seems to be little easy solution, in my thinking (hopefully I’m wrong).
Things we might consider in addressing this issue:
1)Player initiative: Why doesn’t someone step up and start the party?
2)Is there some system flaw that encourages this problem to persist?
Comments:
Suggest more player initiative? Give reasons for advantages to starting a party: localizing each other on the map, cleric buffs, etc. Not really sure on this one, since every player is different.
For player driven solutions to this, I’m shot. Beyond suggesting more people start their own party, I don’t have many ideas in mind. Perhaps some of the more prominent players who are aware of the issue should take the lead, and hold back to invite the stragglers into a party if needed?
In short: Start a chain reaction, and get people partied. This is a separate issue from the previous one from jiayin3, but it has the same solution. Be a team player! Kerpwn bomb, explode!
Links:
As I’ve noticed there are more helpful guides that go in-depth as to certain classes, I will list them here:
Seras’ Tanking Guide: http://outspark.com/forums/showthread.php?t=29353
Kholai’s Clanking Guide: http://outspark.com/forums/showthread.php?t=28378 (Also, in his signature are other noteworthy guides, please check those out too, they’re very good!)
Maiya’s Mage Guide: http://outspark.com/forums/showthread.php?t=28029
All of these have an amazing amount of depth, and are very helpful on your path to be a more conventionally useful player by build and skill array, so check em out! You won’t regret it!
Credits go to lordalden.

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