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shaiya guardian guide

Table of Contents

Section I – Denoobification

Definition of Terms
Introduction to Tanking
Brief Guide

Section II – Stats and Builds

Stat Point Values
Standard Builds
Battle Builds
The Dex Build

Section III – Skill List

Section IV – PvE Technique

Evolution of Technique
Endgame Technique

Section V – Grind Guide

Important Quests
Map 1
Dungeons

Section I – Denoobification

Welcome to the wonderful world of tanking! Before you start thinking about builds, skills, tactics, or even equipping your armor, your first step is to denoobify yourself. In this first section, I will go over some common terms used both in game and in this guide that couldn’t be described as ‘plain, simple English’. I will also give a quick rundown of what it means to be a tank and your role as a tank. Lastly, I will give you the shortest guide to tanking ever written that will set you on the correct path in tanking in just a few paragraphs. By reading only this first section and ignoring the rest of this guide, you should have a fairly good idea of what to do and be able to learn as you go. If this is your goal, I would recommend to familiarize yourself with this first section and use the rest of this guide for reference only.

Let’s get started.

Definition of Terms

STAT TERMS

Str: Strength. This stat determines the effectiveness of your regular hits and any skills that inflict physical damage.
Rec: Recovery. This stat determines your defense rating and increases your HP pool. It is also a key factor in determining who gets attacked.
Dex: Dexterity. This stat determines your accuracy and evasion from physical attacks. It also increases your SP pool.
Int: Intelligence. This stat determines the effectiveness skills of that inflict magical damage.
Wis: Wisdom. This stat determines your resistance to magical attacks, increases magical attack accuracy, and increases your MP pool.
Luc: Luck. This stat increases your critical hit damage and chances for critical hits. It also offers minor evasion from critical hits.

HP: Hit points. This stat is your life force. If it reaches zero, you die.
MP: Mana Points. This stat is your pool for using magical based skills.
SP: Stamina Points. This stat is your pool for using physical based skills.

Note that many skills use both MP and SP.

SKILL TERMS

AoE: Area of effect. This term is used to describe a skill or party that focuses on hitting multiple enemies at once.
DoT: Damage over time. This term is used to describe a skill that inflicts damage spread out over a set period of time.
DPS: Damage per second. This term is used to describe inflicting the most possible damage in a set time, usually by increasing attack power or attack speed.
Buff: A skill that grants bonuses for a limited time.
Debuff: A skill that puts a negative effect on an opponent.

OTHER TERMS

EM: Easy Mode. Can go up to Lv30. This mode is useless.
NM: Normal Mode. Can go up to Lv60. Once you reach Lv40 NM, you unlock HM.
HM: Hard Mode. Can go up to Lv60. Once you reach Lv40 HM, you unlock UM. HM get more stats, skills, and gear options than NM.
UM: Ultimate Mode. Can go up to Lv60. UM get more stats, skills, and gear options than HM but run the risk of losing your character forever.
PvE: Player versus environment. This term describes gameplay that involves interaction with AI enemies.
PvP: Player versus player. This term describes gameplay that involves interaction with human enemies.

SHAIYA SLANG, JARGON, AND TERMS

Mob: Refers to a regular AI opponent.
Aggro: Refers to getting a mob’s attention. This may include attacking it, debuffing it, or simply running by it and having it chase you.
LFP: Looking for party.
WTS/WTB/WTT: Wanting to sell/buy/trade.
KS: Kill steal. This is when someone attacks something that has already been aggroed to another player. It is considered rude and repeated KSing may result in a ban.
Lapis: A gem that can be augmented into your gear to boost stats or give other bonuses.
Slot: A space in your gear in which you put lapis.

Introduction to Tanking

The Defender/Guardian is the ultimate crowd control class, both in PvE and PvP. No other class has the potential to control and dictate incoming damage. Your role, put simply, is to do everything you can to take all of the damage for your party. Efficient parties and coordinated PvP strikes all rely on other members to do their job uninterrupted, whether it be casters to use their spells or melee types to get in and damage without getting hit. Efficient parties is also about taking on as many enemies as possible at a time without dying. You have, at your disposal, all the tools required to make this happen.

What are your tools as a tank?

  • Enormous passive defense. Even without allocating your stats, you have more defense and HP than any other class does. You are capable of taking much more damage and surviving.
  • An entire arsenal of debuffs. Everything you need to halt incoming damage from stun skills, skills that drop enemy attack power, skills that prevent casting, slow nets, and almost anything else you can think of.
  • Invincibility buffs. This is what makes Defenders/Guardians better at tanking than any other class. You have buffs that make you completely immune to incoming damage and even a couple skills that reflect damage back to your opponent.
  • Provocation skills. To bring all of it together, you have a set of skills designed so that with all of your other tools, opponents are attacking you and not your party.

How are you to put these skills to use? As a tank, your job is to be the first one into battle. In PvE, you round up all of the monsters and provoke them so that your party can kill them untouched. In PvP, you run into your opponents head first and immobilize and disable them so that they become easy pickings for your party. Remember, the most important thing as a tank is that you take all of the damage. If you’re doing your job properly, no one else will get hit and everything will run very smoothly leading to great XP in PvE and many kills in PvP.

Brief Guide

Just looking for the quick rundown? Well, listen up.

Defender/Guardian is a party class. If you prefer to solo, you’ll have less headaches as a Fighter/Warrior. That being said, you benefit your party most by putting every single point you get when you level up into Rec. This maximizes your ability to hold mobs on you and your survivability. You won’t need Str or Dex or anything like that. Let your party kill the mobs. You just focus on tanking them.

Party with Mages/Pagans. They are the greatest at dealing damage to multiple enemies at the same time. This is exactly what you’re looking for because your job is to tank as many enemies as possible at a time. Avoid partying Rangers/Assassins and Archers/Hunters. They specialize in taking down targets one at a time and are better off on their own. It is also a good idea to bring a healer for more difficult enemies and for nasty debuffs or poisons.

The absolute must skill to get is Taunt. This is what holds the mobs to you to make sure they don’t attack your party. Also get any skill that grants immunity or raises your defense. Get any skill that puts an abnormal condition on your enemy. The important ones are Panic, Curse Raid, and all skills with the word ‘Blow’ in it. By using these debuffs every pull, you increase your survivability and make your party more efficient.

When you get to a spot with many mobs, round them all up by using ranged debuffs or simply running past them. Once you have them all on you in a nice little bunch, use Taunt and let your party do the rest. Once you get AoE debuffs, use them too. If something goes wrong and a mob leaves you and heads toward a member of your party, use Panic on it to bring it back in. Watch out for respawning mobs near your party. It is important that only you get attacked. Don’t bring your mobs too close to your casters. Some mobs have AoE attacks of their own and being close to your casters puts them at risk of being hit.

For a tank, how many lapis slots you have is more important than the level of the gear. If your lower level gear has more slots, keep it even when there is higher level gear available. Put Safe, Life, Forbid, and Wise lapis into your gear to increase your survivability.

And now you know the basics. You have been officially denoobified. Anything you read after this point would be for additional research. You are now ready to start spamming “LFP” on Trade Chat. If you’re still interested in more, let’s move into a deeper discussion on builds.

Section II – Stats and Builds

In the last section, I told you that you would benefit your party best by putting all of your points into Rec. This is the truth, with a few exceptions. If you’re patient, being a solo type build pays off at later levels. Your budget also plays a major role in deciding your build. There is a point where you have enough Rec and exploring other stats is a good idea to make your tanking more dynamic. This section will go into more detail of standard builds and discuss other options for those with patience or money.

Stat Point Values

Str: 1 Str = 1.3 attack power.
Rec: 1 Rec = 1 defense and 5 HP.
Dex: 1 Dex = 5 SP and minor physical accuracy and evasion.
Int: 1 Int = nothing at all for you.
Wis: 1 Wis = 1 resist, 5 MP, and minor magical accuracy.
Luc: 1 Luc = 0.2% critical hit accuracy and minor critical damage and evasion (see below).

For Wis, Dex, and Luc, the maximum accuracy, evade, and critical hit chance you can have is 95%.

Luc Discussion
Dex Discussion
Formula Discussion

NM: In NM, you get 5 stat points per level and 1 Rec per level automatically.
HM: In HM, you get 7 stat points per level and 1 Rec per level automatically.
UM: In UM, you get 9 stat points per level and 1 Rec per level automatically.

Standard Builds

There are a few questions you may have about your stats as you reach the end of the game.

  • Defense? How much do I need?

A lot. For Lv1-60, the answer is 1,000. If you ever reach 1,000 defense, you will have enough to suit any purpose you have in PvE, from regular grinding to tanking bosses. Beyond Lv60 is where it gets tricky. PvP and higher level content both call for higher amounts of defense. In this case, going for 1,500-2,000 may be necessary.

  • How do I know if I have enough HP?

HP is a stat that you can never have too much of. After a certain point, defense is useless because enemies will only hit you for a few damage anyway, but HP will continue to add survivability the higher it gets. With the new orange stats that appear on armor, this should be fairly easy. Remember also that UM players get a bonus to their HP, SP, and MP pools and this number will seem low.

  • What should I do about resist?

If you use the correct Dual Lapis, you should have optimal resist without having to add Wis. At any rate, putting Wis into your base build will not be necessary for a standard build. Magic damage is less of an issue to tanks and is therefore not a major priority until higher levels when Dual Lapis and Wit Lapis become available.

  • What about Dex? Would evasion help?

Dex is a luxury stat for tanks. It helps, but it is not an alternative to defense. You need Rec to hold aggro and for HP. Feel free to invest in Dex after you have achieved your other optimal stats, but not before. For UM tanks, Dex is a convenient choice to add into your base build because with 9 stats per level, you can afford to have a little diversity. Also note that at higher levels, you will want a bit of Dex for accuracy with debuffs.

Moving on, now that you know the optimal stats, it’s time to discuss stat distribution per level.

NM: 5 Rec per level. This is the minimum per level in any mode should you ever hope to achieve that 1,000 defense. In NM, you can afford little to no diversity and you need all the Rec you can get to be a good tank..

HM: 7 Rec per level. This will ensure that you reach your optimal defense. At later levels, you may have the freedom to roam a little with Dex, but that would only be an option with a good budget. For the most part, HM should still be focusing on Rec.

UM: 7 Rec 2 Dex per level. 7 Rec per level is enough. By the time you have the financial resources of a UM character, you can afford to reach high amounts of defense easily with that. Add a Dex base to top off your build for added evasion and accuracy at later levels.

Adding Wis in your base build is a common inquiry. The truth of the matter is that adding Wis into your build for grinding just isn’t worth it. The amount of mobs that use magic attacks is relatively small. 1-2 Wis per level will also be very little resist in the end, not enough to make it worth it. For grinding, Wis is simply a wasted stat. All you accomplish by adding Wis is diminishing your ability to tank. For endgame boss farming purposes, Wis is optional for an uber build, but not a standard build. For standard builds, Dual Lapis with resist will be as much as you’ll need for endgame boss farming. In the meantime, the proper counter to the seldom magic damage you receive is HP. Having high HP is cheaper, is needed in your build anyway, and will do just fine until Dual Lapis becomes available.

Battle Builds

The first thing you should know about a battle build is that it is not a hybrid build. You can not be both a tank and a battle build until higher levels. Even then, you can only tank for yourself. You won’t have the defense to be able to hold mobs against your party. A battle build is a solo build, or party with a healer. If a Mage/Pagan sees you soloing and says “party?”, you say “no thanks, I’m a battle build”. Until you’re UM with a very good budget, you won’t be able to be both a party tank and a solo battle build. Even then, you’ll likely be quite weak for killing bosses unless you focus on one or the other. Being an effective hybrid build would be an extremely expensive build and only an option at endgame for UMs. Remember, nothing is stopping casters from finding a tank with more Rec.

That being said, for a battle build in any mode, you should add no Rec at all. Defenders/Guardians already receive 1 Rec per level automatically and have higher passive HP pools than any other class. To top it off, you have invincibility buffs and status debuffs that will ensure that you will never need to add Rec to protect yourself in a standard battle build.

With that in mind, your heavy focus is Str. For UM, your focus should be split between Str and Luc. Having a HM Str/Luc build would be very expensive to make feasible, but if you have the money, you can add Luc to your build in later levels. Luck simply isn’t an option for NM. You do not get the stat points in NM to complement your crits with attack power.

The important thing to know about Luc is that without Str, it is completely useless for a Defender/Guardian. Without attack power to compliment your crits, you’ll have better overall damage just by putting all of your points into Str instead. Luc is also useless unless in large quantities for this same reason. With the skill Bash, 175 Luc will give you a 50% crit rate. This is the absolute minimum for an effective Luc build. Any less than that and a Str build would result in more damage. Most would prefer to have around 400 Luc. That, with Bash, is a 95% crit chance. As a personal recommendation, I would stay away from Luc altogether in any mode until you have achieved 600 Str and than shoot for about 300-350 Luc.

Whichever you end up doing, Str or Str/Luc, the goal is to get as much Str as possible. You need no less than 600 for an effective Str/Luc build, but after that, the sky is the limit. Once you have enough Dex and Luc, dump every remaining point you have into Str. You should reach for at least 600 Str in any mode by endgame. In NM, focus on that Str as a top priority. In HM, you add more Dex into your build. In UM, you can add Luc on top of that. In essence, a successful NM battle build is a heavy Str build, a successful HM is a Str/Dex build, and a successful UM is a Str/Dex/Luc build.

Of course, with any mode, be sure to have sufficient Dex.

NM: 3 Str 2 Dex per level. This is the standard NM physical damage build for any class. It will offer you the best damage. Any more Str and you miss too often. Any more Dex and you’re not hitting hard enough. Shoot for your optimal Str of 600 before worrying about other stats.

HM: 5 Str 2 Dex per level. Since you already had enough accuracy in NM, all you have to do in HM is pump up your Str even higher.

UM: 7 Str 2 Dex. With UM, you can switch over to a Str/Luc build later, but for starting out, Str/Dex will get you where you want to go most efficiently.

The Dex Build

After you’ve reached your optimum stats in all categories, you have three choices. First, you can keep building in those stats and be extremely powerful. This is a good idea as it either makes your survivability better for major bosses or makes you unstoppable in PvP. Second, you can do a tank/DPS hybrid build where you can both take it and dish it out. This one is not advised because it is ridiculously expensive and easier to just become much stronger in one field. Lastly, for tank builds, you can try the Dex tank build.

As a tank, you are tough, but not indestructible. There are three things that are an extreme hazard to you because no amount of defense will ever protect you from them.

DoTs: A DoT typically does not take away damage based on your defense. Some DoTs take away a certain percentage of your HP each round, some take away a fixed number per round. In both cases, even a million defense offers no protection from this. If a DoT is designed to take away 50% of your HP in 12 seconds, it will do precisely that.

Fixed damage: A fixed damage skill is a skill that inflicts the abnormal condition dying in a single shot. Think of it like a DoT skill with a duration of zero seconds. At any rate, fixed damage skills are also either based on percentage or a fixed number and will completely bypass your defense. Some fixed damage skills will take away 10% of your total HP in a single shot, some more than that even. Having insane amounts of defense won’t help you any.

Stuns: If you’re stunned, you can’t debuff, you can’t run, you can’t Taunt, and you can’t pull mobs off of your party. Even if you do have enough defense to withstand the damage you take when you’re stunned, your party can’t. Getting stunned and not being dispelled quickly can cause a full party wipeout.

As said, these three things cannot be remedied by defense. They also cannot be remedied by resist. The one thing that can help against these is Dex. With sufficient Dex, you can dodge these nasty effects and come one step closer to being an indestructible tank.

As said before, Dex is a luxury stat and cannot be a replacement for Rec. With that in mind, the Dex build is actually a Rec/Dex hybrid build. You still need the Rec to be able to tank effectively. Once you’ve reached the optimal standard defense, start dumping your points into Dex. The Dex build also helps with accuracy in using some skills and for regular attacks, which are important for endgame bosses.

Section III – Skill List (under construction)

Note: This section was under construction when MerlinMcTav posted a complete skill update for Epi5. Use that instead

Blue skills are available in HM and UM.
Red skills are available in UM only.
Dark blue skills are available to AoL only.
Dark red skills are available to UoF only.

Passive Skills

Body Training

Available at Lv: 1 || 12 || 23 || 34 || 45 || 56 || 67
Skill points required: 1 || 2 || 2 || 2 || 2 || 2 || 3

Lv1: Increases defense by 9
Lv2: Increases defense by 18
Lv3: Increases defense by 27
Lv4: Increases defense by 36
Lv5: Increases defense by 45
Lv6: Increases defense by 54
Lv7: Increases defense by 63

Sharpen Weapon Power Up

Available at Lv: 5 || 16 || 27 || 38 || 49 || 60
Skills points required: 2 || 2 || 3 || 3 || 4 || 4

Lv1: Increases attack by 5
Lv2: Increases attack by 12
Lv3: Increases attack by 20
Lv4: Increases attack by 34
Lv5: Increases attack by 48
Lv6: Increases attack by 65

Two Handed Weapon Power UP

Available at Lv: 5 || 16 || 27 || 38 || 49 || 60
Skills points required: 2 || 2 || 3 || 3 || 4 || 4

Lv1: Increases attack by 5
Lv2: Increases attack by 15
Lv3: Increases attack by 30
Lv4: Increases attack by 45
Lv5: Increases attack by 60
Lv6: Increases attack by 75

Heavy Weapon Power UP

Available at Lv: 5 || 16 || 27 || 38 || 49 || 60
Skills points required: 2 || 2 || 3 || 3 || 4 || 4

Lv1: Increases attack by 5
Lv2: Increases attack by 15
Lv3: Increases attack by 30
Lv4: Increases attack by 45
Lv5: Increases attack by 60
Lv6: Increases attack by 75

Shield Defence Up

Available at Lv: 5 || 16 || 27 || 38 || 49 || 60
Skills points required: 2 || 2 || 3 || 3 || 4 || 4

Lv1: Increases defense by 11
Lv2: Increases defense by 24
Lv3: Increases defense by 89
Lv4: Increases defense by 117
Lv5: Increases defense by 140
Lv6: Increases defense by 168

Relax Body

Available at Lv: 6 || 18 || 30 || 42 || 54 || 66
Skill points required: 1 || 1 || 1 || 1 || 1 || 1

Lv1: Increases regeneration rate by 10%
Lv2: Increases regeneration rate by 15%
Lv3: Increases regeneration rate by 20%
Lv4: Increases regeneration rate by 25%
Lv5: Increases regeneration rate by 30%
Lv6: Increases regeneration rate by 35%

Backpack Upgrade

Available at Lv: 12 || 26 || 46
Skill points required: 1 || 2 || 2

Lv1: Increases carrying capacity to 3 inventory pages
Lv2: Increases carrying capacity to 4 inventory pages
Lv3: Increases carrying capacity to 5 inventory pages

Interpretation

Available at Lv: 13 || 22 || 51
Skill points required: 1 || 2 || 2

Lv1: Interprets 30% of opposing language
Lv2: Interprets 60% of opposing language
Lv3: Interprets 100% of opposing language

Sharpen Weapon Mastery

Available at Lv: 14 || 35
Skill points required: 3 || 5

Lv1: Increases attack speed by 1
Lv2: Increases attack speed by 2

Two Handed Weapon Mastery

Available at Lv: 14 || 35
Skill points required: 3 || 5

Lv1: Increases attack speed by 1
Lv2: Increases attack speed by 2

Heavy Weapon Mastery

Available at Lv: 14 || 35
Skill points required: 3 || 5

Lv1: Increases attack speed by 1
Lv2: Increases attack speed by 2

Basic Skills

Town Portal

Available at Lv: 1 || 20 || 40
Skill points required: 0 || 0 || 0
MP cost: N/A
10s cooldown

Lv1: 10sec cast time
Lv2: 9sec cast time
Lv3: 8sec cast time

Hard Skin

Available at Lv: 2 || 12 || 22 || 32 || 42 || 52 || 62
Skill points required: 1 || 1 || 2 || 2 || 3 || 3 || 3
SP/MP cost: 15/5 || 25/12 || 40/25 || 60/40 || 85/66 || 110/87 || 145/115
Instant cast || Instant cooldown

Lv1: Increases defense by 6 and HP by 72
Lv2: Increases defense by 12 and HP by 125
Lv3: Increases defense by 19 and HP by 278
Lv4: Increases defense by 26 and HP by 464
Lv5: Increases defense by 33 and HP by 650
Lv6: Increases defense by 40 and HP by 836
Lv7: Increases defense by 48 and HP by 1115

Concentration

Available at Lv: 3 || 18 || 33 || 48 || 63
Skill points required: 1 || 1 || 2 || 2 || 2
SP/MP cost: 5/40 || 15/70 || 25/100 || 35/150 || 45/195
Instant cast || Instant cooldown

Lv1: Increases accuracy by 6% for 300s
Lv2: Increases accuracy by 10% for 450s
Lv3: Increases accuracy by 14% for 600s
Lv4: Increases accuracy by 18% for 750s
Lv5: Increases accuracy by 22% for 900s

Bash

Available at Lv: 4 || 20 || 36 || 52 || 68
Skill points required: 1 || 2 || 2 || 2 || 2
SP/MP cost: 5/40 || 15/70 || 25/100 || 35/150 || 45/195
Instant cast || Instant cooldown

Lv1: Increases critical hit rate by 6% for 300s
Lv2: Increases critical hit rate by 9% for 450s
Lv3: Increases critical hit rate by 12% for 600s
Lv4: Increases critical hit rate by 15% for 750s
Lv5: Increases critical hit rate by 18% for 900s

Taunt

Available at Lv: 6 || 17 || 28 || 39 || 50 || 61
Skill points required: 1 || 1 || 1 || 2 || 2 || 2
SP/MP cost: 15/5 || 45/30 || 75/50 || 105/75 || 135/100 || 165/140
Instant cast || 20s cooldown

Lv1: Provokes enemies within 3m of caster
Lv2: Provokes enemies within 3m of caster, stronger aggro effect than Lv1
Lv3: Provokes enemies within 3m of caster, stronger aggro effect than Lv2
Lv4: Provokes enemies within 3m of caster, stronger aggro effect than Lv3
Lv5: Provokes enemies within 4m of caster, stronger aggro effect than Lv4
Lv6: Provokes enemies within 4m of caster, stronger aggro effect than Lv5

Heavy Swat

Range: 2m
Available at Lv: 9 || 19 || 29 || 39 || 49 || 59 || 69
Skill points required: 2 || 2 || 2 || 3 || 3 || 3 || 4
SP: 15 || 25 || 35 || 45 || 55 || 65 || 75
Instant cast || Instant cooldown

Lv1: Deals 50 damage every 3s for total 300 after 18s
Lv2: Deals 88 damage every 3s for total 528 after 18s
Lv3: Deals 145 damage every 3s for total 870 after 18s
Lv4: Deals 214 damage every 3s for total 1284 after 18s
Lv5: Deals 285 damage every 3s for total 1710 after 18s
Lv6: Deals 356 damage every 3s for total 2136 after 18s
Lv7: Deals 492 damage every 3s for total 2952 after 18s

Magic Skin

Available at Lv: 9 || 21 || 33 || 45 || 57 || 69
Skill points required: 1 || 1 || 2 || ? || 2 || 2
SP/MP cost: 5/15 || 25/40 || 73/89 || ?/? || 185/206 || 206/269
Instant cast || Instant cooldown

Lv1: Increases magic resistance by 8
Lv2: Increases magic resistance by 21
Lv3: Increases magic resistance by 45
Lv4: Increases magic resistance by 69
Lv5: Increases magic resistance by 94
Lv6: Increases magic resistance by 118

Self Dispel

Available at Lv: 13 || 31 || 52
Skill points required: 3 || 4 || 4
SP/MP cost: 40/45 || 65/95 || 85/180
Instant cast || 90s cooldown

Lv1: Removes Poison, Illness, Delusion, Fear, Doom, Dull, and Bad Luck
Lv2: Removes above and Sleep, Darkness, Pause and Slow
Lv3: Removes all abnormalities except Stun, Silence, and Unconscious

Self Aid

Available at Lv: 13 || 30 || 47 || 64
Skill points required: 3 || 3 || 4 || 4
SP/MP cost: 40/45 || 65/95 || 85/180 || 110/277
Instant cast || 180s cooldown

Lv1: Heals for 4x Wis +436
Lv2: Heals for 4x Wis +1053
Lv3: Heals for 4x Wis +1578
Lv4: Heals for 4x Wis +2264

Section IV – PvE Technique

Evolution of Technique

This section will deal with progressing with your technique as a party tank. I will not talk about progressing with your battle build specifically, but in essence, you will run through your skills in much the same way, only with a battle build, your purpose is to kill the mobs. With a battle build, I would recommend not to AoE until Lv37, when you have all three Blow skills as AoE.

Two things that should be constantly on your mind as a tank are how vulnerable you are and your survival. Every three seconds, so long as there is some bless, you automatically recover HP. Using a skill or attacking resets this cycle, making the three seconds start over, so once mobs are aggroed and subdued, you should only use skills when necessary to ensure that your HP is always regenerating and to lower your vulnerability. Also, when dealing with mobs like in Skulleron, Lanhaar, and the new maps, you will be taking a substantial amount of damage, making you want to keep moving to avoid some hits. Be cautious though, mobs that use magic attacks tend to use them more often if you are not within melee range, creating a hazard for you. If you find that survival is too easy, move to harder mobs. Tanking should always be challenging to ensure the most possible XP for your party. Always pressing and challenging yourself also prepares you for endgame tanking purposes.

Up until Lv15, you have use of Taunt and Ground Boom to tank. Technique at this point is very simple. Run through the mobs and gather them up. If there are mobs slightly out of reach, you can use Panic or Curse Raid to draw them in. Once you have enough of them, turn and face your mob. Use Ground Boom first. It reduces damage you take subsequently and it gathers them all into a nice tight little bunch. Move into the centre of the mobs and use Taunt. If there seems to be a problem with the mobs gathering nice and closely, walk backwards to lead them a few meters away. This will move the ones in the back and off to the sides into the middle. Run back into the middle of them once they‘re all in a neat pile. Once you get used to this, it should only take about half a second to both Ground Boom and Taunt. Than, just stand there and let the Mage/Pagan kill them. Use Panic, not Curse Raid, on enemies that run astray. Curse Raid doesn’t have a very strong aggro effect. It is important not to attack the mobs yourself. You don’t do damage and it just interrupts your automatic regeneration. Ground Boom and Taunt can be used interchangeably. By using Taunt first and Ground Boom second, there will be no recordable difference. Do whichever is more comfortable to you.

At Lv15, you get Curse Raid 2, making it now an AoE debuff. Your new technique is slightly different, but it is important to master it because it will be your technique until Lv37. Same as before, run and gather, and than turn and face your mob. Now, while walking backwards to gather them up closely, use Curse Raid on them. You may want to use it twice to make sure that you hit all of them with it, but that is preference. By doing this, you reduce the damage you take at your most vulnerable time. After this, run through them to the other side of them, bringing the ones in the back and to the sides into the middle, than double back and Ground Boom and Taunt. By now Ground Boom and Taunt should be a near perfected move that takes half a second. Every ten seconds or so, feel free to use Curse Raid again as it has no cooldown time.

Between Lv30 and Lv37, there will be a few changes to your arsenal. For HM/UM tanks, you get Slow and Arachne Rage. Slow Rage is your replacement to Ground Boom. It essentially does the same thing, but the difference is that Slow Rage has a longer duration and requires no Dex to hit. However, battle builds will prefer Ground Boom as it does more damage and has a stronger debuff. Battle builds will also want to get Arachne Rage as it makes hitting your targets easier. The second change is that your Blow skills become AoE. This will make them handy in many situations and you should put all three on your skill bar and use them according to situation. Some mobs have nasty AoE or hit you hard with Magic Spot. Use Silence Blow on these. Some have a tendency to break aggro and either reset or go after casters. Use Stop Blow on these. Darkness Blow can be used in every situation and once it is AoE.

At Lv37, when Darkness Blow becomes AoE, you will have a new injection into your technique. By now, Ground Boom has become obsolete. For NM tanks, just remove it from your skill bar altogether and don‘t put any more skill points on it. For HM and UM tanks, replace it with Slow Rage. Without Ground Boom, your technique would be Gather à Curse Raid à Taunt. Now, use Darkness Blow when you first run back into your gathered mob. Your new technique is gather, Curse Raid, Darkness Blow, Taunt. For HM and UM tanks, use Slow Rage after Taunt. If you are tanking in Cloron/Fantasma Lair, you may also want to use Silence Blow regularly to prevent being spam killed by Magic Spot.

With everything you have learned up to this point, reaching the next few maps in the game for grinding changes everything. Survivability becomes more about being able to run like heII and less about using your skills well. Once you get to Deep Desert, your final grind stage, debuffs don’t work at all with the exception of Taunt and Arachne Rage. With that, we move into discussion about endgame technique.

Endgame Technique

This will be in reference to Skulleron (Pando), Lanhaar, Stable Erde (Jungle), Deep Desert, and general bosses. To start things off, use the Ultimate Kiting Guide for reference. Kiting is a huge part of endgame grinding. However, kiting bosses is quite silly. Don’t do it.

Tanking on Map4

The first thing you may notice about Skulleron or Lanhaar is the enormous frequency of critical hits. It is much safer to assume that the mobs will crit you. They may even hit you regularly for over 1,000 damage until you can get some hard numbers into your build. For that reason, it is a good idea to bring a healer, at least until you have some decent gear.

That being said, here are some pointers for grinding in Map4:

  • Curse Raid is useless for reducing the damage you take. Mobs will hit you hard regardless. As relatively few mobs use magic attacks, you’re much better off just running. If they can’t get close to you, they can’t hit you.
  • If you’re still using it, forget about Ground Boom completely. Map4 requires much more accuracy to hit than previous maps and you’ll more than likely just miss.
  • At this point, Panic will still work well for retrieving lost aggro.
  • Silence Blow has lost most of it’s use here. Not many mobs use magic attacks. Keep it on your skill bar, but you probably won’t use it often.
  • Stop Blow is the new Darkness Blow. As you gather and the mobs approach you, use Stop Blow on the one in front. This will cause the ones in the back to stay where they are and not reach you.
  • For NM Defenders/Guardians, you may use Darkness Blow and than run in for the Taunt and quickly get out again. For HM or UM tanks, just use Darkness and Slow Rage and start kiting. Slow Rage hits with 100% accuracy and therefore can replace Taunt at this stage (note that you’ll still need Taunt later).

The key in Map4 is to kite and reduce your action time (time spent using skills). You want your HP to be regenerating and you want to be outside of melee range from your mobs. Remember to use the Ultimate Kiting Guide as reference.

Tanking in the Jungle

Evolving a little further, you move away from Map4 and into Stable Erde. Mobs here are very similar to Map4, but there are a few new things to look out for:

Stuns and dying are a very common theme here. They are a hazard for you even with tons of defense. For this reason, it is recommended to bring a healer until you gain a few levels. After you’ve spent a couple of levels here though, you should be able to get by without a healer by bringing plenty of Stun Scrolls.

Another new thing is something I like to call “fake aggro”. Some mobs, namely the Crocodiles and Trolls, will automatically go for your Mages/Pagans as soon as they cast. It is important that you do not panic here. You’ll dramatically reduce your survivability in a vain attempt to bring them back. What happens is, the mobs walk to the point where the casting came from and than walk back. They do not attack the casters. It’s just an annoying trick. To prevent this, you can use Stop Blow in every pull. It isn’t 100% fail proof, as Stop Blow only has a 75% accuracy, but it helps keep most of your mobs together. If you’re in the Jungle with casters who are unaware of this “fake aggro”, make sure you inform them. Also note that if your caster is too far away from the mobs, the mobs will not be able to walk there and back and will just reset, making the pull extremely messy. The best move is to instruct your caster to move up close to you and warn the healer to be mindful of the AoE. Your Mages/Pagans may get hit with AoE, but the pull will go much more smoothly regardless because the mobs will stay within a smaller boundary, even when they do fake aggro.

Other than that, Stable Erde grinding is the same as Map4 grinding.

Tanking in the Desert

Deep Desert Lv1 is probably the trickiest place to grind. Mobs have immunities to virtually all abnormal conditions. That being said, a few of your debuffs do not have an abnormal condition. Taunt, Arouse Blow, and Arachne Rage all work as they debuff without adding a condition.

This next part is very important, so I’m giving it it’s own paragraph.

Due to these immunities, for the first time in the entire game for grinding, DEBUFFS DO NOT WORK TO REGAIN AGGRO. That’s right. Look closely at your skills. Any skill that has "abnormal condition" in the information window will not work at all. It will simply miss.

Here is a list of skills that do not work:

  • Protection Charge
  • Panic
  • Curse Raid
  • Ground Boom
  • Darkness Blow
  • Stop Blow
  • Silence Blow
  • Slow Rage

These skills still work:

  • Regular hits
  • Heavy Swat
  • Arouse Blow
  • Taunt
  • Arachne Rage
  • Demon Hushing

I recommend Demon Hushing for single mobs and Arachne Rage for multiple mobs. These skills have the best range and are therefore more effective.

The Desert is also home to more lovely things. The DoTs are vicious, the mob sight is enormous, and they are very sensitive to both healing and Mages/Pagans with Rec in their builds. To counter heals, try not to target any mobs before your Taunt. As pointed out in the Ultimate Kiting Guide, this is what causes mobs to attack your healer. The best technique is to gather, but not target, and than Taunt them. Save Arachne Rage for when things go very wrong. For NM Defenders/Guardians, just use Demon Hushing independently on each mob.

Other than that, Deep Desert technique is the same as Map4 and Stable Erde.

Tanking Bosses

The last form of technique is that against bosses. At this point, Taunt is a very weak aggro holder, almost to the point where it does not work at all. However, Taunt and Arachne Rage will hold the surrounding mobs in place as long as your casters aren’t using AoE spells. If for some reason the caster is unaware of this, make sure to tell them. Do not AoE.

The boss itself will require regular hits, Arouse Blow, or Demon Hushing. Demon Hushing is not recommended as it takes MP. Save Demon Hushing for emergencies. Hit the boss with regular hits or Arouse Blow repeatedly. You do not have to attack constantly on lesser bosses, but for dragons and such, you should just attack constantly to avoid any mishaps. On lesser bosses, you can get away with attacking half on and half off. In other words, hit them for 20 seconds and than rest for 20 seconds (or something similar).

Use Untouchable when you need to give the healers a short breather and a chance to top your HP up easily.

Use Secure Guard as often as it recharges. It helps your survivability.

Melee Reflector helps too. Nasty debuffs and AoE will still get through to you and no damage will actually be reflected on greater bosses, but the damage you take from physical attacks is still reduce to zero. Treat it as a second timer for Secure Guard.

Save Power of Guard for messy situations. As NM Defenders/Guardians can tank almost any boss in the game, it goes to show that Power of Guard is not essential. However, it is nice to use it on Fighters or Warriors to give them a chance to attack the boss for some time without worrying about the AoE.

For any boss, bring a few hundred potions and a sufficient number of healers.

Section V – Grind Guide

This section will be colour coded. All information relevant to Guardians only will be coloured red and all information relevant to Defenders only will be coloured blue. Anything that applies to both sides will be coloured in the usual black text.

As a Defender/Guardian, you are the party leader. You decide how much XP your party gets and you decide who is in the party, and how many are in the party. Being a good Defender/Guardian isn’t just about who can tank the most mobs, it’s also about who is best able to dictate how much XP the party is getting, deciding the most effective party and balancing the mobs that are killed quickly against mobs that give more XP per kill. Basically, the difference between good XP and bad XP is your call. The more you grind, the more this will make sense and the easier it will get.

There are two things you should know before setting out. The first is know your mobs. This includes finding elemental advantage, familiarizing yourself with all of the debuffs that your mobs use, and bringing the correct scrolls or potions to dispel yourself in the case of not having a healer. Here is the elemental chain:

Fire -> Wind -> Earth -> Water -> Fire

This chain means that Fire beats Wind, Wind beats Earth, and so on and so forth. Elements that are strong against another element gain a 40% damage bonus. Elements that are weak against another element receive a 50% damage penalty. Neutral elements gain no damage penalty or bonus. All elements receive a 20% damage bonus over non elemental and non elemental receives a 20% damage penalty against all elements. It is important to know this, even though you do not get any elemental skills of your own, so that you can find the best mobs for your party.

The second thing you should know is your party.

Mages/Pagans are very proficient in Wind, still quite proficient in Earth, but only get one AoE Fire spell. Therefore, the absolute best mobs you can find for your Mage or Pagan are Earth. Water is still good and Wind can be overcome. However, it is advised that you steer clear of Fire mobs because Mages/Pagans do not get any Water spells and their strongest spells, Wind, are weak against Fire. At Lv43, however, Mages/Pagans get a spell called Attribute Remove Lv2, which removes elements from mobs, making them non elemental. At this point, you can grind on Fire mobs decently.

Battle build Priest/Oracles get Water and non elemental AoE spells. However, keep in mind that the first AoE spell that they get with no cool down is at Lv21. At Lv28, they get a non elemental AoE spell. For this reason, it is advised to not party with a battle build Priest or Oracle until at least Lv21, but preferably Lv28. At endgame, battle Priests/Oracles are potentially better to party with because they can buff, dispel, and resurrect you as well as nuke your mobs.

Fighters and Warriors only gain two AoE skills in NM, each with a 10 second timer. In HM, they receive two more useful ones with 15 second timers, but normally grind better by themselves. However, in the event that your damage class is a Fighter or Warrior, they have no elemental skills, meaning they have a slight damage penalty against all elemental mobs. Unlike Priests/Oracles and Mages/Pagans, Fighters/Warriors must be within the mob AoE range to attack. If you party with Fighters/Warriors, try to avoid mobs that use AoE attacks.

Try not to party Rangers/Assassins and Archers/Hunters. Rangers/Assassins receive no AoE attacks at all. They receive good party support buffs, however, the efficiency gained by their buffs does not usually make up for the XP lost by partying them. Rangers/Assassins specialize in taking down mobs one on one and you should let them do that. Archers/Hunters do receive a few basic AoE skills, but it is still not advisable to party with them. The recharge is too long and they require the Archer/Hunter to switch weapons, often meaning that they don’t have all of the AoE skills anyway. Archers/Hunters are also better on their own.

Always respect your healer. Keep a few things in mind before you blast your healer when you die. Most of their healing spells have cast times. If you have a debuff on you that isn’t dispelled immediately, don’t freak out. Also note that not all debuffs can be dispelled. Before the Taunt, heals can potentially attract aggro, so many healers will not begin the healing phase until after you Taunt. Always be patient. However, debuffs will kill you faster than regular hits. Make sure your healer knows this.

As a party leader, you may want to briefly familiarize yourself with other classes. You don’t need to be an expert on everything, but it helps to know the basics of each class.

Lastly, keep in mind that all spells and skills take MP or SP. Usually, automatic regeneration will top up your party’s pools while you’re in your gather phase, but remember to allow your party time to rest when there is little or no bless.

Important Quests

Quest Items to Save

As a party class, quests will normally only slow you down. However, there are a number of quests that should be done anyway because they give either your epic equipment or PvP equipment. Here are threads containing all of the important quests. Note that some information may be outdated, but they still contain the relevant information.

1-15 PvP Gear Quests
1-15 PvP Gear Quests
Lv25 Epic Quest
Lv25 Epic Quest
Lv29-32 Dread Quests
Lv29-32 Dread Quests
Lv35 Epic Quest – Look at quests 3 through 8 on this page
Lv35 Epic Quest – Note that this contains every quest from Lv1-45
Lv43 Epic Quest
Lv43 Epic Quest
Lv52 Epic Quest
Lv60 Epic Quest

Note: You must complete the Lv25, 35, and 43 quests in order. The next one will not open until you have completed the previous one. The Lv52 and 60 quests do not have prerequisites.
Note: NM Players may do the Lv52 and Lv60 epic quests, but they may not equip the items.

Map1 Grinding

The first ten or so levels may be rough if you’re building a party tank. However, I recommend to not try to add Str to increase your ability to solo. I guarantee that it is easier to solo with a complete Rec build now than it will be to party with an incomplete Rec build later.

To make it easier for yourself, do all of your quests. They give you enough XP to make it worth it, makes solo grinding less dull, and also give you some starting equipment and gold to buy potions. Your quests are the yellow markers on your map. They are pretty self explanatory. When you get to Lv6, you get Taunt, your essential party tank skill, but keep in mind that Fighters/Warriors will not have their two AoE skills until Lv9, Mages/Pagans get their first AoE skills at Lv8, and Priests/Oracles don’t get a spammable AoE skill until Lv21. At Lv6, though, you can start looking for a Lv8+ Mage/Pagan or a Lv9+ Fighter/Warrior.

Mages/Pagans are your best option to grind with and they do not get a useful Fire spell at Lv8. It is recommended to stick to Earth or Water mobs at this point so that they can utilize the two elements they have – Wind and Earth.

The dwarves that can be found in various places are all Earth. On Map1, there are two Dwarf camps west of Botane Farm. They will be suitable up until Lv10. After that, there is another Dward camp in Keiroter Mine in the far northwest corner of the map. This will be good XP until Lv12. Next, on the beaches the stretch on both the east and west side of Keolloseu contain an enormous legions of Sealakels. These are Water element and will be good XP until Lv15-16. Finally, the last place you need to visit on Map1 are the Cloron Ogres outside of Cloron Dungeon on the southeast corner of the map. These will be good XP up until Lv18.

The first useful mobs to AoE on are the Ghouls and Zombies that can be found near Artium Mine at the south of the map. UoF have a lack of Earth mobs on Map1, but these are non elemental, which is also good. They are also in huge quantities and respawn very fast. As good UoF AoE spots are sparse on Map1, you can stay here until about Lv12. At Lv12, look around in Crow Swamp. These are Water mobs, so your Pagan can still use his or her Earth AoE. These will be good until Lv14. After this, head to the Mutated Arachne mobs north of Escaton Ruin. These will eventually be poor XP, but due to the number and respawn rate of them, they will be your best option up until Lv18.

Keep in mind, there is a portal in Keolloseu/Gliter that leads to the Lv1-15 PvP zone. This is a fun way to take a break from grinding. Keep in mind that you’re not going to be a machine and kill everything in sight though. PvP is ruled by wealthy and experienced players who have put in countless hours into PvE before going into PvP. Until you do the same, you have to approach PvP casually with the expectation to die. However, you can still have some fun in PvP. Once you reach Lv16, you have to leave. It is illegal to stay after you have passed the level cap.

Dungeons

This next section will be a rundown of all of the dungeons, which are your best place to grind as a party class. You can easily get all the way to Lv56 without ever grinding outside of a dungeon. I will outline the level range for each dungeon, the element of the mobs, and which scrolls to bring.

Map1: Cornwell’s Seal – This dungeon will be ideal once you get to Lv18. All of the mobs in it (yes, all) are non elemental, so you can have a field day. Grind in any room without worrying about your casters. The Zombies use Doom, which lowers attack power, and Dying, which is a DoT. If you’re a battle build, bring Doom Scrolls or just stay away from the Zombies. If you’re a tank build, you don’t have to bring any scrolls. This dungeon will be your best spot to grind until Lv23.

Map1: Argilla Ruins – This dungeon will be ideal once you get to Lv18. The mobs in here are mostly Wind and non elemental, but the Witches are Water. Your casters won’t have any disadvantage here, but will be neutral to many mobs. The Witches and Goblins use Slow and the Zombies use Doom and Dying. If you want, you can bring Slow Scrolls. Battle builds should also bring Doom Scrolls. This dungeon is your best option until Lv23.

Map2: Temple of Pharos – This dungeon is located in the 20-30 PvP zone which can be reached through a portal in Arktuis Village. Don’t worry, the dungeon itself is not a PvP zone and you can grind safely. You can grind here as soon as you’re done in Cornwell. Mobs here are generally non elemental, but the Vampires are Water. There are many debuffs here. The Scorpions and Spiders use Poison, the Vampires use Dying, and the Trinetons use Stun. There are also a couple of other DoTs used by Trinetons that do not have an abnormal condition. If you are grinding without a healer, it is recommended to bring Poison and Stun scrolls. This dungeon is suitable all the way up to Lv30.

Map2: Maze of Rapiouru – This dungeon is located in the 20-30 PvP zone which can be reached through the portal in Starfumos Village. Don’t worry, the dungeon itself is not a PvP zone and you can grind safely. You can grind here as soon as you’re done in Argilla. The mobs here are mostly non elemental, but the Vampires are Water. In this dungeon, you have many debuffs to worry about. The Spiders use Poison, the Wolves use Misfortune, the Vampires use Dying, and the Blessians use Stun and Slow. There are also a few other DoTs in the deepest part of the dungeon that do not have an abnormal condition. If you don’t have a healer, you should bring Poison and Stun Scrolls, and Slow Scrolls are optional. This dungeon is suitable all the way up to Lv30.

Map2: Senechio Cave – This dungeon is commonly called Fedion Dungeon, due to being in the Fedion region at the north end of the map. This dungeon is suitable starting at Lv28. This dungeon is home to some tricky mobs, partially due to the mix of elements. Rooms will be Earth/Water, Earth/Wind, Wind/Water, Water/Fire, and Fire/non element. The rooms with Fire will be tricky, but since they share with Water or non element, your casters can use Earth well. In this dungeon, you have to worry about Pause (and a later version which is AoE), Dying, Slow, Poison, and a Fire DoT. Many of these are AoE, so make sure you’re not too close to your casters. If without a healer, bring Pause and Poison Scrolls and Slow if you want. This dungeon is suitable all the way up to Lv36.

Map2: Kamulus’s House – This dungeon is located in the center of Map2 and a bit south, found from taking the southern exit from Starfumos Village. The mobs in here have a wide array of elements and debuffs, so be sure to come prepared. The first rooms are Water and Earth and eventually becomes Fire and Water. As the rooms are often small, be sure to keep an eye on your casters, as they will be vulnerable to respawns and AoE. The elemental groupings will never make Water spells necessary, so Storm and Earth spells will work fine throughout the entire dungeon. Bring Pause and Poison scrolls and you may want to bring Slow as well. You can grind well here all the way up until Lv36.

Map2: Maitreyan – I don’t particularly like this dungeon. It’s about the same level as the next one, only the mobs often have bad elements and debuffs. It is located in the middle of Map2. The initial rooms are all Earth and use two different types of poison. The rooms after that are Water and non element and use… two more types of poison. Rooms continue to use heavy poisons, often multiples. You also have to worry about Fire and Wind mobs, which are a Mage’s least favorite. Make sure to bring plenty of poison potions, even if you have a healer. You may grind all the way to about Lv43 here, but there is little point in doing that when you can go to Cloron’s Lair instead. The good thing about this dungeon is that it is usually less busy than Cloron.

Map2: Aidion Neckria – This dungeon is home to some of the meanest debuffs and greatest variance of mob elements in the game. If you choose to grind here, it is highly recommended to bring a healer for the debuffs. The rooms are also small and the hallways are often filled with mobs, so keep a very close eye on your casters. The Kobalts also use AoE, so watch that as well. Bring all kinds of scrolls if you want to be safe in here. The good thing about this dungeon is that it is basically deserted all the time due to the nasty debuffs and elements. If other places are crowded, you can almost always be guaranteed a grind spot here. Mobs will give decent XP up until Lv43.

D-Water: Tragos Cavum – Commonly called "D1", this is the first dungeon that contains open PvP. However, with risk comes reward. This dungeon contains enormous quantities of non elemental mobs with few debuffs (none that require the use of scrolls on your part). It also drops Lv3 lapis, which are a good way for you to make money at this level. At Lv38, this dungeon becomes a great place to grind for fast XP and a good opportunity for profit. Remember again though that the opposing faction can and likely will attack you. Granted that your grind is uninterrupted, you can quite easily go to Lv43 in this dungeon. If you are met with opposition, try calling for help from your faction on trade chat or guild chat.

Map1: Cloron’s Lair – This dungeon has three levels to it and is the longest in terms of how many levels you can spend here. For the first time since Cornwell, you’ll have to worry about heavy magic attacks. This shouldn’t be a problem if you were able to get some resist into your dread set, but those who didn’t may want to bring a healer. On the first floor, mobs are all non elemental. The only debuffs to worry about are the zombies with Doom and Dying. The second floor introduces Earth and Water mobs (though never together, so Wind and Earth spells will still work fine) and a few more debuffs. The Dwarf Captains use an AoE debuff, so have your casters be careful. Mutants and Vampires also use Poison and Dying, so bring cure potions to counter those effects. On the third level, you’ll find non elemental, Earth, and Water mobs again and it is highly recommended to bring Pause Scrolls to counter the Roots used by the spiders. The Vampires also use Dying on this floor. Lv1 should be good for Lv36-41, Lv2 for Lv40-46, and Lv3 for Lv43-49.

Map1: Fantasma’s Lair – This dungeon has three levels to it and is the longest in terms of how many levels you can spend here. For the first time since Argilla, you’ll have to worry about heavy magic attacks. This shouldn’t be a problem if you were able to get some resist into your dread set, but those who didn’t may want to bring a healer. On the first floor, mobs are all non elemental. The only debuffs to worry about are the zombies with Doom and Dying. The second floor introduces Fire and Water mobs and a few more debuffs. Kobalts, Mutants and Vampires use Poison and Dying, so bring cure potions to counter those effects. On the third level, you’ll find non elemental, Earth, and Water mobs and it is highly recommended to bring Pause Scrolls to counter the Roots used by the spiders. The Vampires also use Dying on this floor. Lv1 should be good for Lv36-41, Lv2 for Lv40-46, and Lv3 for Lv43-49.

D Water: Water Dragon’s Lair – This dungeon is commonly referred to as D2 and has three levels. As with D1, this dungeon has open PvP. Though activity is usually quite low in the dungeon, there is always a risk of encounters with the enemy faction and you should prepare accordingly. The dungeon drops Lv3 and Lv4 Lapis. The first mobs, the spiders and goblins, have nasty debuffs and fixed damage skills. Even if you carry stun and poison scrolls, the fixed damage can easily decimate you without a healer. I would recommend avoiding these mobs if you don’t have a healer. The next mobs use an MP drain, so have your casters stay back. The final mobs on the first level have a stop debuff, of little threat. The mobs on the first level are wind, water, and non elemental. The first level is suitable for grinding from about Lv45-50. The second level of D2 is much larger and almost entirely water mobs. The first few rooms have non-elemental mobs, but the vast majority of the level is Sealakel water mobs. DPS with earth weapons will love it here. Mobs use a slow debuff and the starting room mobs also have a poison and those will be your only threats. The second level is suitable for grinding from about Lv48-53. The third and final level places a much higher emphasis on non-elemental mobs. There are still some water mobs here and they have a slow debuff, but you have otherwise no debuffs to deal with. D2 Lv3 is suitable for up to Lv56 and due to the drops and being relatively quiet, it is a good alternative to early Pando/Lanhaar grinding.


Credits go to Avyn.