Aprendiz

Group: Membros
Posts: 14
Member No.: 40
Joined: 3-January 05

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assassin guide v1.08 ==================== disclaimer: yes i am a text whore. and a lazy one at that. i do not use word processors, neither do i use the shift keys. so sue me. you do not have to read this from head to toe if you do not want to. use the ctrl+f to search for a particular word and you are there (if the word exists of course). the table of contents is your friend.
sin is short for assassin. crit is short for critical or critical hit.
table of contents ================= 1. stats 1.1 definition 1.2 stat bonus
2. builds 2.1 dagger sin 2.2 dagger sin (perfect dodge) 2.3 katar sin (natural crit) 2.4 katar sin (equipment crit)
3. equipment 3.1 dagger sin's arsenal 3.2 dagger sin's arsenal (perfect dodge) 3.3 katar sin's arsenal (natural crit) 3.4 katar sin's arsenal (equipment crit) 3.5 alternative breed
4. final stat at level 99/50
5. crit rate calculation
6. skill builds 6.1 thief skills 6.2 thief skill builds 6.3 quest skills 6.4 sin skills 6.5 sin skill builds
7. levelling places
8. credits
1. stats ======== as in any other rpg, online or offline, there will always be stats for a character that shows how strong this character is, how intelligent, or how nimble. similarly in ro, characters have stats.
1.1 definition ============== str muscle strength of the character. the higher this value goes, the more damage the sin can deal. also the more things the sin can wear and carry (means more pots). every 10th value of str, there will be a visible increment in damage. this is also known as the breakpoint. try to always keep it at multiples of 10.
agi one of the other primary stat for a sin (the other being str). this stat affects the attack speed (aspd) as well as the dodge rate. this is not to be confused with perfect dodge. this has nothing to do with perfect dodge. dodge, or flee, is commonly seen in the stat window as x+y. agi affects the x value. the y value represents the perfect dodge and will not increase no matter how much agi is invested.
vit vit reduces damage by numbers. 5 vit will reduce 5 point of damage. 50 vit will reduce 50 damage. vit also affects the max hp a sin can have. vit also affects the amount of hp the sin regenerates per tick. vit also affects the amount of hp restored when the sin uses a healing item. vit also affects the chances of suffering several status ailment effects like poison, stun, etc. and finally vit also reduces the duration of the status ailment effects if affected. the wonders of having vit.
int int increases the max sp a sin can have. similar to vit, it also affects the amount of sp the sin regenerates per tick. int also increases mdef and matk.
dex this stat determines the accuracy of a sin. the higher dex, the more hit the sin gets, thus more blows will land on target. dex also increases the minimum damage as well as aspd, but it does not affect aspd as much as agi does.
luk this is the miracle stat. i have absolutely no idea how a person can actually train luk. but its a game so no one cares. firstly it affects perfect dodge (10 luk = 1 perfect dodge). perfect dodge means nothing is able to hit the sin when it is successful. this does not include skill and magic attacks though. secondly it affects crit rate (1 luk = 0.3% crit). crit overrides flee (but not perfect dodge) and it also overrides def. the crit damage is not reduced by vit def nor armor def. and lastly, there is a +1 damage for every 5 luk.
1.2 stat bonus ============== level 1 agi level 2 agi level 3 agi (agi+3) level 4 int (agi+3 int+1) level 6 vit level 8 vit (agi+3 vit+2 int+1) level 9 dex (agi+3 vit+2 int+1 dex+1) level 11 str (str+1 agi+3 vit+2 int+1 dex+1) level 14 int (str+1 agi+3 vit+2 int+2 dex+1) level 15 agi level 16 agi level 17 agi level 18 agi level 19 agi level 20 agi level 21 agi (str+1 agi+10 vit+2 int+2 dex+1) level 24 dex (str+1 agi+10 vit+2 int+2 dex+2) level 25 str level 27 str (str+3 agi+10 vit+2 int+2 dex+2) level 30 dex level 31 dex (str+3 agi+10 vit+2 int+2 dex+4) level 32 str (str+4 agi+10 vit+2 int+2 dex+4) level 38 int (str+4 agi+10 vit+2 int+3 dex+4) level 40 dex level 41 dex (str+4 agi+10 vit+2 int+3 dex+6) level 42 int (str+4 agi+10 vit+2 int+4 dex+6) level 45 str (str+5 agi+10 vit+2 int+4 dex+6) level 46 dex (str+5 agi+10 vit+2 int+4 dex+7) level 48 str (str+6 agi+10 vit+2 int+4 dex+7) level 50 dex (str+6 agi+10 vit+2 int+4 dex+8)
2. builds ========= there are basically two types of sin, the dagger sin and the katar sin. between these two, there is only a slight difference. the dagger sin depend largely on dex to hit while the katar sin depend on luk. the reason why katar sins depend on luk is because luk affects the crit rate, and wielding a katar class weapon doubles that crit rate.
with that in mind, i will start explaining the several builds of an sin.
2.1 dagger sin ============== this type of sin needs high dex to hit properly, and high str for damage. the dagger sin stats should look something like this:
level 99/50 (1 stat point unused) str 93 +6 agi 88 +10 vit 22 +2 int 1 +4 dex 42 +8 luk 1 +0
level 80/50 str 82 +6 agi 60 +10 vit 10 +2 int 1 +4 dex 42 +8 luk 1 +0
2.2 dagger sin (perfect dodge) ============================== this type of sin is the most difficult to build. it is almost like building an int swordsman, almost but not quite as harsh, but you get to do it all the way until level 99.
level 99/50 (7 stat points unused) str 60 +6 agi 1 +10 vit 78 +2 int 1 +4 dex 2 +8 luk 96 +0
level 80/50 str 40 +6 agi 1 +10 vit 43 +2 int 1 +4 dex 2 +8 luk 96 +0
2.3 katar sin (natural crit) ============================ this type of sin needs high luk to achieve high crit rate. because it depends on a lot of luk, this type of sin makes use of cards and weapons to achieve decent damage.
level 99/50 str 89 +6 agi 78 +10 vit 28 +2 int 1 +4 dex 12 +8 luk 60 +0
level 80/50 str 69 +6 agi 60 +10 vit 1 +2 int 1 +4 dex 12 +8 luk 60 +0
2.4 katar sin (equipment crit) ============================== this is an alternative build of the katar sin. instead of spending a lot of stat points on luk, this build makes use of equipment to give the crit rate a boost so stat points may be focused on str to deal good damage.
level 99/50 (4 stat points unused) str 97 +6 agi 81 +10 vit 22 +2 int 1 +4 dex 12 +8 luk 42 +0
level 80/50 str 76 +6 agi 65 +10 vit 10 +2 int 1 +4 dex 12 +8 luk 42 +0
a point to note here. before choosing a specific build, know the pros and cons for each one of them.
dagger sins can do very high damage with the correct combination of daggers PROVIDED the monsters have low def and are of small to medium size. daggers have very heavy penalties against monsters of large size.
perfect dodge sins have the highest dodge rate in the game. due to the high luk, these sins can turn into natural crit sins anytime but they cannot deliver the same kind of damage range.
crit sins do not have such heavy penalties on large sized monsters PLUS crits override def, so no matter how high the monster def is, it is redundant. the down side of this build is that the damage is not as high as their dagger counterpart.
3. equipment ============ these are pretty much standard for all four sins. i have chosen the hat of sun god and deviruchi hat over the more mainstream ghost bandana or sakkat because it gives str and int bonus.
also i would recommend a whisper card to start off the sin, but near the level 70+ range, a raydric card is more suitable.
head gear hat of the sun god (str+3 int+2) def: 4 location: upper/mid made with: 1 symbol of solar god + 40 steel + 2 oridecon + 10 gold + 50 coal the symbol of solar god can only be obtained from the payon guild treasure chest so it might prove to be hard as hell to get this piece of headgear. note: because this hat is a bitch to get, the stat builds above have been tweaked to suit the deviruchi hat (the hat that actually looks like a deviruchi). if you do obtain this hat early enough (perhaps before level 95) you could end up with more vit.
-or-
deviruchi hat (str+1 int+1) def: 2 location: upper made in payon with: 600 little evil horn + 40 claw of griffon
sunglasses def: 0 location: mid compound: deviruchi card (str+1 complete blind resistance)
armor thief clothes (agi+1) def: 6 compound: picky card (str+1)
-or-
chain mail def: 8 compound: picky card (str+1)
-for perfect dodge sin-
chain mail def: 8 compound: poring card (luk+2 perfect dodge+1)
garment manteau def: 4 compound: whisper card (flee+20) or raydric card (20% neutral damage resistance)
leg boots def: 4 compound: matyr card (maxhp+10% agi+1)
accessories 2 x ring (str+1) compound: mantis card (str+3) for dagger sins
2 x rosary (luk+1) compound: yoyo card (agi+1 perfect dodge+5) for perfect dodge sins
2 x brooch (agi+1) compound: cobold card (crit+4% str+1) for natural crit sins
2 x ring (str+1) compound: cobold card (crit+4% str+1) for equipment crit sins
3.1 dagger sin's arsenal ======================== the beauty of a dual dagger sin is that it is the only class in whole of rune-midgard to be able to wield two weapons. before i touch on what combination of daggers are used, there are a two points to note.
when the right hand mastery and the left hand mastery skills are maxed, the weapon in the right hand will deliver 100% of the intended damage while the weapon in the left hand will only delivery 80%.
cards compounded in the weapon wielded by the left hand can and will stack with the weapon in the right hand.
the good dagger sin will have these weapons at his disposal:
fire damascus earth damascus wind damascus ice damascus triple envenom gladius (+60% damage against poison monsters) triple damned gladius (+60% damage against holy monsters) triple hallowed gladius (+60% damage against shadow monsters)
these weapons are always in the sin's right hand because of its high atk power.
quad windy main gauche (+80% damage against wind monsters) quad saharic main gauche (+80% damage against water monsters) quad flammable main gauche (+80% damage against fire monsters) quad envenom main gauche (+80% damage against poison monsters) quad damned main gauche (+80% damage against holy monsters) quad hallowed main gauche (+80% damage against shadow monsters) quad insecticide main guache (+80% damage against insects) quad dragoon main gauche (+80% damage against dragons, kindda stupid to get this) quad fisher main gauche (+80% damage against fishes) quad clamorous main gauche (+80% damage against brutes) quad bloody main gauche (+80% damage against demi-humans) quad beholder main gauche (+80% damage against formless) quad chemical main gauche (+80% damage against plants)
and these main gauches are always in the sin's left hand because it could compound up to four cards.
now comes the combination. when the dagger sin plans on fighting in byalan dungeon (my favorite example), because the monsters in this place are mostly (if not all) water element. so a combination of a wind damascus + quad saharic main gauche would work extremely well here.
this list of weapons, in my opinion, is incomplete. and is not the most effective list of weapons. why? because there is a better combination for the main gauche, and it makes it even more specialized. and ultimately more expensive.
for example, a double saharic double fisher main gauche would give a +96% damage against a water element fish monster. this main gauche becomes more specialized. the combination cards for these specialized main gauches are almost endless.
3.2 dagger sin's arsenal (perfect dodge) ======================================== this would be the simplest. two fortune swords. these supposed "swords" are daggers that are dropped by phreeoni. each of these wonder daggers give a +20% to perfect dodge and on top of that, it also comes with a +5 luk bonus.
a dual dagger sin would easily obtain 41% perfect dodge just by wielding these daggers in both hands (the extra 1% comes from the 10 luk that two of these daggers give).
3.3 katar sin's arsenal (natural crit) ====================================== a natural crit sin's arsenal is less expensive compared to a dagger sin, and definitely less extensive, but in no way are natural crit sins less versatile.
because the katar class weapon is two-handed, so they do not have a specific right and left weapon like their dagger counterpart. a good natural crit sin have a collection of jurs similar to the list below:
katar of raging blaze (fire element) katar of quaking (earth element) katar of piercing wind (wind element) katar of frozen icicle (water element) sharpened legbone of ghoul (undead element) triple windy jur (+60% damage against wind monsters) triple saharic jur (+60% damage against water monsters) triple flammable jur (+60% damage against fire monsters) triple envenom jur (+60% damage against poison monsters) triple damned jur (+60% damage against holy monsters) triple hallowed jur (+60% damage against shadow monsters) triple insecticide main guache (+60% damage against insects) triple dragoon jur (+60% damage against dragons, doh!) triple fisher jur (+60% damage against fishes) triple clamorous jur (+60% damage against brutes) triple bloody jur (+60% damage against demi-humans) triple beholder jur (+60% damage against formless) triple chemical jur (+60% damage against plants)
again depending on the choice of battle, the natural crit sin will pick the appropriate jur or elemental katar to fight his battles.
3.4 katar sin's arsenal (equipment crit) ======================================== after seeing how expensive both sins can get, this third breed of sin could be considered the cheapest alternative. the reason why the luk stat of this type of sin is considerably lower than the natural crit sin is because of the weapon.
this type of sin requires only one weapon.
triple critical jur (+54% crit rate)
this sin will face difficulties when up against monsters which are immune to normal attacks like whispers. they could use an elemental katar to overcome this problem but their crit rate will suffer a major setback. to truly overcome this problem, this type of sin should be in a party with a sage that can endow elemental properties to a weapon (thus keeping the high crit rate yet endowed with an element).
3.5 alternative breed ===================== this is becoming more popular, and i believe as players become richer in the game, this alternative breed will soon become mainstream, thus eliminating the need for a natural crit sin and an equipment crit sin.
basically this alternative breed indulges in the same set of weapons as a natural crit sin, but with a slight difference in the compounded cards. instead of compounding three of the same cards which gives a +60% damage bonus against a certain property or family, this new breed compounds the jurs in either one of the two ways:
double x critical jur (+40% damage against x +18% crit rate) OR x double critical jur (+20% damage against x +36% crit rate)
x is the cards that are used by the natural crit sin. this new breed is also more versatile and could be built with either the equipment crit sin stat or with the natural crit sin stat (crazily high crit rate) or anywhere in between.
4. final stat at level 99/50 ============================ these final stat include job bonus and equipment modifiers for the above generic stat build.
the dagger sin str 110 agi 98 vit 30 int 7 dex 50 luk 1
the dagger sin (perfect dodge) str 68 agi 13 vit 80 int 6 dex 10 luk 110
the natural crit sin str 100 agi 90 vit 30 int 7 dex 20 luk 60
the equipment crit sin str 110 agi 92 vit 30 int 7 dex 20 luk 42
chalcedony pointed out that for these builds, the damage output would be lower than compared to a build that is more rounded because of the low aspd. however aspd could have a temporary boost with awakening potions (prozac for sins). bring a few while travelling. "don't leave home without it."
5. crit rate calculation ========================
((1+luk*0.3)*crit mod)+(equipment bonus*crit mod)-(target luk/5)
every character has a natural 1% crit rate.
"luk*0.3" is the true crit rate that comes from luk. the crit rate that is displayed in the window is normally called "window crit rate", which is derived from (3 luk = 1 crit). these two numbers are almost the same, but the true crit rate is used for battle calculation.
"equipment bonus" comes from cards, and equipment.
"crit mod" is normally 1, unless a katar class weapon is equipped, in which case it would be 2.
"target luk" is target's luk. duh!
6. skill builds ===============
6.1 thief skills ================ double attack cost: passive gives the thief (and dagger sin) a chance to hit twice in a single dagger swing, thus effectively doubling the damage dealt. this skill is passive and works only when a dagger is equipped. every level has an additional 5% chance to activate. in addition to this effect, every level of double attack increases the offhand damage from a katar swing. without any double attack, the offhand swing always does 1% damage of the main damage. for every level of double attack, it is increased by 2%.
increase dodge cost: passive this is a passive skill that gives a +3 flee for every level in increase dodge.
steal cost: 10sp steals from a target monster. if a successful attempt at stealing occurs, then that monster is unstealable until it dies. the success rate depends on the steal level as well as the thief's (or sin's) dex. monsters that are frozen and boss monsters are unstealable targets. this skill is also useful because it essentially doubles your income. there is rumor that in later patches, the success rate will become more dependent on the steal level and less dependent on dex (so that wizards and priests cannot steal so easily).
hiding (requires level 5 steal) cost: 10sp the thief (or sin) burrows deep into the ground and disappears from the surface of rune-midgard. the thief or sin can stay hidden for 30 seconds for every level of hiding. spells that are targetted at them will fail, and monsters that are attacking will stop, except if the monster is from an insect family, demon family or is a boss monster. hidden thieves (or sins) are unable to launch any form of attacks (except grimtooth), and also unable to recover hp and sp. using this skill another time will undo the hide. this second use will not consume any sp though.
envenom cost: 12sp every level of envenom gives an additional 15atk and changes attack into a poison element attack. this additional damage is unaffected by def and will never miss. it also has a chance to poison the target but only if the target is not a boss monster nor an undead.
detoxify (requires level 3 envenom) cost: unknown the selected target of this skill is cleansed of any trace of poison. this skill, though useful, can be easily replaced with a detoxication clip (or belt).
6.2 thief skill builds ====================== there are only a few combination for thief skills. the number of skills is pathetic.
for a dagger sin, perhaps something like this: level 10 double attack level 10 increase dodge level 10 steal (dagger sins have high dex so might as well make full use of it) level 5 hiding level 3 envenom level 1 detoxify
for a crit sin, something like this: level 10 double attack level 10 increase dodge level 5 steal (only used to activate the hiding skill) level 3 hiding level 10 envenom level 1 detoxify
the crit sin skill build could be modified to focus more on hiding instead of the poison skills depending on the intended branch. just exchange the numbers between hiding and envenom.
the above skill builds are at job level 40 (with 39 skill points). for job level 50, it becomes a no-brainer:
level 10 double attack level 10 increase dodge level 10 steal level 8 hiding level 10 envenom level 1 detoxify
or
level 10 double attack level 10 increase dodge level 8 steal level 10 hiding level 10 envenom level 1 detoxify
6.3 quest skills ================ for all the quest skills, talk to npc in the room on the right of the thieves guild. he is the one who can teach you all the skill.
find stone job level requirement: 20 item requirement: 1 bear's footskin, 1 zargon, 5 spawn cost: 2sp puts a stone in your inventory. this stone is needed for the stone throw skill.
stone throw job level requirement: 20 item requirement: 2 garlet, 2 scell cost: 2sp + 1 stone allows you to throw the stone at any target within a 7 cell radius. once hit, it does 30 damage. it also has a 5% chance to stun the stoned target.
sand attack job level requirement: 25 item requirement: 5 fine grit, 1 bag of infinity bag of infinity requires 1 earthworm peeling, 1 cobweb, 1 cactus needle. talk to the npc in payon located at (28,121) after collecting all the required items. cost: 9sp does a single attack that does 125% atk. it also comes with a 15% chance to blind the target.
back sliding job level requirement: 35 item requirement: 20 grasshopper's leg cost: 7sp the thief (or sin) slides back 5 cells.
these quest skills are quite easy to accomplish (with the exception of throw sand because fine grits are pretty rare), and most of them are pretty useless. they are also not mandatory but advisable to get them all anyway.
back sliding is the most useful skill in a tight situation and is almost a must-get skill for all thieves and sins.
6.4 sin skills ============== right hand mastery cost: passive when the dagger sin equips two weapons, the right hand damage will be reduced to 50%. every level in this skill improves the right hand damage by 10% until it is back to normal at 100%.
left hand mastery (requires level 1 right hand mastery) cost: passive damage from the left hand weapon is normally at 30%. every level in this skill improves it by 10% until it reaches 80%. this is because most of the time, in real life, the left hand is always weaker than the right hand.
katar mastery cost: passive this skill increases the damage output when the sin uses a katar weapon. each skill level gives a +3 atk bonus. this bonus is unaffected by def but can be modified with element, or cards.
sonic blow (requires level 4 katar mastery) cost: 14sp + 2sp per level this skill is very impressive. it deals eight hits on a single target, very quickly (thus the name). each of these eight hits also come with bonus atk (300% + 50% per level). furthermore, this skill have a 10% + 2% per level chance to stun the target. while it is good, all good things (especially for sins) have its down points. this skill relies on dex for accuracy, which means if the sin have low dex (which most crit sins do), the sonic blow will miss (all eight hits will miss). otherwise all eight hits will land on the target.
cloaking (requires level 2 hiding) cost: 15sp + 1sp per 4 seconds (every skill level increases 1 second) this skill has to be used next to a wall. the sin is able to move along the walls while being invisible to everyone else. much like the hiding skill, the insect family, demon family, and boss monsters will be able to detect the sin. also like the hiding skill, the sin cannot attack (no grimtooth even) and cannot recover hp and sp.
grimtooth (requires level 2 cloaking and level 5 sonic blow) cost: 2sp allows the sin to attack while hidden (but not cloaked). though increasing this skill level has no bonus in atk, it does increase the range of this skill. at level 1, this skill has a 3 cell range, and increases by 1 cell per skill level. it also does not hit only one target, but does damage to an area of 3 by 3 cell.
enchant poison (requires level 1 envenom) cost: 20sp the sin's weapon is temporarily enchanted with poison element, and lasts for 30 seconds. and the duration increases by 15 seconds for every additional skill level. it also have a 3% chance of poisoning the selected target. this poisoning chance increases by 1% for every two levels.
poison react (requires level 3 enchant poison) cost: 33sp when activated, this skill tries to counter one poison attack (the attack must be of poison element) within five minutes. this countered attack has a +30% atk bonus and increases by another 30% for every skill level. it also comes with a 50% chance to poison the target. and on top of that, for every 2 skill levels, it reduces the sp cost by 3.
venom dust (requires level 5 enchant poison. consumes 1 red gemstone) cost: 20sp + 1 red gemstone biological weapon in rune-midgard. if affects 3 by 3 cells and anything that treads into this space will be poisoned (except boss monsters and monsters that are immune to poison). this poison cloud will stay in effect for 5 seconds. for every skill level, this duration is increased by another 5 seconds.
venom splasher (requires level 5 poison react and level 5 venom dust) cost: 30sp + 3sp per skill level for this skill to work, the target has have less than 2/3 its hp and must be in a poisoned status. the target then becomes a walking bomb filled with poison. during this time, the target must NOT be hit or the skill fails. after a certain time lapse, the target will explode, taking in 200% atk + 20% atk per level of poison damage. the cells surrounding this target will also take 25% of the splashed damage.
6.5 sin skill builds ==================== here it gets slightly interesting. for dagger sins, including perfect dodge sins, there is not much variation because there are a number of skills that require the use of a katar weapon. a fully poisonous sin would look like this: level 5 right hand mastery level 5 left hand mastery level 4 cloaking level 5 enchant poison level 10 poison react level 10 venom dust level 10 venom splasher
a crit sin would have a skill build like this: level 10 katar mastery level 10 sonic blow level 2 cloaking level 5 grimtooth level 5 enchant poison (to activate venom dust) level 7 poison react level 10 venom dust
hybrids are not recommended but if there is one, the skill build would look like this: level 5 right hand mastery level 5 left hand mastery level 10 katar mastery level 10 sonic blow level 2 cloaking level 5 grimtooth level 5 enchant poison level 7 venom dust
i love venom dust.
7. levelling places =================== level 1-20 anything that lurks one map away from the starting town. i have seen carat on the map south of prontera. not sure if that was a deadbranch spawn or not but they move pretty slow, so run away from them.
level 21-30 sign up as a volunteer in prontera chivalry and fight within culverts. thiefbug, tarou, familiar, and spore. buy lots of fruits to stay alive.
level 31-40 creamy can be found one map south of the culverts entrance. byalan 1 and 2 have an endless spawn of monsters. martin and smokie in payon 2 (not the one infested with munak and bongun).
level 41-55 steel chonchon, anacondaq, and hode can all be found two maps south of morroc. andre, piere, deniro, and vitata in ant hell are good levelling spots as well (but beware of mobs as well as phreeoni and maya). try to get a vitata card if possible.
level 56-65 sandman (one map east of the hode map as well as at the assassin temple). soldier skeleton, archer skeleton, munak, bongun, sohee, and greatest general in payon 4 (i skipped payon 3 because the mobs of munak and bongun are more dangerous when compared to the mobs in payon 4).
level 66-80 minorous, and mummies in pyramid basement (beware of heaven's drive). evil druid in coal mines 3. two maps north of prontera are where argiopes lurk. merman and marc in byalan 4 are good exp as well.
level 81-90 marduk, and matyr in sphinx 3; anubis, and medusa in sphinx 4; wraith in sphinx 5. fur seals at comodo beach. alarms in clock tower. blazzer, diabolic, explosion, and grizzly in magma dungeon 1.
level 91-99 sting in glastheim sewers 3. raydrics in several parts of glastheim. lava golem in magma dungeon 1, deleter (earth and sky), gig, and nightmare terror in magma dungeon 2.
8. credits ========== ragnamart coz its the place i live. sorta.
emperium.org rodatazone.com where i got most of the miscellaneous stuff.
kyo mamoru, and duckiah, for starting and finishing a nice list of places for sins to level. venganza, for reminding me to add skills to this guide. chalcedony, for the vit bit, as well as other bits. deus, for reminding me about how hat of sun god is a bitch. flambeau, for the perfect dodge sin build and a lot of other stuffs. thanx for your pm.
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