<> Ragnarok Online Beta2 Weapon Guide by M. Fitzpatrick (aka RoboShop) mattfitz at oco dot net Release 2: Fri 22 Nov 2002 <> Introduction With the introduction of new classes, new skills, refining, upgrading, forging, new weapons, and even new properties and level limits on old weapons, the old question of "What weapon should I use?" demands a whole new answer. For a simple, on-the-spot answer of what weapon to use, please scroll to the bottom of this document-- the chart will outline good choices for weapons without getting too in-depth. For a more detailed explanation of what makes some weapons good and others bad-- a must-read if you plan on playing multiple characters, a weapon vendor, or a difficult character such as a Merchant or pre-spellcasting Novice-- please browse the three explanatory sections that precede the charts. Warning: This data is not based on the English Beta2 service, but instead Japanese Beta2, which is more likely to reflect changes that will be made upon English Beta2's December 2nd relaunch. Likely, but not completely certain, so expect some changes to be made next month. <> Contents I. Classes, Proficiencies, Weapon Types, and Level Limits - Table: Weapon Types by Class Availability - Table: Level Limits by Weapon Type and Level II. How to Upgrade Weapons - Table: Upgrade Shops by Location - Table: Upgrade Data by Weapon Level III. Attack Speed and Damage Formulas - Table: Weapon Swing Time by Class and Weapon Type - Table: Effective Double Slash Swing Time by Skill Level - Table: Determining BASE Damage (non-bows/unarmed) - Table: Determining BASE Damage (bows) - Table: Size Factors by Weapon Type - Table: Damage Reduction from VIT IV. Good Novice-Level Weapons - Wands, Daggers, 1H-Swords, Maces V. Good Low-Level Weapons - Wands, Daggers, Bows, 1H-Swords, Maces, 2H-Swords, Spears, Axes VI. Good High-Level Weapons - Wands, Daggers, Bows, 1H-Swords, Maces, 2H-Swords, Spears, Axes VII. Bad Weapons - Throw These AWAY! VIII.Weapon Cards - Table: Weapon Cards, Alphabetical IX. Monster Data: Size, Form, Property, Weapon Drops (partial) <> I. Classes, Proficiencies, Weapon Types, and Level Limits Beta2 offers thirteen classes: one Novice class all players start as, six low-level classes to choose from upon mastering the Novice class, and one high-level class to match each of the six low-level ones. [Beta3 note: In the future, there will be TWO high-level classes to choose from for each low-level one, except two gender-dependent high-level classes for Archers, making a grand total of twenty classes in the game.] Each class is limited to certain weapon types-- a Mage, for instance, cannot use a Spear, while a Swordsman cannot equip a Wand. In addition, most classes grant skills that work only with certain weapon types-- a Swordsman could use an Axe, for instance, but will usually use a Sword since he has access to skills that increase his damage with Swords. The Weapon Types and their availability to the different low-level classes are as follows (high-level classes generally can still use whatever the corresponding low-level class can use): - Table: Weapon Types by Class Availability Novice Swordsman Thief Merchant Acolyte Mage Archer Unarmed - Yes Yes Yes Yes Yes Yes Yes Wands - Yes Yes Yes Daggers - Yes Yes Yes Yes Yes Yes Bows - Yes Yes 1H-Swords - Yes Yes Yes Yes Maces - Yes Yes Yes Yes Spears - Yes 2H-Swords - Yes Axes - 1H-only Yes Yes Weapon type "Books" exists but is only for the high-level class Priest. Weapon type "Katar" exists but is only for the high-level class Assassin. [Beta3 note: Weapon types "Lutes" and "Whips" for the future Bard and Dancer classes (high-level job changes for Archers) will eventually be enabled.] Slightly complicating the situation is attack speeds-- different classes have different attack speeds with each weapon. A Merchant, for instance, is equally slow with an Axe or a Sword, but a Thief can wield a Dagger much more quickly than a Sword or Bow. More information on this will be given in part III of this guide. In addition, all weapons have level limits-- required minimum base level to be able to use a weapon. This also serves to diversify the number of weapons you'll have to use on the way to high levels. The base level needed for a weapon depends on the weapon type and its weapon level-- weapon level is a number from 1 to 4 roughly describing the weapon's power level. - Table: Level Limits by Weapon Type and Level Weapon Level: -1- -2- -3- -4- Wands - 1 12 24 36 - Wands Books - 2 14 27 40 - Books Daggers - 1 12 24 36 - Daggers Bows - 4 18 33 48 - Bows Katars - 4 18 33 48 - Katars 1H-Swords - 2 14 27 40 - 1H-Swords Maces - 2 14 27 40 - Maces Spears - 4 18 33 48 - Spears 2H-Swords - 4 18 33 48 - 2H-Swords Axes - 3 16 30 44 - Axes Weapon type "Unarmed," of course, has no level requirement. <> II. How to Upgrade Weapons In the weapon charts, you'll notice I've included numbers in front of many of the entries... "+6 Stiletto", for instance. This means the number of times the weapon has been refined, or (to avoid confusion with a Blacksmith player's skills to refine ores and elemental stones) "upgraded." Anyone with the proper ore, upgrade fee, and ability to equip a weapon can upgrade it by visiting an upgrade shop. There are four upgrade shops: - Table: Upgrade Shops by Location Alberta - Merchant Guild (bottom-left corner building), north room Morroc - Bottom-left corner building, basement Payon - Armory (top-left corner building), west room Prontera - Building down and right from the center statue (i.e. half a screen straight down from the Armory) Each upgrade shop houses three NPC's: one who will sell you Phracon and Emveretarcon, one who will change Rough Elunium into Elunium and Rough Oridecon into Oridecon, and a third who will perform the actual upgrades. Phracon costs 200z and Emvertarcon costs 1000z: because they're bought through an NPC conversation interface rather than a shop, Merchant Discount doesn't work, but they can now be bought in multiples. There is risk to upgrading, however-- after upgrading beyond a certain safe point, there is a very large chance (an estimated 50%) each additional upgrade will fail, reducing the weapon back to non-upgraded state. There also used to be a small chance (an estimated 1-2%) of failure up to the safe point, but that has been removed. I've been told +10 is the maximum; it's a good number to take a weapon to if you've got enough zeny and loads of time on your hands, but better make sure it has the extra slot so it's worth it. - Table: Upgrade Data by Weapon Level Fee Req'd Ore Req'd Safe Point Atk Per +1 Weapon Level 1: 50z Phracon +7 +2 Weapon Level 2: 200z Emveretarcon +6 +3 Weapon Level 3: 1000z? Oridecon +5 +5 Weapon Level 4: 10000z? Oridecon +5 +5 This means a Mace, which is Weapon Level 1, requires Phracon and 50z for each upgrade, can be upgraded seven times easily, and gives +14 bonus Atk when upgraded seven times. Little is known about Weapon Level 4 items, which are extremely rare except in the longer-established Beta2 services, such as Korean Sakray service. Armor can also be upgraded, but I haven't gathered the data for it. Also please note that Rough Elunium is very rare (definitely more rare than Elemental ores) and Rough Oridecon is extremely rare (refined Oridecon, though available from more sources than Empirium, is less actively hunted and so is about as valuable as Empirium). Iron Ore, Iron, and Steel are used for forging new weapons, not for upgrading-- and only Blacksmith players can use them. An alternative to self-upgrading is buying through a Merchant player who specializes in upgraded weapons-- since the Merchant has already assumed the risk of upgrade failure, he'll have spread out the failure costs over all his items. It's kind of like upgrade insurance, and a good alternative for people who don't have the time to deal with upgrading, or have had too much bad luck in the past. Make sure you're either buying an over-upgraded weapon or a correctly-priced safe-upgraded weapon, though-- a lot of Merchants seek to profit from people who don't know how to upgrade themselves. <> III. Attack Speed and Damage Formulas Attack speed in Ragnarok Online is measured by ASpd-- a figure which, like most of the numbers in your status display, doesn't really describe what's actually happening. Attack speed is based on a weapon swing time-- the larger the swing time, the slower the weapon. - Table: Weapon Swing Time by Class and Weapon Type Novice Swordsman Thief Merchant Acolyte Mage Archer Unarmed - 0.50 0.40 0.40 0.40 0.35 0.50 0.40 Wands - 0.65 0.60 0.70 Daggers - 0.65 0.50 0.50 0.60 0.60 0.60 Bows - 0.85 0.70 1H-Swords - 0.70 0.55 0.65 0.70 Maces - 0.70 0.65 0.70 0.60 Spears - 0.65 2H-Swords - 0.60 Axes - 0.80 0.70 0.75 (Sorry, no data on Books and Katars yet.) Weapon speed is made quicker (i.e., the swing time becomes smaller) with AGI and DEX. Every 2 points in AGI will reduce the decimal speed value by 1/150th... Every 5 points in DEX also reduces the value by 1/150th. The Thief skill Double Slash gives each attack with a knife a chance to hit twice instead of once, though double attacks still take the same amount of time as single attacks. Increasing Double Slash skill reduces a Thief's effective knife slowness if you average out those bonus attacks: - Table: Effective Double Slash Swing Time by Skill Level No Double Slash = no double attack = 0.50 (=10/20) Double Slash Lv. 1 = 5% double attack = 0.48 (=10/21) Double Slash Lv. 2 = 10% double attack = 0.45 (=10/22) Double Slash Lv. 3 = 15% double attack = 0.43 (=10/23) Double Slash Lv. 4 = 20% double attack = 0.42 (=10/24) Double Slash Lv. 5 = 25% double attack = 0.40 (=10/25) Double Slash Lv. 6 = 30% double attack = 0.38 (=10/26) Double Slash Lv. 7 = 35% double attack = 0.37 (=10/27) Double Slash Lv. 8 = 40% double attack = 0.36 (=10/28) Double Slash Lv. 9 = 45% double attack = 0.34 (=10/29) Double Slash Lv.10 = 50% double attack = 0.33 (=10/30) This is why Thieves with Double Slash should still use Knife class weapons against enemies of all sizes-- Knives for Lv.10 Double Slash Thieves swing about as fast as an unarmed Acolyte, if you average all the extra slashes in. For reference, the in-game displayed ASpd equals 2.00 minus your stat- adjusted swing time, then multiplied by 100. This explains why a 1-AGI 1-DEX Axe Novice with a listed ASpd of 120 seems half as fast as a 70-AGI 30-DEX Ring Pommel Saber Swordsman with a listed ASpd of 160... the AGI Swordsman really is twice as fast: his swing time is 0.40 to the Axe Novice's 0.80! Damage is a little bit tougher to figure, since you have two components that add together: BASE damage granted by your stats, masteries, and refining, and a damage RANGE on top. Both are calculated very differently. - Table: Determining BASE Damage (non-bows/unarmed) Each point in STR: +1 Every +1 upgrade (Weapon Level 1): +2 Every +1 upgrade (Weapon Level 2): +3 Every +1 upgrade (Weapon Level 3): +5 Every +1 upgrade (Weapon Level 4): +5? For having 10-19 STR: +1 For having 20-29 STR: +4 For having 30-39 STR: +9 For having 40-49 STR: +16 For having 50-59 STR: +25 For having 60-69 STR: +36 For having 70-79 STR: +49 For having 80-89 STR: +64 For having 90-99 STR: +81 For having 100-109 STR: +100 For having 110-119 STR: +121 For having 120-129 STR: +144 Every 5 full points in DEX: +1 Every 5 full points in LUK: +1 Weapon Mastery bonuses: As given Please note the 10-point STR tier bonuses are not cumulative in this table. - Table: Determining BASE Damage (bows) Each point in DEX: +1 Every +1 upgrade (Weapon Level 1): +2 Every +1 upgrade (Weapon Level 2): +3 Every +1 upgrade (Weapon Level 3): +5 Every +1 upgrade (Weapon Level 4): +5? For having 10-19 DEX: +1 For having 20-29 DEX: +4 For having 30-39 DEX: +9 For having 40-49 DEX: +16 For having 50-59 DEX: +25 For having 60-69 DEX: +36 For having 70-79 DEX: +49 For having 80-89 DEX: +64 For having 90-99 DEX: +81 For having 100-109 DEX: +100 For having 110-119 DEX: +121 For having 120-129 DEX: +144 Every 5 full points in STR: +1 Every 5 full points in LUK: +1 Please note the 10-point DEX tier bonuses are not cumulative in this table. The damage RANGE that generates a random number to add on top of your BASE damage is easier to figure. The high end of the range equals your weapon's listed Atk value (plus arrow Atk value, if applicable). The low end of the range equals your DEX, but cannot exceed the high end of the range. If you're unarmed, your RANGE value is zero. For instance, a Merchant with a Ring Pommel Saber and 20 DEX has a damage RANGE of 20-100, because Ring Pommel Saber's Atk is 100. Once the damage RANGE is determined, a number within the RANGE is picked at random (each number in the range having equal odds), then the RANGE result is reduced by size penalties, if the size of your weapon does not match the size of your target. The size-adjusted RANGE result is then added to BASE damage (which is not size-adjusted), reduced by a percentage equal to your target's DEF, then reduced according to your target's VIT. As an example, if a Merchant has BASE damage of 48, a damage RANGE of 20-100, and attacks an great-sized Ambernite with a Ring Pommel Saber, a number is selected from 20-100, reduced by 75% (due to size mismatch), then added to the BASE of 48, then reduced by the Ambernite's DEF, and VIT. See part IX, Monster Data, for information on monster sizes. Critical hits deal damage equal to your BASE plus the maximum limit of your RANGE-- i.e., your Atk value-- and completely ignore enemy DEF and VIT. The RANGE is still size-adjusted, though-- this makes critical hits handy for figuring out enemy sizes, even if their DEF and VIT is unknown. - Table: Size Factors by Weapon Type Monster Size: Small Medium Great Unarmed - 100% 100% 100% Wands - 100% 100% 100% Daggers - 100% 75% 50% Bows - 100% 100% 75% Katars - 75% 100% 75% 1H-Swords - 75% 100% 75% Maces - 75% 100% 100% Spears - 75% 75% 100% 2H-Swords - 75% 75% 100% Axes - 50% 75% 100% (Sorry, no data on Books yet.) - Table: Damage Reduction from VIT Every 2 points in VIT: 1 damage reduction For having 10-19 VIT: 1 damage reduction For having 20-29 VIT: 2 damage reduction For having 30-39 VIT: 3 damage reduction For having 40-49 VIT: 4 damage reduction ... etc. This means a target with 47 VIT receives (47 / 2) + 4 = 23 + 4 = 27 total damage reduction applied after the DEF percentage is taken. [Beta3 note: the VIT bonus has been tweaked more than any other one, and damage reduction is almost sure to change again by the time eBeta returns.] <> IV. Good Novice-Level Weapons "Effective Atk" is a number I use to describe a weapon's overall power. It's based on the weapon's actual Atk value (adjusted for any size penalties) plus double any bonus from refining (since refining adds both minimum and maximum damage, and isn't affected by size penalties). > < denotes no size penalties applied. 20%DC is buying price assuming a 20% Discount. No price is given for "OVER" (over the safe upgrade limit), "RARE" (rare weapons), or "ORID" (upgrades requiring Oridecon) because these are all difficult to get! Under slots, a colon (:) indicates store-bought slots on the weapon, while a period (.) indicates monster-drop bonus slots on a weapon. For example, ::. indicates the store-bought version has 2 slots, and the monster- dropped version has 3. 0 means no slots. Lv indicates Base Level required to use the weapon. Don't forget to take weapon speed and one- or two- handedness into account when selecting a weapon. Upgraded Weapon Level 1 pricing comments: +7: Anyone can get a Weapon Level 1 to +7 with a mere 1750 zeny investment, with no risk involved and very little time invested. +8: Uncommon but not difficult to get. Plan to invest another 7K (less if you're lucky with upgrading). +9: Not often seen. Having an extra slot is a good idea if you plan on taking a weapon to this level. +10:Nobody does this, but nobody's stopping you. Rare due to most people not bothering to upgrade this much on a Weapon Level 1. Max upgrade. Limited use, but not too hard to make one yourself if you have the time and 100K or more extra zeny and an absolute need for four card slots. Upgraded Weapon Level 2 pricing comments: +6: Anyone can get a Weapon Level 2 to +6. A good level to shoot for if you're short on zeny. It only costs 7200 zeny to get a +6. +7: Buying through a merchant is safe, though you can expect it to run about 30K above the +6 price. Not too hard to do yourself, though. +8: Most people shoot for this level. Having a monster-drop weapon (i.e. extra slot) is a good idea if you plan on taking it to +8 or higher. +8 Weapon Level 2 weapons usually run over 100K when vended. +9: Super-rare. Definitely better have extra slot. Expect to pay top zeny. If doing it yourself, it's best to upgrade two weapons in tandem so you have a +8 to fall back on no matter how many times you fail. +10:The coveted max upgrade-- I don't expect to see any of these for a very long time. Good luck getting anyone to part with such a weapon for less than two million. Weapon Level 3/4, of course, will almost always stop at +5, since the risk involved in over-upgrading is huge-- pure Oridecon, needed for each upgrade, typically fetches a price of around a quarter million apiece on the English servers (half as much on Asian language servers). Even a +6 Weapon Level 3/4 item is likely to be a highly prized possession, and the maximum of +10 is unlikely to ever be seen in the game. If you manage to over-upgrade one of these, add 10 to Effective Atk across all sizes per over-upgrade. Effective Atk vs: Small Med Great| Wgt Slot 20%DC Lv Special Rod >15< >15< >15< | 40 :::. 40 1 MAtk+15% +7 Rod >43< >43< >43< | 40 :::. 1790 1 MAtk+15% +10 Rod >55< >55< >55< | 40 :::. OVER 1 MAtk+15% Knife >17< 12 8 | 40 :::. 40 1 Main-Gauche >43< 32 21 | 60 :::. 1920 1 +7 Main-Gauche >71< 60 49 | 60 :::. 3670 1 +10 Main-Gauche >83< 72 61 | 60 :::. OVER 1 Sword 18 >25< 18 | 50 :::. 80 2 Blade 39 >53< 39 | 70 :::. 2320 2 +7 Blade 67 >81< 67 | 70 :::. 4070 2 +10 Blade 79 >93< 79 | 70 :::. OVER 2 Club 17 >23< >23< | 70 :::. 96 2 Mace 27 >37< >37< | 80 :::. 1280 2 +7 Mace 55 >65< >65< | 80 :::. 3030 2 +10 Mace 67 >77< >77< | 80 :::. OVER 2 Yeah, a Novice could use an "Axe," but at 35 Atk, slower than a mace, and lacking any low-level Great enemies (easiest one is Pecopeco), what'd be the point? <> V. Good Low-Level Weapons I've assumed low-level characters don't have access to Oridecon or Cards yet so I've excluded upgraded Weapon Level 3/4 items as well as weapons such as Gladius that have poor Atk for their Weapon Level but have an extra slot-- if you do have Oridecon to use or Cards to slot, then please cross-reference the high-level weapon table for more options. Effective Atk vs: Small Med Great| Wgt Slot 20%DC Lv Special +7 Rod >43< >43< >43< | 40 :::. 1790 1 MAtk+15% +10 Rod >55< >55< >55< | 40 :::. OVER 1 MAtk+15% +6 Staff >76< >76< >76< | 40 ::. 14800 12 MAtk+15%,INT+2 +10 Staff >100< >100< >100< | 40 ::. OVER 12 MAtk+15%,INT+2 Arc Wand >60< >60< >60< | 40 :. 36000 24 MAtk+15%,INT+3 Mighty Staff >130< >130< >130< | 70 0 RARE 24 MAtk+15%,STR+10 +7 Main-Gauche >71< 60 49 | 60 :::. 3670 1 +10 Main-Gauche >83< 72 61 | 60 :::. OVER 1 Stiletto >87< 65 43 | 70 ::. 15600 12 +6 Stiletto >123< 101 79 | 70 ::. 22800 12 +10 Stiletto >147< 125 103 | 70 ::. OVER 12 Fortune Sword >90< 67 45 | 50 0 RARE 36 LUK+5 Bow >15< >15< 11 | 50 :::. 800 4 2H Composite Bow >29< >29< 21 | 60 :::. 2000 4 2H +7 Composite Bow >57< >57< 49 | 60 :::. 3750 4 2H +10 Composite Bow >69< >69< 61 | 60 :::. OVER 4 2H Crossbow >65< >65< 48 | 90 ::. 13600 18 2H +6 Crossbow >101< >101< 84 | 90 ::. 20800 18 2H +10 Crossbow >125< >125< 108 | 90 ::. OVER 18 2H Arbalest >90< >90< 67 | 100 :. 38400 33 2H,DEX+2 +7 Blade 67 >81< 67 | 70 :::. 4070 2 +10 Blade 79 >93< 79 | 70 :::. OVER 2 Ring Pommel Saber 75 >100< 75 | 90 ::. 19200 14 +6 RPS 111 >136< 111 | 90 ::. 26400 14 +10 RPS 135 >160< 135 | 90 ::. OVER 14 Haedonggum 90 >120< 90 | 90 :. 40000 27 INT+3 +7 Mace 55 >65< >65< | 80 :::. 3030 2 +10 Mace 67 >77< >77< | 80 :::. OVER 2 Chain 63 >84< >84< | 80 ::. 18400 14 +6 Chain 99 >120< >120< | 80 ::. 25600 14 +10 Chain 123 >144< >144< | 80 ::. OVER 14 Sword Mace 97 >130< >130< | 120 . 40000 27 Pike 45 45 >60< | 100 :::. 2760 4 +7 Pike 73 73 >88< | 100 :::. 4510 4 +10 Pike 85 85 >100< | 100 :::. OVER 4 Partizan 93 93 >124< | 200 :. 21600 18 2H +6 Partizan 129 129 >160< | 200 :. 28800 18 2H +10 Partizan 153 153 >184< | 200 :. OVER 18 2H Halberd 123 123 >165< | 250 :. 43200 33 2H Katana 45 45 >60< | 100 :::. 1600 4 2H +7 Katana 73 73 >88< | 100 :::. 3350 4 2H +10 Katana 85 85 >100< | 100 :::. OVER 4 2H Bastard Sword 86 86 >115< | 160 ::. 18000 18 2H +6 Bastard Sword 122 122 >151< | 160 ::. 25200 18 2H +10 Bastard Sword 146 146 >175< | 160 ::. OVER 18 2H Broad Sword 105 105 >140< | 200 :. 52000 33 2H,DEF+5 Two-Handed Sword 120 120 >160< | 220 :. 48000 33 2H Battle Axe 37 56 >75< | 180 :::. 4320 3 2H +7 Battle Axe 65 84 >103< | 180 :::. 6070 3 2H +10 Battle Axe 77 96 >115< | 180 :::. OVER 3 2H Hammer 55 82 >110< | 230 ::. 12400 16 2H +6 Hammer 91 118 >146< | 230 ::. 19600 16 2H +10 Hammer 115 142 >170< | 230 ::. OVER 16 2H Two-Handed Axe 85 127 >170< | 300 :. 44000 30 2H Bloody Axe 80 120 >160< | 400 0 RARE 44 2H,STR+10 <> VI. Good High-Level Weapons Effective Atk vs: Small Med Great| Wgt Slot 20%DC Lv Special +10 Rod >55< >55< >55< | 40 :::. OVER 1 MAtk+15% +6 Staff >76< >76< >76< | 40 ::. 14800 12 MAtk+15%,INT+2 +10 Staff >100< >100< >100< | 40 ::. OVER 12 MAtk+15%,INT+2 Arc Wand >60< >60< >60< | 40 :. 36000 24 MAtk+15%,INT+3 +5 Arc Wand >110< >110< >110< | 40 :. ORID 24 MAtk+15%,INT+3 Mighty Staff >130< >130< >130< | 70 0 RARE 24 MAtk+15%,STR+10 +5 Mighty Staff >180< >180< >180< | 70 0 ORID 24 MAtk+15%,STR+10 +10 Main-Gauche >83< 72 61 | 60 :::. OVER 1 +6 Stiletto >123< 101 79 | 70 ::. 22800 12 +10 Stiletto >147< 125 103 | 70 ::. OVER 12 Gladius >105< 78 52 | 70 ::. 34400 24 +5 Gladius >155< 128 102 | 70 ::. ORID 24 Damascus >118< 88 59 | 80 :. 39200 24 +5 Damascus >168< 138 109 | 80 :. ORID 24 Fortune Sword >90< 67 45 | 50 0 RARE 36 LUK+5 +5 Fortune Sword >140< 117 95 | 50 0 ORID 36 LUK+5 +10 Composite Bow >69< >69< 61 | 60 :::. OVER 4 2H +6 Crossbow >101< >101< 84 | 90 ::. 20800 18 2H +10 Crossbow >125< >125< 108 | 90 ::. OVER 18 2H Arbalest >90< >90< 67 | 100 :. 38400 33 2H,DEX+2 +5 Arbalest >140< >140< 117 | 100 :. ORID 33 2H,DEX+2 Gakkung >100< >100< 75 | 110 :. 33600 33 2H +5 Gakkung >150< >150< 125 | 110 :. ORID 33 2H Hunter Bow >100< >100< 75 | 110 :::. 51200 33 2H,HunterOnly +5 Hunter Bow >150< >150< 125 | 110 :::. ORID 33 2H,HunterOnly +6 Jur 129 >161< 129 | 80 ::. 15600 18 DblCrit,AssOnly +10 Jur 153 >185< 153 | 80 ::. OVER 18 DblCrit,AssOnly Katar 111 >148< 111 | 120 :. 32800 33 DblCrit,Ass,DEX+1 +5 Katar 161 >198< 161 | 120 :. ORID 33 DblCrit,Ass,DEX+1 Jamadhar 123 >165< 123 | 150 . 29760 33 DblCrit,AssOnly +5 Jamadhar 173 >215< 173 | 150 . ORID 33 DblCrit,AssOnly +10 Blade 79 >93< 79 | 70 :::. OVER 2 +6 RPS 111 >136< 111 | 90 ::. 26400 14 +10 RPS 135 >160< 135 | 90 ::. OVER 14 Haedonggum 90 >120< 90 | 90 :. 40000 27 INT+3 +5 Haedonggum 90 >120< 90 | 90 :. ORID 27 INT+3 Saber 86 >115< 86 | 100 ::. 39200 27 +5 Saber 136 >165< 136 | 100 ::. ORID 27 Tsurugi 97 >130< 97 | 120 :. 40800 27 +5 Tsurugi 147 >180< 147 | 120 :. ORID 27 Flamberge 112 >150< 112 | 150 0 48000 27 +5 Flamberge 162 >200< 162 | 150 0 ORID 27 +10 Mace 67 >77< >77< | 80 :::. OVER 2 +6 Chain 99 >120< >120< | 80 ::. 25600 14 +10 Chain 123 >144< >144< | 80 ::. OVER 14 Morning Star 82 >110< >110< | 110 :. 32800 27 +5 Morning Star 132 >160< >160< | 110 :. ORID 27 Sword Mace 97 >130< >130< | 120 . 40000 27 +5 Sword Mace 147 >180< >180< | 120 . ORID 27 Stunner 105 >140< >140< | 200 0 48000 27 PriestOnly +5 Stunner 155 >190< >190< | 200 0 ORID 27 PriestOnly +10 Pike 85 85 >100< | 100 :::. OVER 4 +6 Glaive 114 114 >140< | 120 ::. 16000 18 2H +10 Glaive 138 138 >164< | 120 ::. OVER 18 2H +6 Partizan 129 129 >160< | 200 :. 28800 18 2H +10 Partizan 153 153 >184< | 200 :. OVER 18 2H Trident 112 112 >150< | 120 ::. 40800 33 2H +5 Trident 162 162 >200< | 120 ::. ORID 33 2H Halberd 123 123 >165< | 250 :. 43200 33 2H +5 Halberd 173 173 >215< | 250 :. ORID 33 2H Lance 138 138 >185< | 250 0 48000 33 2H,KnightOnly +5 Lance 188 188 >235< | 250 0 ORID 33 2H,KnightOnly +10 Katana 85 85 >100< | 100 :::. OVER 4 2H +6 Bastard Sword 122 122 >151< | 160 ::. 25200 18 2H +10 Bastard Sword 146 146 >175< | 160 ::. OVER 18 2H Broad Sword 105 105 >140< | 200 :. 52000 33 2H,DEF+5 +5 Broad Sword 155 155 >190< | 200 :. ORID 33 2H,DEF+5 Two-Handed Sword 120 120 >160< | 220 :. 48000 33 2H +5 Two-Hand Sword 170 170 >210< | 220 :. ORID 33 2H Claymore 135 135 >180< | 250 0 59200 33 2H,KnightOnly +5 Claymore 185 185 >230< | 250 0 ORID 33 2H,KnightOnly +10 Battle Axe 77 96 >115< | 180 :::. OVER 3 2H +6 Hammer 91 118 >146< | 230 ::. 19600 16 2H +10 Hammer 115 142 >170< | 230 ::. OVER 16 2H Two-Handed Axe 85 127 >170< | 300 :. 44000 30 2H +5 Two-Handed Axe 135 177 >220< | 300 :. ORID 30 2H Bloody Axe 80 120 >160< | 400 0 RARE 44 2H,STR+10 +5 Bloody Axe 130 170 >210< | 400 0 ORID 44 2H,STR+10 <> VII. Bad Weapons - Throw These AWAY! Certain Weapon Level 3 weapons, though popular, are worse than the corresponding upgraded Weapon Level 2 weapon-- heavier and more expensive too! Unless you've got Oridecon to upgrade these, or have cards you positively do not want to put into a Weapon Level 2 item, get rid of them! Effective Atk vs: Small Med Great| Wgt Slot 20%DC Lv Special Damascus >118< 88 59 | 80 :. 39200 24 Gakkung >100< >100< 75 | 110 :. 33600 33 2H Tsurugi 97 >130< 97 | 120 :. 40800 27 For comparison: Effective Atk vs: Small Med Great| Wgt Slot 20%DC Lv Special +6 Stiletto >123< 101 79 | 70 ::. 22800 12 +6 Crossbow >101< >101< 84 | 90 ::. 20800 18 2H +6 RPS 111 >136< 111 | 90 ::. 26400 14 Not to mention that for the cost of the Weapon Level 3 items here, it's not too hard to over-upgrade to +7 on the Weapon Level 2 items for an additional 6 effective Atk against all enemy sizes. <> VIII.Weapon Cards Cards can be inserted in any combination-- cards can even be duplicated, thus why you'll occasionally see Double Smart Arc Wands for spellcasters, or Triple Clamorous Bastard Swords for beast- hunting swordsmen. Asterisks indicate cards for bosses, which are ultra-rare-- don't expect to get your hands on them without a lot of time, a lot of levels, and a lot of luck. The precise numerical effects of "25% more damages" cards are still being investigated. - Table: Weapon Cards, Alphabetical Abysmal Knight Card "Enable to do more damages by 25% on a Boss Monster" Adds Prefix: "Liberation" Anacondaq Card "Enable to do 25% more damages on a Poison Property Monster" Adds Prefix: "Envenom" Andre Card "ATK + 10" Adds Prefix: "Hurricane" Andre Larva Card "INT + 1" Adds Prefix: "Smart" Archer Skeleton Card "Enable to do 25% more damages on a Flying Monster" Adds Prefix: "Kingbird" Baphomet Card* "Amplify every attack to do splashed damages around 9 cells" Adds Prefix: "Scythelike" Caramel Card "Enable to do 25% more damages on a Insect-like Monster" Adds Prefix: "Insecticide" Desert Wolf Card "Enable to do 25% more damages on a Small Sized Monster" Adds Prefix: "Gigantic" Deviace Card* "Enchant a Weapon with the Water Property" Adds Prefix: "Aqua" Doppelganger Card* "Enable to do Faster-Attack all the time" Adds Suffix: "of Verserk" Dracula Card "Regain 10% of the Damage Done on an Enemy as SP (Success Chance 25%)" Adds Prefix: "Spiritual" Drainliar Card "Enable to do 25% more damages on a Water property Monster" Adds Prefix: "Saharic" Drake Card* "Enable to do perfect damages on every sized monsters" Adds Suffix: "of Infinity" Drops Card "DEX + 1" Adds Prefix: "Dexterous" Earth Petite Card "Enable to do 25% more damages on a Dragon-like Monster" Adds Prefix: "Dragoon" Fabre Card "VIT + 1" Adds Prefix: "Vital" Familiar Card "Curse 'Darken' when attack (Success Chance 1%)" Adds Prefix: "Blink" Female Thiefbug Card "AGI + 1" Adds Prefix: "Shrewd" Flora Card "Enable to do 25% more damages on a Fish-like Monster" Adds Prefix: "Fisher" Goblin Card "Enables to do 25% more damage on an Animal-like Monster" (formerly "Brutes") Adds Prefix: "Clamorous" Golem Card "Preserve a weapon from being damaged" Adds Prefix: "Solid" Hornet Card "STR + 1" Adds Prefix: "Martyr" Hunter Fly Card "Regain 50% of the Damage Done on an enemy as HP (Success Chance 25%)" Adds Prefix: "Malicious" Hydra Card "Enable to do 25% more damages on a Demi-Human Monster" Adds Prefix: "Bloody" Kaho Card "Enable to do 25% more damages on a Earth Property Monster" Adds Prefix: "Underneath" Lunatic Card "LUK + 1" Adds Prefix: "Lucky" Magnolia Card "Cast 'Curse' when attack (Success Chance 1%)" Adds Prefix: "Cursing" Mandragora Card "Enable to do 25% more damages on a Wind Property Monster" Adds Prefix: "Windy" Marina Card "Cast 'Frostbite' when attack" Adds Prefix: "Ice" Metaller Card "Curse 'Silence' when attack" Adds Prefix: "Silence" Minorous Card* "Enable to do 25% more damages on a Great Sized Monster" Adds Prefix: "Titan" Mummy Card "Add Accuracy Rate by 20%" Adds Prefix: "Ancient" Orc Skel Card "Enable to do 25% more damages on a Holy Property Monster" Adds Prefix: "Damned" Peco Peco Egg Card "Enable to do 25% more damages on a Formless Monster" Adds Prefix: "Beholder" Phreeoni Card* "Enable every attack to hit (except for Perfect Dodge)" Adds Prefix: "Perfect" Plankton Card "Curse 'Sleep' when attack (Success Chance 1%)" Adds Prefix: "Drowsy" Requiem Card "Curse 'confusion' when attack (Success Chance 1%)" Adds Prefix: "Chaos" Santa Poring Card "Enable to do 25% more damages on a Dark Property Monster" Adds Prefix: "Hallowed" Savage Bebe Card "Cast 'stun' when attack (Success Chance 1%)" Adds Prefix: "Stun" Scorpion Card "Enable to do 25% more damages on a Veggie Monster" Adds Prefix: "Chemical" Scorpion King Card "Enable to do 25% more damages to the Undead" Adds Prefix: "Divine" Sidewinder Card "25% chance to double attack" Adds Prefix: "Hybrid" Skel Worker Card "Enable to do 25% more damages on a Medium Sized Monster" Adds Prefix: "Boned" Skeleton Card "ATK + 2" Adds Prefix: "Keen" Snake Card "Curse 'toxication' when attack (Success Chance 1%)" Adds Prefix: "Untouchable" Soldier Skel Card "Critical + 10%" Adds Prefix: "Critical" Strouf Card "Enable to do 25% more damages on a Demon-like Monster" Adds Prefix: "Decussate" Vadon Card "Enable to do 25% more damages on a Fire Property Monster" Adds Prefix: "Flammable" Wolf Card "ATK + 5" Adds Prefix: "Wolverine" Zenorc Card "Curse '?????' when attack (Success Chance 1%)" Adds Prefix: "Venomer's" <> IX. Monster Data: Size, Form, Property, Weapon Drops (partial) Monsters have a size which determines how effective different weapons are, a form which describes their general classification, and a property which defines their elemental weaknesses. "25%" type Weapon Cards exist specific to size, form, and elemental property too! --Monster------Size-Form----Propty.-Weapon Drop(not confirmed) Santa Poring M Veggie Holy Poring M Veggie Water Knife Pupa S Insect Earth Fabre S Insect Earth Club Drops M Veggie Fire Rod Pecopeco Egg S Formless Neutral Picky S Animal Fire Willow M Veggie Earth Chonchon S Insect Wind Cutter Picky(hat) S Animal Fire Condor M Animal Wind Bow Lunatic S Animal Neutral Sword Roda Frog M Fish Water Thief Bug Egg S Formless Neutral Ant Egg S Formless Neutral Katana Savage Bebe S Animal Earth Axe Hornet S Insect Wind Main Gauche Thief Bug S Insect Dark Rocker M Insect Earth Javelin Spore M Veggie Water Desert Wolf(s) S Animal Fire Plankton S Fish Water Farmiliar S Animal Dark Falchion Thief Bug(f) M Insect Dark Slayer, Blade Kukre S Fish Water Mandragora M Veggie Earth Spear Wolf M Animal Earth Ambernite G Fish Water Blade Zombie M Undead Undead Smasher Tarou S Animal Earth Hydra S Veggie Water Wormtail M Veggie Earth Pike Muka G Veggie Wind Guisarme Boa(snake) M Animal Earth Katana Poporing M Veggie Poison Pecopeco G Animal Fire Wand Creamy S Insect Wind Stainer S Insect Earth Andre S Insect Earth Coco S Animal Earth Steel Chonchon S Insect Wind Horn M Insect Earth Martin S Animal Earth Jur Pierre S Insect Earth Smokie S Animal Earth Deniro S Insect Earth Vadon S Fish Water Yoyo S Animal Earth Elder Willow M Veggie Fire Mighty Staff Vitata S Insect Earth Poison Spore M Veggie Poison Eggyra M Veggie Spirit Megalodon M Undead Undead Orc Zombie G Undead Undead Savage G Animal Earth Dustiness S Insect Wind Marina M Fish Water Pirate Skeleton M Undead Undead Goblin Brother M Human Neutral <> Contact All contributions, clarifications, questions and concerns are welcomed and appreciated-- I'll be happy to credit you in the next update! My email address is mattfitz at oco dot net. Please identify this guide in the subject of your email so I know it's important and has nothing to do with the diploma-mill spam I get on a daily basis. In particular, I'm looking for corrections to any errors I've made or data on items I've marked with question marks! <>