TRICKSTER ONLINE A Guide to Bunnies by ravetrade Table of Contents I. What are bunnies and why should I be one? (SEC1) II. Stat Builds (SEC2) III. First Job Skills (SEC3) IV. Second Job Skills (SEC4) V. Skill Builds (SEC5) VI. Levelling Guide (SEC5) VII. Items and Equips (SEC6) VIII. Credits (SEC7) IX. Legal Stuff (SEC8) X. Version Info (SEC9) This guide is a work in progress so there's a possibility of missing information. If you have any questions, input, or helpful information, e-mail me at ravetrade@gmail.com. =============================================================================== I. What are bunnies and why should I be one? (SEC1) Bunnies are the female Power type, and have ears and tails like you'd expect. What you don't expect is just how powerful they are, unless of course you've seen Monty Python and the Holy Grail. They wear boxing gloves and really pack a punch. You should be a bunny if you like front-line fighting and taking on monsters one at a time, dishing out very large numbers. They also have a large repetoire of attacks, allowing you to be constantly using skills rather than waiting for a cooldown time. If this appeals to you, read on. =============================================================================== II. Stat Builds (SEC2) There are a few stat builds, and none of them have really been determined as the be all, end all build just yet. I'll give you the major ones with pros and cons, along with a few of my comments. NOTE: If you're new to Trickster, and you see 4/1/1/4, that means 4 Power, 1 Magic, 1 Sense, and 4 Charm when you create your character. Here's a quick chart on the stats in each type and what they do: POWER ----- AP: Attack Power. Raises damage. Increases by 1 every point. AC: Accuracy. Lets you hit more often. Increases by 1 every 4 points. DX: Dexterity. Makes you attack faster. Decreases by 1 every 12 points. MAGIC ----- MP: Mana Points. Gives more mana for skills. Increases by 30 every point. MA: Magic Attack. Raises damage of spells. Increases by 1 every 4 points. MD: Magic Defense. Lowers damage from spells. Increases by 4 every 1 point. SENSE ----- WT: Weight. Allows you to carry more items. Increases by 80 every 4 points. DA: Detect Ability. Better drilling, raises some Sense type skill's damage, and raises critical damage. Increases by 1 every 4 points. LK: Luck. Lets spells hit more often, raises critical chance, and lowers enemy critical chance. Increases by 1 every 4 points. CHARM ----- HP: Hit Points. Allows you to survive longer. Increases by 40 every 4 points. DP: Defense Points. Lowers enemy damage. Increases by 1 every point. HV: Hit Evasion. Allows dodging enemy attacks, and raises some Charm type skill's damage. Increases by 1 every 4 points. NOTE: The stats aren't neccessarily increased by points specified, but the level is. Go to http://trickster.gamersmanual.com/index.php/Main_Page and find the type under the Stats section on the right for specific formulas to calculate what the actual stat will be. 4/1/1/4 Build ------------- This is the tank that dishes out damage. *PROS*: Great defense. Good damage. *CONS*: Fewer crits (not a big deal early on, but I hear it gets worse in later levels). Horrible digging. *COMMENTS*: This is my personal build. I'm not too worried about the digging being bad since I have a Fox to fund me there. The only real drawback is the crits. Your decision if that really matters. 4/1/2/3 Build ------------- This build is a little more rounded out than the previous one. *PROS*: Great damage due to crits. Decent defense. *CONS*: Only a decent defense when you're a frontline fighter. *COMMENTS*: This and the 4/1/1/4 build are the most common, and are considered the "best." It's your decision on whether you'd rather have crits/digging/weight or HP/defense/evasion more. I will say that you'll most likely be sucking more pots on this build over the 4/1/1/4. 4/1/3/2 Build ------------- Also a round build, but leans more towards offense. *PROS*: Even better damage due to crits. You also get decent digging and weight capacity. *CONS*: You die fairly easy. *COMMENTS*: If you have a higher level character that can fund the pots or a best friend playing a Mage with you all the time, this could possibly be worthwhile. 4/1/4/1 Build ------------- This build goes for all out offense, sacrificing defense. *PROS*: INSANE damage all the time. You drill with the best of them, and you can carry the amount of pots you'll be needing to survive. *CONS*: You die incredibly easy. *COMMENTS*: Some people have tried this build and got to level 20. Then they quit. Only do this if you're looking to experiment, well-funded, or have a very helpful friend or you'll be very frustrated. Bonus Points ------------ So far, I've only put bonus points into AP, and it seems to be working just fine. You shouldn't have to worry about AC because you'll have Bull's Eye, and DX eventually maxes out naturally. You have your Charm stats if you feel like you're getting hit too much or too hard, but equipment takes care of that for the most part. I hear that you can eventually max out a stat, and if that's true, I'll most likely be jumping to LK for crit chance. ======================================================================= III. First Job Skills (SEC3) NOTE: The TMPoints needed when you buy the card is a one time deal only. It only costs 1 point for every skill level up after that until Master. Then you have to pay the Mastery TMPoints needed. ALSO NOTE: I will go over where to find the mastery items in the Items and Equips. Quick explanation on my setup: () ----------------------------------------------- Description: TMLevel Requirement: Prereqs: Card Cost and TMPoints Needed: , Mastery Item and TMPoints Needed: , Level: Level of skill. MP Cost: How much MP is needed to use. Damage: Percent (or set) damage added to your normal AP. Cool Time: How long you have to wait until reuse. __ Bonus: Percent (or set) added to the specified stat. __ Damage: Percent (or set) damage to specified stat. Duration: How long the skill lasts. Comments: SHOCKWAVE (jTrickster: Hard Attack) ----------------------------------- Description: A single target blow based on your AP. TMLevel Requirement: 1 Prereqs: None Card Cost and TMPoints Needed: 300G, 1 Mastery Item and TMPoints Needed: 33 Pine Bong Bong masks, 2 Level MP Cost Damage Cool Time ----- ------- ------ --------- 1 32 132% 4s 2 35 145% 4s 3 38 160% 4s 4 41 175% 4s 5 44 190% 4s 6 47 205% 4s 7 50 220% 4s 8 53 235% 4s 9 56 250% 4s 10 68 265% 4s Master 80 300% 4s Comments: Honestly, if you were to get it, you wouldn't ever use it once you get Burning Rave. It's not too hard to wait until level 20; just join royal/special parties and whack away. BULL'S EYE (jTrickster: Bull's Eye) ----------------------------------- Description: Increases your AC by a percentage. TMLevel Requirement: 10 Prereqs: None Card Cost and TMPoints Needed: 2000G, 2 Mastery Item and TMPoints Needed: 23 Eye Drops, 2 Level MP Cost AC Bonus Duration Cool Time ----- ------- -------- -------- --------- 1 80 10% 60s 10s 2 100 13% 65s 10s 3 120 16% 70s 10s 4 140 19% 75s 10s 5 160 22% 80s 10s 6 180 25% 85s 10s 7 200 28% 90s 10s 8 220 31% 95s 10s 9 240 34% 100s 10s 10 260 37% 105s 10s Master 300 45% 120s 10s Comments: This skill is likely useful against some HV-heavy monsters. It's biggest use is as a prereq, though. SHOCKVIBE (jTrickster: Break Down) ---------------------------------- Description: Lowers target's AC by a percentage. TMLevel Requirement: 20 Prereqs: None Card Cost and TMPoints Needed: 2000G, 1 Mastery Item and TMPoints Needed: 31 "Hard Rock" (J), 2 Level MP Cost AC damage Duration Cool Time ----- ------- --------- -------- --------- 1 30 15% 14s 5s 2 32 18% 16s 5s 3 34 21% 18s 5s 4 36 24% 20s 5s 5 38 27% 22s 5s 6 40 30% 24s 5s 7 42 33% 26s 5s 8 44 36% 28s 5s 9 46 39% 30s 5s 10 48 42% 32s 5s Master 54 51% 38s 5s Comments: This might be useful in PVP or some bosses, but I've always seen most stat-lowering skills a waste of skill points if there's better things to max. SENSE BREAKER (jTrickster: Brain Noise) --------------------------------------- Description: Lowers target's DA by a percentage. TMLevel Requirement: 20 Prereqs: None Card Cost and TMPoints Needed: 2000G, 1 Mastery Item and TMPoints Needed: 19 "Mummy Bone" (J), 2 Level MP Cost DA damage Duration Cool Time ----- ------- --------- -------- --------- 1 30 15% 14s 5s 2 32 18% 16s 5s 3 34 21% 18s 5s 4 36 24% 20s 5s 5 38 27% 22s 5s 6 40 30% 24s 5s 7 42 33% 26s 5s 8 44 36% 28s 5s 9 46 39% 30s 5s 10 48 42% 32s 5s Master 54 51% 38s 5s Comments: Probably the most useless of the stat lowering skills, and seems like the only reason you'd ever use it is in PVP against Foxes. LUCK BREAKER (jTrickster: Fall of Luck) --------------------------------------- Description: Lowers target's LK by a percentage. TMLevel Requirement: 20 Prereqs: None Card Cost and TMPoints Needed: 2000G, 1 Mastery Item and TMPoints Needed: 5 Broken Compasses, 2 Level MP Cost LK damage Duration Cool Time ----- ------- --------- -------- --------- 1 30 15% 14s 5s 2 32 18% 16s 5s 3 34 21% 18s 5s 4 36 24% 20s 5s 5 38 27% 22s 5s 6 40 30% 24s 5s 7 42 33% 26s 5s 8 44 36% 28s 5s 9 46 39% 30s 5s 10 48 42% 32s 5s Master 54 51% 38s 5s Comments: Much better than SENSE BREAKER, this skill will effectively lower the enemy's crit chance AND raise yours. Useful for the stat builds leaning towards crits, but otherwise, skip it. BURNING RAVE (jTrickster: Double Attack) ---------------------------------------- Description: A slightly more powerful single blow attack than Shockwave. TMLevel Requirement: 20 Prereqs: None Card Cost and TMPoints Needed: 4000G, 2 Mastery Item and TMPoints Needed: 24 Mantis Kungfu Books, 2 Level MP Cost Damage Cool Time ----- ------- ------ --------- 1 16 190% 2s 2 18 200% 2s 3 20 210% 2s 4 22 220% 2s 5 24 230% 2s 6 26 240% 1s 7 28 250% 1s 8 30 260% 1s 9 32 270% 1s 10 34 280% 1s Master 40 310% 1s Comments: BR should be your main attack skill for a long time, even if you did get Shockwave. It has a spammable cool time, low MP cost, AND never misses. Very awesome skill. ARMOR BREAKER (jTrickster: Armor Crash) --------------------------------------- Description: Lowers target's DP by a percentage. TMLevel Requirement: 30 Prereqs: Shockwave 10 Card Cost and TMPoints Needed: 6000G, 2 Mastery Item and TMPoints Needed: 16 "Subject's Mask" (J), 2 Level MP Cost DP Damage Duration Cool Time ----- ------- --------- -------- --------- 1 40 14% 16s 5s 2 44 16% 18s 5s 3 48 18% 20s 5s 4 52 20% 22s 5s 5 56 22% 24s 5s 6 60 24% 26s 5s 7 64 26% 28s 5s 8 68 28% 30s 5s 9 72 30% 32s 5s 10 76 32% 34s 5s Master 78 38% 40s 5s Comments: Most useful of the stat lowering skills, but also the most costly, especially if you didn't plan on getting Shockwave. It'd work great in PVP and bosses. PUMPING HEART (jTrickster: Braveheart) -------------------------------------- Description: Increases the party's (including you) AP by a percentage. TMLevel Requirement: 25 Prereqs: Burning Rave 1 Card Cost and TMPoints Needed: 7500G, 3 Mastery Item and TMPoints Needed: 22 "Mini Battery" (J), 3 Level MP Cost AP Bonus Duration Cool Time ----- ------- -------- -------- --------- 1 200 6% 100s 5s 2 210 7% 105s 5s 3 220 8% 110s 5s 4 230 9% 115s 5s 5 240 10% 120s 5s 6 250 11% 125s 5s 7 260 12% 130s 5s 8 270 13% 135s 5s 9 280 14% 140s 5s 10 290 15% 145s 5s Master 320 16% 160s 5s Comments: A great damage raising skill, and it even works for the entire party. UPPER SMASH (jTrickster: Triple Attack) --------------------------------------- Description: An even more powerful blow that hits twice. TMLevel Requirement: 40 Prereqs: Bull's Eye 10 Card Cost and TMPoints Needed: 8000G, 2 Mastery Item and TMPoints Needed: 29 "Mask" (J), 2 Level MP Cost Damage Cool Time ----- ------- ------ --------- 1 60 400% 5s 2 65 410% 5s 3 70 420% 5s 4 75 430% 5s 5 80 440% 5s 6 85 450% 5s 7 90 460% 5s 8 95 470% 5s 9 100 480% 5s 10 105 490% 5s Master 120 520% 5s Comments: Looks to be a pretty nice skill, but note that it's two hits for 200% rather than 400% so that leaves potential for misses (If it does. BR has 100% accuracy so I'll come back to this once I have the skill.) The MP Cost gets somewhat steep, and the Cool Time is quite a while. TORNADO BOMB (jTrickster: Tornado Attack) ----------------------------------------- Description: A spin blow that hits three times. TMLevel Requirement: 50 Prereqs: Armor Breaker 10 Card Cost and TMPoints Needed: 15000G, 3 Mastery Item and TMPoints Needed: 47 "Gary Knuckle" (J), 3 Level MP Cost Damage Cool Time ----- ------- ------ --------- 1 80 600 3s 2 87 660 3s 3 94 720 3s 4 101 780 3s 5 108 840 3s 6 115 900 3s 7 122 960 3s 8 129 1020 3s 9 136 1080 3s 10 143 1140 3s Master 164 1320 3s Comments: No, that's not a mistake. It's set damage rather than percentage. It supposedly adds your own AP into the formula so it won't always do 1320 damage at Master, but it seems like it'll be useless compared to the other percentage attacks in later parts of the game. HYPER BEAT (jTrickster: Quick Action) ------------------------------------- Description: Lowers your DX by a specific amount. TMLevel Requirement: 45 Prereqs: Bull's Eye 10, Burning Rave 10 Card Cost and TMPoints Needed: 18000G, 4 Mastery Item and TMPoints Needed: 14 "Turquoise" (J), 3 Level MP Cost DX Bonus Duration Cool Time ----- ------- -------- -------- --------- 1 200 -1 60s 10s 2 200 -1 65s 10s 3 200 -1 70s 10s 4 200 -1 75s 10s 5 200 -1 80s 10s 6 200 -1 85s 10s 7 300 -2 90s 10s 8 300 -2 95s 10s 9 300 -2 100s 10s 10 300 -2 105s 10s Master 400 -3 120s 10s Comments: Can be useful at the level you get it, but eventually your DX maxes out naturally. ======================================================================= IV. Second Job Skills (SEC4) As of right now, second jobs aren't out yet, and will be available October. We can only go by jTrickster until then. Luckily, Kareru at tricksterfan.com went through a translator and shared with us the skills. It'd be a good idea to check the topic (http://tricksterfan.com/forum/viewtopic.php?t=311, need an account) in case he gets an update before I do. " Destroy Prerequisites: Hard Attack 10 (E: Shockwave) TM Level: 51 Card Cost: 4 TM points, 20,400g Type: Passive Adds some sort of status effect to the enemy. Wiki translation, if anyone can understand wrote: Hard attack auxiliary skill. When you acquire, the effect of occasionally usual attack on-target impact is given to the enemy the hard attack use time. As for hitting decision hard attack itself being separate, either one hitting, there are also times when either one comes off. As for success ratio the pattern which does not depend on every status. In short, it would be a good addition to any Boxer that uses HA. Dash Prerequisites: Quick Action 1 (E: Hyper Beat) TM Level: 60 Card Cost: 3 TM points, 18,000g Type: Active (Self) MP Cost: 100 Cooldown Time: 6 seconds Instantaneous movement, like RO monk's Snap. Uppercut Prerequisites: Triple Attack 10 (E: Upper Smash) TM Level: 60 Card Cost: 3 TM points, 18,000g Mastery Cost: 3 TM points, 33 "India Ink" Type: Active Levels 1: 240% attack power, 140 MP, 23 second cooldown 2: 270% attack power, 150 MP, 22 second cooldown 3: 300% attack power, 160 MP, 21 second cooldown 4: 330% attack power, 170 MP, 20 second cooldown 5: 360% attack power, 180 MP, 19 second cooldown 6: 390% attack power, 190 MP, 18 second cooldown 7: 420% attack power, 200 MP, 17 second cooldown 8: 450% attack power, 210 MP, 16 second cooldown 9: 480% attack power, 220 MP, 15 second cooldown 10: 510% attack power, 230 MP, 14 second cooldown Mastered: 600% attack power, 260 MP, 11 second cooldown Obviously, Uppercut isn't very nice to depend upon for levelling in its early levels. But mastered, its damage looks pretty nice, in spite of the mana cost and cooldown. Probably a popular Boxer skill. Spin Roll Prerequisites: Double Attack 10 (E: Burning Rave) TM Level: 85 Card Cost: 3 TM points, 51,000g Mastery Cost: 3 TM points, 25 "Pirate Game Card" Type: Active Levels 1: 330%*4 declared attack power, 110%*4 substantial attack power, 160 MP, 5 second cooldown 2: 360%*4 declared attack power, 120%*4 substantial attack power, 170 MP, 5 second cooldown 3: 390%*4 declared attack power, 130%*4 substantial attack power, 180 MP, 5 second cooldown 4: 420%*4 declared attack power, 140%*4 substantial attack power, 190 MP, 5 second cooldown 5: 450%*4 declared attack power, 150%*4 substantial attack power, 200 MP, 5 second cooldown 6: 480%*4 declared attack power, 160%*4 substantial attack power, 210 MP, 5 second cooldown 7: 510%*4 declared attack power, 170%*4 substantial attack power, 220 MP, 5 second cooldown 8: 540%*4 declared attack power, 180%*4 substantial attack power, 230 MP, 5 second cooldown 9: 570%*4 declared attack power, 190%*4 substantial attack power, 240 MP, 5 second cooldown 10: 600%*4 declared attack power, 200%*4 substantial attack power, 250 MP, 5 second cooldown Mastered: 690%*4 declared attack power, 230%*4 substantial attack power, 280 MP, 5 second cooldown Declared attack power seems to be the first 4 hits, and substantial must be the second 4. Either way, considering its cooldown and MP cost, if it's hitting 4 times even at 230% attack, that's pretty damn good. Probably a common skill for higher levelled Boxers, if it works like I think it does. Hawkeye Prerequisites: Bull's Eye 10 (E: Bull's Eye, YES THEY CHANGED IT FROM "ALL HITSY") TM Level: 110 Card Cost: 3 TM points, 66,000g Mastery Cost: 3 TM points, 7 "Red Eyeshadow" Type: Active (Party) Levels 1: +10% hit rate, 300 MP, 10 second cooldown, 80 second duration 2: +11% hit rate, 315 MP, 10 second cooldown, 88 second duration (wiki says 80, but I think it's a typo because all other levels get +8 seconds, or a bug) 3: +12% hit rate, 330 MP, 10 second cooldown, 96 second duration 4: +13% hit rate, 345 MP, 10 second cooldown, 104 second duration 5: +14% hit rate, 360 MP, 10 second cooldown, 112 second duration 6: +15% hit rate, 375 MP, 10 second cooldown, 120 second duration 7: +16% hit rate, 390 MP, 10 second cooldown, 128 second duration 8: +17% hit rate, 405 MP, 10 second cooldown, 136 second duration 9: +18% hit rate, 420 MP, 10 second cooldown, 144 second duration 10: +19% hit rate, 435 MP, 10 second cooldown, 152 second duration Mastered: +22% hit rate, 480 MP, 10 second cooldown, 176 second duration Keep in mind that this skill affects your whole party, so it's not just a crappier version of BE. Hit rate = accuracy, so it would be nice if you were partied with other Power types or some Charm types, and very nice for a Lion gunner (hit rate adds gun damage). Worthless for Magic types unless they like beating things with their staves. Counterattack Prerequisites: Uppercut 10 TM Level: 100 Card Cost: 3 TM points, 60,000g Mastery Cost: 3 TM points, 7 "Silver Mantles" Type: Passive(?) Levels 1: 120% attack power increase 2: 140% attack power increase 3: 160% attack power increase 4: 180% attack power increase 5: 200% attack power increase 6: 220% attack power increase 7: 240% attack power increase 8: 260% attack power increase 9: 280% attack power increase 10: 300% attack power increase Mastered: 360% attack power increase Increases the damage of Uppercut like Taoist's Hellfire. Formula: "Damage arithmetic expression = {(ATK￾~UC attack %-DEF) * physical magnification ratio} + {(ATK￾~CtA attack %-DEF) * physical magnification ratio}." " I will be doing my own second job skill section once they are released in English. ======================================================================= V. Skill Builds (SEC5) There are a few skill builds, but one really seems to outshine the rest, from what we know of second jobs. NOTE: These builds MAY be changed once second and even third jobs come out. These are just builds that seem to work based on current information. Quick explanation on my setup: ---------------------------------------------- : () BURNING RAVE + UPPER SMASH -------------------------- 1-19: Save Points 20: Burning Rave MASTER (12) 21-24: Save Points 25-27: Pumping Heart MASTER (15) 28-38: Bull's Eye 10 (11) 39-40: Save Points 41-49: Upper Smash 10 (11) 50-53: Hyper Beat 1 (4) 54-59: Save Points 60-68: Uppercut MASTER (15) 69-71: Dash 1 (3) 71-84: Save Points 85-86: Spin Roll MASTER (15) 87-99: Save Points 100-101: Counterattack MASTER (15) This build gets the most out of the second job skills, and is probably the best right now. The first 20 levels might seem tough, but if you do some special/royal parties, you should breeze through it. ======================================================================= VI. Levelling Guide (SEC6) NOTE: It's always best to find yourself a royal/special party. If done right, you'll be getting 2.5x more experience than normal. When somebody invites you to a No Share party, it's probably a good idea to join if you plan on staying in the area. 1-4: Just do the tutorial. You earn some equips that will hold you until level 10 and some pots. 5-14: Monster quest and get yourself a respectable amount of money. Make sure you update your equips at level 10. 15-20: Go to Seabed Field 4 and fight popeyed anemones. *WARNING* Make sure it's popeyed and not bad. Bad aneomones are level 34 and would likely beat you without Burning Rave, unless you chug health pots. 21-30: Now that you're (hopefully) equipped with Burning Brave (if not, keep killing popeyed anemones until TMLevel 20), you can start beating the snot out of things. Try a party at Seabed Field 1. 30-40: "Hmmm...Levels 30-40 you can train at Southwest Forest near Megalopolis." - Gr0ndos ======================================================================= VII. Items and Equips (SEC7) ======================================================================= VIII. Credits (SEC8) -Ntreev for making Trickster Online -The forums on www.mytrickster.net, www.trickstermart.com, and www.tricksterfan.com for tidbits of information. -One topic (http://tricksterfan.com/forum/viewtopic.php?t=311) by Kareru for all second job skills. -http://tricksters.50webs.com/ and http://tswiki.sakura.ne.jp for help with first job skills. -YOU! for reading this and hopefully contributing your own comments. ======================================================================= IX. Legal Stuff (SEC9) This guide is Copyright (c)2006 Jacob O'Rear. All rights reserved. I wrote everything appearing in this guide, unless specifically stated in the credits. The only websites currently able to post my guide are: www.gamefaqs.com www.neoseeker.com Ask me first if you would like to put my guide on your site. I don't mind you posting parts on forums as long as credit is given. ======================================================================= X. Version Info (SEC10) v0.6 - First four sections are done until further notice or information. 1 skill build added. Credits, Legal Stuff, and Version Info added. v0.62 - Added www.neoseeker.com to the allowed sites. Fixes some minor formatting, grammar, and spelling errors. Improved Levelling Guide.