Skillset Hints

  • This page gives general information about each skillset, their Strengths/weaknesses and ingame hints on how to use them.
  • This guide is based on the WKC 2 Combat System, so some specific hints can be wrong for WKC 1.
  • Total Skillpoints
  • Level 60 = 400 SP
  • Level 80 = 600 SP
  • After 4 Rebirths = 760 SP
  • Each skillset costs 200 SP, so you can master three without rebirthing.


Contents

[edit] Weapon Skillsets

  • These skillsets can only be used, if a weapon of the corresponding type is equipped.
  • Passive skills are only active, when a weapon of the appropriate type is equipped (except attribute increasing skills, which are always acitve).


[edit] Axe

[edit] General info and playstyle

  • It focuses on powerful attacks and gets better with increased attack power.
  • It relies on STR and DEX, Strength for damage output and Dexterity for hit accuracy.
  • It has several support skills, to improve it's own damage potential, as well as that of other party members.

[edit] Strengths

  • High damage output, killing enemies quicker.
  • Increases weapon damage potential of other party members.
  • Killing enemies quicker results in less damage taken and lower mana consumption.

[edit] Weaknesses

  • High damage attracts enemy attention. So Heavy armor is recommended, to mitigate it.
  • Damage spread may vary a lot, because of low dex.
  • Heavy armor results in low RES, so axe users are very susceptile to magic attacks.
  • Very slow, because Axes are "heavy", as well as recommended armor type.
  • Thrust attacks are very weak.

[edit] Armor

  • Heavy armor is recommended for axe users, because it has higher DEF. Without it, axe users will often die, when fighting big monsters.
  • Use heavy armor with STR enchantments, added with Medium armor with DEX enchantments.
  • Having a secondary light or medium armor set is a good idea to circumvent the speed problem, when fighting weak enemies. There's no point in dealing 100 damage more with heavy armor, if the enemy dies in one hit anyway.

[edit] Weapons

  • The Axe skillset can be used with two weapon categories: Axes and Hammers.
  • Hammers have a higher CRIT rate than axes, but are less durable.
  • So Hammers have higher repair costs, but they are so low that you may ignore this.
  • As for enchantments, you should prefer weapons with STR mods, to deal more damage.

[edit] Other skillsets

  • See Divine magic
  • Bow is a very good alternative skillset, for role switching. In online mode you play with random people, so it's possible that all others are also damage dealers. But damage dealers need support for mana and healing, so you should switch to another skillset, when no supporter is present.

[edit] Gameplay Tips

  • Also see General Fighting tips.
  • Cast haste before and in long fights on yourself and slow on the enemy, if no supporter does.
  • Try to get as many allies as possible in the area, when using +Rallying Cry. It's damage buff is lower than War Cry, but it does not reduce your DEF. Both of these stack together increasing physical damage output.
  • Sustain Armour Shatter, for increased damage. It's DEF down effect is the most powerful in the game, reducing it further than mollify or Shield Breaker(SS).
  • Sustain Arm Shatter on enemies with Physical attacks, reducing the amount of damage caused to party.
  • Avoid Blind Swing in general, unless your DEX is high or you have a staggered foe in front of you. Staggered foes loose evasion and are susceptible to blind swings.

[edit] Bow

[edit] General info and playstyle

  • Bow users usually stay far away from the enemy and shoot arrows at their weak spots.
  • Bows are not really powerful, so they won't do much damage with single attacks.
  • Passive skills such as double and triple shot occasionally raise damage output.
  • Bows are "light", so they act very often, offsetting their low damage.
  • Its passive ability to increase AC with attacks makes it even easier to aquire AC for status tips and mp recovery.
  • The skillset has many powerful support abilities, so bow users are better off supporting other damage classes, than trying to deal damage themselves.
  • Some skills raise the users evasion or decrease the enemies hit rate, so it's easy to avoid hostile non-magic attacks.

[edit] Strengths

  • Powerful support skills. Tips for example can inflict status' such as silence, sleep and paralysis stopping enemies in their tracks.
  • Ranged attacks can hit enemies in weaker areas like the head or belly. This ability is useful when Breaking for drops and aerial targets, but will draw high amounts of aggro.
  • Being far away from the enemy often avoids their area attacks.
  • Boosting evasion combined with accuracy lowering skills and high agi can avoid a vast majority of melee based attacks.
  • Since battles are fought at a distance DEF for melee attack is not so important, light armor can be worn, for higher speed and magic defense from enemy ranged magics.
  • MP recovery skill saves money on mana potions.
  • Ranged attacks can kill single enemies in a group, without getting the rest hostile.

[edit] Weaknesses

  • Low defense can quickly get the user killed, if evasion skill ends unexpectedly.
  • Medium damage potenial prolongs fights.
  • Attacking big enemy's heads makes them enraged sooner.

[edit] Armor

  • Light armor should be prefered, because it has AGI enchantments, to avoid enemy attacks.
  • You may also combine heavy/light armor, to increase damage (only heavy armor has STR enchantments), without loosing much speed. Haste can also compensate for the loss in speed.
  • If you miss very often, you should consider DEX armours and accessories. Additionally since accuracy is affected by distance finding your perfect range is useful, being too close or too far away will affect your accuracy.

[edit] Weapons

  • The Bow skillset has only one weapon group, so their is no choice.
  • Bows with STR or DEX enchantments should be preferred for damage dealing. STR for more damage and DEX for increased hit rate.
  • Bows with MP or AGI enchantments should be preferred for supporting roles. MP for greater mana pool to cast with and larger replenishment per hymn, AGI for helping dodge enemy attacks.

[edit] Other skillsets

  • See Divine magic
  • The Axe skillset is a very good alternative to bow, in case many support classes are present.

[edit] Gameplay Tips

  • Also see General Fighting tips.
  • Don't invest too much in heavy armor (STR items). Remember that the bow's base roll is support, not damage. So surviving incoming attacks is important and easily done with light AGI gear.
  • Attack the same body part of an enemy as the melee characters. Enemies get knocked down quicker this way, resulting in less damage for your party and lesser healing.
  • Be careful with status effect attacks (those with TIP in their name). Enemies react different to each, so unless you know which are susceptible to which status effect, they are a waste of ac and better spent elsewhere.
  • Unless you're fighting weak enemies, rather focus on buffing/debuffing skills and healing, than damage. You only need to attack an enemy, if your AC are low.
  • Sustain Slow, Fatigue and dark shot on strong enemies (except they use only magic) to turn the BBEG into a pussy cat.
  • If a party member uses his knight, replenish his mana in time.

[edit] Longsword

[edit] General info and playstyle

  • This one of 3 melee damage skillsets. The others are Axe & Short Sword.
  • It focuses on high accuracy and attack speed to defeat enemies.
  • It relies primarily on STR and DEX. STR for atk increase, and DEX for hit accuracy.
  • It can decrease the enemy's attack speed, as well as lowering their magic power.
  • It has several support skills, that are based on these. It can also increase your own power and accuracy, while lowering enemy's speed and magic resistence.

[edit] Strengths

  • High accuracy and damage output.
  • Only class with RES lowering skills, so very good support class for mages.
  • Decreases enemy's magic damage, so it mitigates one of it's weaknesses and the enemies damage overall.
  • Passive skill, which increases Action ring speed as HP gets lower.

[edit] Weaknesses

  • Typically, average damage lower than that of the Axe Class.
  • High damage attracts enemy attention. So Heavy armor is recommended in order to compensate for it.
  • Heavy armor results in low RES, so longsword users are very susceptile to magic attacks.
  • Very slow, because LS weapons are "heavy", as well as recommended armor type.
  • Very few strike type attacks.
  • Inability to regen MP unless potions are used.

[edit] Armor

  • Heavy armor is recommended, because it has higher DEF. Without it, you will often die, when fighting strong non-magic monsters.
  • Use heavy armor with STR enchantments for more damage. He few parts with HP can also increase your survivability.
  • Having a secondary light or medium armor set is a good idea to circumvent the speed problem, when fighting weak enemies. There's no point in dealing 100 damage more with heavy armor, if the enemy dies in one hit anyway.

[edit] Weapons

  • This skillset can be used with two weapon categories: 2handed Swords and Katanas.
  • Katanas have a higher CRIT rate than Swords, but are less durable.
  • So Katanas have higher repair costs, but they are so low that you may ignore this.
  • As for enchantments, you should prefer weapons with STR mods, to deal more damage or DEX to increase your hit rate.

[edit] Other skillset

  • See Divine magic
  • Bow is a very good alternative skillset, for role switching. In online mode you play with random people, so it's possible that all others are also damage dealers. But damage dealers need support for mana and healing, so you should switch to another skillset, when no supporter is present.

[edit] Gameplay Tips

  • Also see General Fighting tips.
  • Cast haste before and in long fights on yourself and slow on the enemy, if no supporter does.
  • Reduce enemy MAG only, if they use spells.
  • Obviously, only reduce their RES when your party has an offensive mage.
  • Use Hunter's Aura only, if you miss very often.
  • Make excessive use of Serpent Fang for self healing. It costs only 1 AC, is executed very quickly and cannot be interrupted (unlike healing spells).

[edit] Spear

[edit] General info and playstyle

  • This skillset is a bit different from the rest, because it requires the player to think "out of the box".
  • Your primary goal is to draw enemy attention and protect your allies, not to deal damage. This is called "tanking".
  • To achieve this, the skillset provides several active and passive skills, that increase your HP and defenses, so you can take the incoming barrage.
  • It has several support skills, that increase your own DEF/RES, two moves to draw attention and a few close bursts, that reduce damage to you and allies.

[edit] Strengths

  • When your allies are not attacked by big enemies, they can fight much more effective, because they don't need healing and are not interrupted.
  • When you have the attention of all enemies, their damage output is reduced because your defenses are higher than rest of the party, so less healing is required overall.
  • The damage reducing skills from this set are unique (compareable to elite enemies defensive mode).
  • At higher GRs (24+) some missions do not allow knights, but enemies deal so much damage, that the party cannot survive without a spear user.
  • Strong thrust attacks.

[edit] Weaknesses

  • Weakest class, when it comes to damage output.
  • Low damage prolongs fights, so unless you compensate that by drawing attention so allies can deal more damage, spear can be more a liability to parties, than an asset.
  • Needs heavy armor, which is slow and has low RES. So you must have a secondary light or medium set with RES, when fighting casters.
  • Using a shield further slows you down.
  • Very few strike type attacks.

[edit] Armor

  • Heavy armor is recommended, because it has higher DEF and most enemies use non magic attacks.
  • Use heavy armor with VIT or HP enchantments, so you last longer before in need of healing.
  • You must have a secondary light or medium armor set with high RES (and preferably SPR enchant), otherwise you die quickly when tanking magic users. This is also useful for higher speed, when fighting weak enemies.
  • Heavy shields provide high DEF and light shields RES.

[edit] Weapons

  • Has only one weapon type.
  • As for enchantments, you should prefer weapons with VIT/SPR mods, to last longer.
  • Increasing VIT/SPR is more effective than HP, because you will require less healing on the long run, saving mana.

[edit] Other skillset

  • See Divine magic
  • One of the two melee damage sets (Axe or Longsword) is a very good alternative skillset, because they also require heavy armor. Your higher DEF/RES will make you a bit more durable than these.
  • There's no point in playing as spear, when doing a quest that's 2-3 GRs lower than you. Your low damage output prolongs fights needlessly.

[edit] Gameplay Tips

  • Also see General Fighting tips.
  • Cast haste before and in long fights on yourself and use Inert Field on the enemy, if no supporter does.
  • Tell your allies to a wait a few seconds before attacking, when a boss fight starts, so you can get the enemies attention.
  • Lure the enemy away from ranged allies, so their area attacks can't hit them.
  • Try to turn big enemies, so that your allies are behind them.
  • Don't try to stagger an enemy, if this results in turning it all the time. Your allies are much better in this.
  • Remove the shield, when fighting weak enemies or it decreases your speed needlessly.


[edit] Staff

[edit] General info and playstyle

  • This skillset is a also bit different from the rest, because it should not be used by itself.
  • Staves have the highest magic power in game, so they are perfect for offensive magic.
  • It is basically used for ranged damage or support, depending on the playstyle you prefer.
  • It provides many support skills for elemental and divine magic.
  • There are several skills, that increase magic damage, shorten cast time and reduce mana costs of spells.

[edit] Strengths

  • Also see strengths of Elemental Magic
  • Can restore mana of party members, near the user.
  • Some of it's attacks have medium range, so you don't need to go into enemy melee range.
  • Spells can be interrupted through enemy attacks that knock you down, until their

animation begins. So the passive casttime reducing skills are very helpful.

  • Can drain mana from enemies, to replenish it's own. This does not prevent the enemy from using magic.
  • Using light armor results in quick action gauge recharge.

[edit] Weaknesses

  • Without magic skillsets, this is bascially useless.
  • Staffs have lowest attack power in game, so you should not use it's melee skills, unless you're forced to (can happen sometimes in Vellgander).
  • It's defensive capabilities are very lacking, so you stay at range and rely on other party members to protect you.
  • You prefer light armor, because it has INT enchanments, but these have the lowest DEF, further weakening your defenses.
  • Has only one slash attack.

[edit] Armor

  • You should prefer light armor, because it's the only armor type ingame with INT enchantments. These are needed, to increase your damage.
  • If you prefer support/healing, you should have some light or medium armor with SPR enchantments, because SPR increases the amount of HP restored with healing spells.
  • Carrying a secondary heavy armor set is a very good idea, to increase survivability. Especially when fighting bosses it's more important to survive their attacks, than to deal 100 damage more.

[edit] Weapons

  • Has only one weapon type.
  • Use staffs with INT for more damage, or SPR for more healing.
  • There are also staffs with HP/MP, but increasing a spells potency is generally more effective, than casting more often.

[edit] Other skillsets

  • Should be used together with Elemental Magic and Divine Magic.
  • Focusing on Divine Magic alone is not a good idea, because the melee attacks are pretty weak if having to quest alone.
  • You need at least one other skillset to work effectively with staff, so it's not recommended to take another skillset.
  • Casting Divine Magic will build AC at the same rate as Elemental Magic, but can also be done outside of combat to accrue AC. ex. casting Heal I.

[edit] Gameplay Tips

  • See General Fighting tips.
  • See elemental magic or divine magic, on how to use these skillsets.
  • When you learn staff, try to get all passive skills first. MP and cast time reduction saves lives.
  • Staves are very good for support, so other allies should use their knight, instead of you.
  • Remember to use +Spirit's Blessing when many party members are low on MP.
  • The skill +Phoenix's Prayer kills you, so it might sound like a useless skill, but in some situations it can turn the tide of battle, if the enemy killed several allies in one attack.
  • Use stealth magic, to evade enemy non-magic attacks. It does not last very long, but it's very powerful. If dark shot is on the enemy (from bow), you'll evade 90% of all attacks.
  • The skill +Liberating Prayer is a life safer, when you become muted.

-Edit by md_dorion-

  • The skill +Phoenix's Prayer is a very useful move if you need to deathwarp.
  • If you are a support user, try using Noble II armor set (or other high AGI armor) and the skill Stealth Magic. You will avoid 99% of melee attacks and due to the armor's high RES, you will take very little MAG damage.
  • The skill Holy Light is useful for a Mage if you are restricted in Vellgander and will often deal more damage than melee.

[edit] Short sword

[edit] General info and playstyle

  • This skillset is the most versatile in all of WKC. You can basically do anything with it - deal damage, "tank", support or cast magic.
  • With good base stats your overall abilities can be better than the original class but will generally not be as useful compare to the orginal.
  • For example with a powerful Short Sword your MAG can be higher than a pure mage's and can deal more MAG damage but your casting time will be slower and you'll use more MP per attaack (unless you invest in the Lore's).
  • Support skills are also pretty mixed, to match all existing roles. For example, it can raise both attack stats, both defenses or drain mana.
  • All weapons of this skilltree are one handed, so a shield can be equipped in the other hand, for additional defense.

[edit] Sword Mage Sub-Class

Sword Mages are short sword users who use daggers to deal spell damage that can match (and sometime exceed) the spell damage of a staff mage. There are many advantages to dealing spell damage with daggers instead of staves so for more information on how to be a Sword Mage see the Sword Mage section here.

[edit] Strengths

STR, AGI & DEX from most important to least. If you intend on being a Sword Mage user replace DEX for INT.

  • Can fill in any role, if playing with random people.
  • Role can be changed mid combat, if necessary.
  • Action ring recharges quicker, than that of most other skillsets (dependant on your armour).
  • Can use Slash, Strike & Trhust attacks, with Furious Blade being one of the most powerful slash attacks of all classes.
  • By acting as a Red Mage (Sword Mage) your spells are less likely to be interrupted as you can block with your shield or dodge with high AGI stats that a pure mage wouldn't have.
  • Can use strong "Void" ranged slash type attacks to lure enemies.
  • Mantra is a very good replacement for Heal II as it casts quicker and has less chance of interruption.

[edit] Weaknesses

  • Arguably not as efficient as the "original". Its versatility is comprimised by slow spell casting times, no MP reduction skills, poor AoE Melee attacks, significant reduction in DEF when Twin Blades and Daredevil Stance are used, lack of supportive skills for allies, like spear class. Other damage dealers deal larger hits.
  • Other than that, see weakness section of other weapons, depending on role.
  • Can be complicated if you intend on switching command sets during quests. It's not always obvious which role is best in a battle without previous experiance.
  • For role changing in combat, many command slots will be used which can be slow and confusing. Also, your Avatar will have few leftover item slots as these will often be taken up by your elemental swords, MP pots and the like.
  • No aerial thrust attacks.

[edit] Armor

  • Largely depends on the playstyle.
  • You could carry several sets of armor with you and use them depending on role you will fill (change them when quests starts). See armor sections of other skillsets, for setup.
  • You could also carry a bit of everything, to change roles dynamically during combat. For example, you could wear two pieces of light armor with INT and two pieces with STR, to switch between magic and melee damage.

[edit] Weapons

  • This skillset has different types of weapons: Daggers, Swords, Axes and Hammers.
  • Daggers provide a huge bonus to magic attack, while their phyiscal attack value is lower than that of other weapons of the same level. So they should only be used, when you're using elemental magic.
  • One handed Sword, Axes and Hammers have roughly the same attack value, but Axes and Hammers a significantly higher critical hit rate (which increases its weapon repair costs).
  • Enchantments also depend largely on the playstyle. The best option is to have 5/6 different weapons on you. 4 Elemental (Fire, Earth, Wind & Water) 1 Non-Elemental (A Cleaver with STR is best) and your ShortSword for magic use. Most of the weapons in the bind shop come pre-imbued with elements meaning you can focus on enhancing the attack power.
  • Alternatively, you can either have one weapon that is always useful a Non-Elemental weapon with (MP/HP/STR).

[edit] Other skillsets

  • See Divine magic
  • Very good at elemental magic, when using a dagger.
  • This skillset is pretty versatile, so it's not necessary to have other skillsets (except divine and elemental magic).
  • It lacks in support skills, so bow is a very good alternativ skillset.

[edit] Gameplay Tips

  • See General Fighting tips.
  • See gameplay section of other skillsets.
  • Setup your command slots, so you can access skills for all roles.

[edit] Magic Skillsets

  • These skillsets can always be used, even if no weapon is equipped.
  • Their efficiency is partly depending on the stats of the characters equipment, but mostly the weapon.
  • Elemental Magic is improved with high INT stats (anything above 150) - Note that even if your overall MAG stat is high (above 500) you may not do as much damage as you'd like if your INT is below 150.
  • Divine Magic is improved with high SPR stats

[edit] Divine Magic

[edit] General info and playstyle

  • Divine magic contains lots of healing, buffing and debuffing magic.
  • In other games it's often refered to as godly or white magic.
  • Every character should have some basic spells from this skillset, because everyone needs healing constantly, but you cannot have enough healing items to cover that (and waste lots of money).
  • The buffs/debuffs can turn the tide of battle. Especially slow is very effective in reducing enemy actions (and removing their haste spell).

[edit] Strengths

  • Healing magic is life saving and saves money for healing items. Can also raise dead allies.
  • Contains spells, to heal any status effects.
  • Buffs and debuffs are very effective, to prevent damage proactively, resulting in less healing and saves MP.
  • Passive skills increasse MP and SPR for better healing spells.
  • No divine magic spell costs AC.

[edit] Weaknesses

  • This skillset is useless alone, because it doesn't contain any offensive magic.
  • You need some kind of attack, to gather AC, unless you do nothing else than heal.
  • Many high level spells have an action ring recharge penalty.
  • Action ring recharge penalty also applies, if spell is interrupted.
  • Many powerful spells cost too much MP for little effects, so you should read the skillist before learning all.
  • Can't use any spells, when muted. So need items or other people, to remove it.

[edit] Armor

  • See the armor section of your prefered weapon skillset.
  • SPR increases your healing spells, so you should include items with such enchantments, if you want to focus on healing.

[edit] Weapons

  • See the Weapon section of your prefered weapon skillset.
  • SPR increase your healing spells, so you should include items with such enchantments, if you want to focus on healing.

[edit] Other skillsets

  • Should be combined with any skillset.
  • Staff has some passive skills, that increase casting time, while it decreases MP costs. Good combination, if you want to focus on healing.
  • If you're going for Staff, elemental Magic is also a good combo because it allows you to attack at range and ignore the staffs useless attack skills.

[edit] Gameplay Tips

  • See General Fighting tips.
  • Carry some Mana Potion II and Ward Chime, to cure Muted, unless you're staff and have +liberating prayer.
  • Sustain slow and fatigue on strong enemies. These reduce the enemy's damage potential, reducing healing frequency and saving you MP.
  • Divine lore reduces mp cost of divine magic only by 10%, so you shouldn't use many skillpoints just to get it, if you don't need the other spells.
  • Holy Light is a must have when fighting Wraiths and Succubi, because it removes their Body-Guard. It does not protect them from magic attacks however, so you don't need this if you have strong fire elemental spells.
  • Remember that some status effects cancel each other, like haste and slow.


[edit] Elemental Magic

[edit] General info and playstyle

  • This skillset contains powerful attack magic of the elements fire, ice, wind and earth.
  • Most enemies are weak to one of these, so they deal good damage.
  • Also contains some debuffs.
  • Passive skills increase MP, magic damage and magic defense.

[edit] Strengths

  • One of two ranged damage class in game.
  • Outdamages most other classes.
  • Can attack enemy weak spots, to deal more damage than melee damage skillsets.
  • Ignores physical strong/weak points of enemies.
  • Strongest single target spells can reduce resist of an enemy, against a single element. This causes a weakness on enemies with no elemental strong/weak type.
  • Element spells can knock enemies without a weakness down, when stagger mark appears.
  • The skillset has many AOE spells of each type, that deal lots of damage.

[edit] Weaknesses

  • Some enemies are strong to all elements, so element magic is not as useful.
  • Non-elemental spells very cost intense.
  • Eclipse gate has very slow animation, making other spells more useful.
  • Many high level spells have an action ring recharge penalty.
  • Action ring recharge penalty also applies, if spell is interrupted.
  • Avoid element magic debuffs for following reasons. Those from divine magic are more effective.
  • Sleep: Success rate too low and duration too short. It's mostly a waste of time and mana.
  • Shackle: You cannot act, either. If another enemy interrupts you, the effect ends.
  • Poison: Cause minimal damage to the target, nothing more.
  • Silence: Normal enemies die too quickly and bosses that use magic are immune to it.
  • Strong spells cost lots of MP, so they should only be used in bossfights.
  • Melee damage classes have more synergies with each other.
  • Can be a bit complicated, because you must memorize each enemies weakness.
  • Also occupies many slots in your action bars, so you need to navigate it often, if weaknesses vary.

[edit] Gameplay Tips

  • See General Fighting tips.
  • Also see Staffs gameplay section.
  • Carry some Mana Potion II (50 mp) and Ward Chime, to restore your mana when the enemy runs out and cure Muted, unless you're staff and have +liberating prayer.
  • You must always aim for the enemies weakness, when using elemental magic.
  • Avoid overkills to save MP. No point in overkilling the enemy with conflagration (32 MP, 1 AC), when flame lance is enough (10 MP).
  • Nova sequences are good ways to kill big enemies quickly. But make sure the party is prepared, or they might die when you don't heal them.
  • A typical fire based nova sequence with staff:
  • Magic boost + fire seeker + conflagration + (repeat any fire spell until MP empty; recast magic boost and conflagration as necessary).
  • Elemental magic and staff have several damage buffing skills (like magic bosst and elemental seekers). Use them with caution, as they draw enemy attention. When you die, all your buffs wear off.
  • Theres also no point in buffing yourself, when your MP is low. So refill MP, before starting a nova.


[edit] Armor

  • Only light armor has INT enchantments, increasing magic damage.
  • See armor section of your prefered weapon skillset.

[edit] Weapons

  • Magic damage depends on "MAG" stat value. Only staves and daggers (a sub type of swords) increase it significantly, so you shouldn't consider any other weapon, when you're going to use elemental magic.
  • Staves offer the most magic power and support for elemental magic & is the recommended weapon for mages.
  • Should you decide to use a dagger, note that your casting time will be slower than a staff user and will require more MP to use each spell. Dagger should only be used by RED MAGES to deal the most damage and should rarely be used as a Melee weapon as there are better alternatives. For more info see the Red Mage page
Last edited by Kaya on 2 May 2012 at 04:03
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