Bushido: The Warrior's Way
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Einherjar :: MMO :: Pi Story (ended) :: Guides :: Fighter
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Bushido: The Warrior's Way
Bushido: The Warrior's Way
The Fighter is one of four available classes and specializes in high HP, high defense, and the ability to wear more gear than other classes. The following is a work-in-progress guide to being an informed and skilled fighter.
"If you want to be a true Fighter, dont just rely on strength. Cherish your friends." -- Gus
"Marion thinks I'm an idiot who only fights alone. But I know better than anyone the importance of fighting as a team. That is the most important skill as a Fighter." -- Eric Sortante
"Fighters protect friends with their shield and fight against themselves with their swords. Don't forget that your greatest weapon against enemies is not your sword, it's your friends." -- Eric Sortante
Contents
I.) How to Become a Fighter
II.) Fighter Skills
III.) Fighter Equipment
IV.) Fighter Techniques
V.) Bugs/Glitches That Directly Affect Fighters
VI.) Fighter Trivia
VII.) Videos of Fighter Gameplay
VIII.) Famous and High-Level Fighters
IX.) Aknowledgements
I.) How to Become a Fighter
To initiate the class change you must talk to Eric Sortante in Little Pantheon when you reach level 10. The minimum level to change classes from Adventurer to another class is level 10.
Let's become a Fighter! (1/6) - Talk to Marion, Eric's disciple. Rewards: 50 EXP.
Let's become a Fighter! (2/6) - Defeat the Fuming Chobi of Violent Woods. Rewards: 50 EXP.
Let's become a Fighter! (3/6) - Talk with Gus, blacksmith of Pantheon. Rewards: 50 EXP.
Let's become a Fighter! (4/6) - Talk with Marion, Eric's disciple. Rewards: 50 EXP.
Let's become a Fighter! (5/6) - Talk with Eric Sortante. Rewards: 50 EXP.
Let's become a Fighter! (6/6) - Quest to change classes to Fighter. To prove your courage and skills, go to Cho Cho's Nest and defeat the Super Cho Cho. Rewards: Rusty Long Sword and 100 EXP.
II.) Fighter Skills
Key:
Active Skills - These skills directly inflict damage to monsters.
Passive Skills - These skills permanently increase your statistics.
Buff Skills - These skills temporarily increase your statistics.
Debuff Skills - These skills do not do direct damage, but are used for strategy.
Blood Slash - Inflict damage on your opponent and decrease HP for a set period of time.
Level (1/5) - [Effect - 100% additional melee attack rate + 150% of your Level as damage to affect the HP of a maximum of 8 opponents for 30 seconds]
Required lvl - 10, Consumed AP - 35, Cooltime - 10 seconds, Duration - 30 seconds.
Level (2/5) - [Effect - 100% additional melee attack rate + 150% of your Level as damage to affect the HP of a maximum of 8 opponents for 30 seconds]
Required lvl - 22, Consumed AP - 40, Cooltime - 9 seconds, Duration - 30 seconds.
Level (3/5) - [Effect - 100% additional melee attack rate + 150% of your Level as damage to affect the HP of a maximum of 8 opponents for 30 seconds]
Required lvl - 34, Consumed AP - 45, Cooltime - 8 seconds, Duration - 30 seconds.
Level (4/5) - [Effect - 100% additional melee attack rate + 150% of your Level as damage to affect the HP of a maximum of 8 opponents for 30 seconds.]
Required lvl - 46, Consumed AP - 50, Cooltime - 7 seconds, Duration - 30 seconds.
Level (5/5) - [Effect - 115% additional melee attack rate + 150% of your Level as damage to affect the HP of a maximum of 8 opponents for 30 seconds.]
Required lvl - 58, Consumed AP - 55, Cooltime - 7 seconds, Duration - 30 seconds.
One Hand Attack - Increase melee stength increase weapon attack rate (NOTE: Nice grammar...)
Level (1/1) - [Effect - 12% increase in attack rate of carried weapon.]
Required lvl - 10, Consumed AP - None, Cooltime - None, Duration - Permanent.
Level (2/5) - [Effect - 16% increase in attack rate of carried weapon.]
Required lvl - 22, Consumed AP - None, Cooltime - None, Duration - Permanent.
Level (3/5) - [Effect - 20% increase in attack rate of carried weapon.]
Required lvl - 34, Consumed AP - None, Cooltime - None, Duration - Permanent.
Level (4/5) - [Effect - 24% increase in attack rate of carried weapon.]
Required lvl - 46, Consumed AP - None, Cooltime - None, Duration - Permanent.
Level (5/5) - [Effect -28% increase in attack rate of carried weapon.]
Required lvl - 58, Consumed AP - None, Cooltime - None, Duration - Permanent.
Taunt - Increase aggressive stat to make monsters attack you (NOTE: Nice grammar...)
Level (1/1) - [Effect - Maximum 10 monsters in range will attack you. Duration is 10 seconds.]
Required lvl - 12, Consumed AP - 50, Cooltime - 60 seconds, Duration - 10 sec
Defense Aura - Melee defense is increased. Does not combine with any skills or equipment that increases your defense. (Applies Defense Stats, only.)
Level (1/5) - [Effect - 10% increase in physical defense]
Required lvl - 14, Consumed AP - 100, Cooltime - 1 second, Duration - 60 seconds.
Level (2/5) - [Effect - 15% increase in physical defense]
Required lvl - 24, Consumed AP - 100, Cooltime - 1 second, Duration - 120 seconds.
Level (3/5) - [Effect - 20% increase in physical defense.]
Required lvl - 34, Consumed AP - 100, Cooltime - 1 second, Duration - 180 seconds.
Level (4/5) - [Effect - 25% increase in physical defense.]
Required lvl - 44, Consumed AP - 100, Cooltime - 1 second, Duration - 240 seconds.
Level (5/5) - [Effect - 30% increase in physical defense.]
Required lvl - 54, Consumed AP - 100, Cooltime - 1 second, Duration - 300 seconds.
Critical Aura - Critical Rate is increased.
Level (1/5) - [Effect - 1% increase.]
Required lvl - 14, Consumed AP - 100, Cooltime - 1 second, Duration - 60 seconds
Level (2/5) - [Effect - 2% increase.]
Required lvl - 24, Consumed AP - 100, Cooltime - 1 second, Duration - 120 seconds.
Level (3/5) - [Effect - 3% increase.]
Required lvl - 34, Consumed AP - 100, Cooltime - 1 second, Duration - 180 seconds.
Level (4/5) - [Effect - 4% increase.]
Required lvl - 44, Consumed AP - 100, Cooltime - 1 second, Duration - 240 seconds.
Level (5/5) - [Effect - 5% increase.]
Required lvl - 54, Consumed AP - 100, Cooltime - 1 second, Duration - 300 seconds.
Shield Strike - Strike your opponent with your shield. (NOTE: You must have a shield equipped to use this skill.)
Level (1/5) - [Effect - 100% increased melee attack, 80% chance of a 3 second stun.]
Required lvl - 14, Consumed AP - 40, Cooltime - 40 seconds, Duration - 3 seconds.
Level (2/5) - [Effect - 100% increased melee attack, 80% chance of a 3 second stun.]
Required lvl - 24, Consumed AP - 42, Cooltime - 35 seconds, Duration - 3 seconds.
Level (3/5) - [Effect - 100% increased melee attack, 80% chance of a 3 second stun.]
Required lvl - 34, Consumed AP - 44, Cooltime - 30 seconds, Duration - 3 seconds.
Level (4/5) - [Effect - 100% increased melee attack, 80% chance of a 3 second stun.]
Required lvl - 44, Consumed AP - 46, Cooltime - 25 seconds, Duration - 3 seconds.
Level (5/5) - [Effect - 110% increased melee attack, 80% chance of a 3 second stun.]
Required lvl - 54, Consumed AP - 50, Cooltime - 20 seconds, Duration - 3 seconds.
Air Smack - Deals strong damage to aerial enemies. Monsters on ground are unaffected. (NOTE: This means you have to LOB the enemies into the air to hit them with this skill.)
Level (1/5) - [Effect - 180% additional melee attack, maximum 8 monsters.]
Required lvl - 16, Consumed AP - 50, Cooltime - 10 seconds, Duration - None.
Level (2/5) - [Effect - 200% additional melee attack, maximum 10 monsters.]
Required lvl - 26, Consumed AP - 60, Cooltime - 10 seconds, Duration - None.
Level (3/5) - [Effect - 210% additional melee attack, maximum 12 monsters.]
Required lvl - 36, Consumed AP - 70, Cooltime - 10 seconds, Duration - None.
Level (4/5) - [Effect - 220% additional melee attack, maximum 14 monsters.]
Required lvl - 46, Consumed AP - 80, Cooltime - 10 seconds, Duration - None.
Level (5/5) - [Effect - 240% additional melee attack, maximum 16 monsters.]
Required lvl - 56, Consumed AP - 90, Cooltime - 10 seconds, Duration - None.
Fury Mastery - Control emotions to increase maximum AP.
Level (1/5) - [Effect - Increase in fury by 200% of INT status]
Required lvl - 16, Consumed AP - None, Cooltime - None, Duration - Permanent.
Level (2/5) - [Effect - Increase in fury by 220% of INT status]
Required lvl - 26, Consumed AP - None, Cooltime - None, Duration - Permanent.
Level (3/5) - [Effect - Increase in fury by 240% of INT status]
Required lvl - 36, Consumed AP - None, Cooltime - None, Duration - Permanent.
Level (4/5) - [Effect - Increase in fury by 260% of INT status.]
Required lvl - 46, Consumed AP - None, Cooltime - None, Duration - Permanent.
Level (5/5) - [Effect - Increase in fury by 280% of INT status]
Required lvl - 56, Consumed AP - None, Cooltime - None, Duration - Permanent.
Shield Defense - Increases shield block rate when using a shield. (NOTE: You must have a shield equipped to use this skill.)
Level (1/5) - [Effect - 1% increase in block.]
Required lvl - 16, Consumed AP - None, Cooltime - None, Duration - Permanent.
Level (2/5) - [Effect - 2% increase in block.]
Required lvl - 26, Consumed AP - None, Cooltime - None, Duration - Permanent.
Level (3/5) - [Effect - 3% increase in block.]
Required lvl - 36, Consumed AP - None, Cooltime - None, Duration - Permanent.
Level (4/5) - [Effect - 4% increase in block.]
Required lvl - 46, Consumed AP - None, Cooltime - None, Duration - Permanent.
Level (5/5) - [Effect - 5% increase in block.]
Required lvl - 56, Consumed AP - None, Cooltime - None, Duration - Permanent.
Battle Cry - Yell a battle cry to temporarily freeze enemies.
Level (1/5) - [Effect - 50% chance of affecting maximum 8 monsters for 10 seconds (attacked when in range of attacker]
Required lvl - 18, Consumed AP - 42, Cooltime - 60 seconds, Duration - 10 seconds.
Level (2/5) - [Effect - 60% chance of affecting maximum 10 monsters for 10 seconds (attacked when in range of attacker]
Required lvl - 28, Consumed AP - 52, Cooltime - 60 seconds, Duration - 10 seconds.
Level (3/5) - [Effect - 70% chance of affecting maximum 12 monsters for 10 seconds (attacked when in range of attacker]
Required lvl - 38, Consumed AP - 62, Cooltime - 60 seconds, Duration - 10 seconds.
Level (4/5) - [Effect - 80% chance of affecting maximum 14 monsters for 10 seconds (attacked when in range of attacker.]
Required lvl - 48, Consumed AP - 72, Cooltime - 60 seconds, Duration - 10 seconds.
Level (5/5) - [Effect - 90% chance of affecting maximum 16 monsters for 10 seconds (attacked when in range of attacker.]
Required lvl - 58, Consumed AP - 82, Cooltime - 60 seconds, Duration - 10 seconds.
The Fighter is one of four available classes and specializes in high HP, high defense, and the ability to wear more gear than other classes. The following is a work-in-progress guide to being an informed and skilled fighter.
"If you want to be a true Fighter, dont just rely on strength. Cherish your friends." -- Gus
"Marion thinks I'm an idiot who only fights alone. But I know better than anyone the importance of fighting as a team. That is the most important skill as a Fighter." -- Eric Sortante
"Fighters protect friends with their shield and fight against themselves with their swords. Don't forget that your greatest weapon against enemies is not your sword, it's your friends." -- Eric Sortante
Contents
I.) How to Become a Fighter
II.) Fighter Skills
III.) Fighter Equipment
IV.) Fighter Techniques
V.) Bugs/Glitches That Directly Affect Fighters
VI.) Fighter Trivia
VII.) Videos of Fighter Gameplay
VIII.) Famous and High-Level Fighters
IX.) Aknowledgements
I.) How to Become a Fighter
To initiate the class change you must talk to Eric Sortante in Little Pantheon when you reach level 10. The minimum level to change classes from Adventurer to another class is level 10.
Let's become a Fighter! (1/6) - Talk to Marion, Eric's disciple. Rewards: 50 EXP.
Let's become a Fighter! (2/6) - Defeat the Fuming Chobi of Violent Woods. Rewards: 50 EXP.
Let's become a Fighter! (3/6) - Talk with Gus, blacksmith of Pantheon. Rewards: 50 EXP.
Let's become a Fighter! (4/6) - Talk with Marion, Eric's disciple. Rewards: 50 EXP.
Let's become a Fighter! (5/6) - Talk with Eric Sortante. Rewards: 50 EXP.
Let's become a Fighter! (6/6) - Quest to change classes to Fighter. To prove your courage and skills, go to Cho Cho's Nest and defeat the Super Cho Cho. Rewards: Rusty Long Sword and 100 EXP.
II.) Fighter Skills
Key:
Active Skills - These skills directly inflict damage to monsters.
Passive Skills - These skills permanently increase your statistics.
Buff Skills - These skills temporarily increase your statistics.
Debuff Skills - These skills do not do direct damage, but are used for strategy.
Blood Slash - Inflict damage on your opponent and decrease HP for a set period of time.
Level (1/5) - [Effect - 100% additional melee attack rate + 150% of your Level as damage to affect the HP of a maximum of 8 opponents for 30 seconds]
Required lvl - 10, Consumed AP - 35, Cooltime - 10 seconds, Duration - 30 seconds.
Level (2/5) - [Effect - 100% additional melee attack rate + 150% of your Level as damage to affect the HP of a maximum of 8 opponents for 30 seconds]
Required lvl - 22, Consumed AP - 40, Cooltime - 9 seconds, Duration - 30 seconds.
Level (3/5) - [Effect - 100% additional melee attack rate + 150% of your Level as damage to affect the HP of a maximum of 8 opponents for 30 seconds]
Required lvl - 34, Consumed AP - 45, Cooltime - 8 seconds, Duration - 30 seconds.
Level (4/5) - [Effect - 100% additional melee attack rate + 150% of your Level as damage to affect the HP of a maximum of 8 opponents for 30 seconds.]
Required lvl - 46, Consumed AP - 50, Cooltime - 7 seconds, Duration - 30 seconds.
Level (5/5) - [Effect - 115% additional melee attack rate + 150% of your Level as damage to affect the HP of a maximum of 8 opponents for 30 seconds.]
Required lvl - 58, Consumed AP - 55, Cooltime - 7 seconds, Duration - 30 seconds.
One Hand Attack - Increase melee stength increase weapon attack rate (NOTE: Nice grammar...)
Level (1/1) - [Effect - 12% increase in attack rate of carried weapon.]
Required lvl - 10, Consumed AP - None, Cooltime - None, Duration - Permanent.
Level (2/5) - [Effect - 16% increase in attack rate of carried weapon.]
Required lvl - 22, Consumed AP - None, Cooltime - None, Duration - Permanent.
Level (3/5) - [Effect - 20% increase in attack rate of carried weapon.]
Required lvl - 34, Consumed AP - None, Cooltime - None, Duration - Permanent.
Level (4/5) - [Effect - 24% increase in attack rate of carried weapon.]
Required lvl - 46, Consumed AP - None, Cooltime - None, Duration - Permanent.
Level (5/5) - [Effect -28% increase in attack rate of carried weapon.]
Required lvl - 58, Consumed AP - None, Cooltime - None, Duration - Permanent.
Taunt - Increase aggressive stat to make monsters attack you (NOTE: Nice grammar...)
Level (1/1) - [Effect - Maximum 10 monsters in range will attack you. Duration is 10 seconds.]
Required lvl - 12, Consumed AP - 50, Cooltime - 60 seconds, Duration - 10 sec
Defense Aura - Melee defense is increased. Does not combine with any skills or equipment that increases your defense. (Applies Defense Stats, only.)
Level (1/5) - [Effect - 10% increase in physical defense]
Required lvl - 14, Consumed AP - 100, Cooltime - 1 second, Duration - 60 seconds.
Level (2/5) - [Effect - 15% increase in physical defense]
Required lvl - 24, Consumed AP - 100, Cooltime - 1 second, Duration - 120 seconds.
Level (3/5) - [Effect - 20% increase in physical defense.]
Required lvl - 34, Consumed AP - 100, Cooltime - 1 second, Duration - 180 seconds.
Level (4/5) - [Effect - 25% increase in physical defense.]
Required lvl - 44, Consumed AP - 100, Cooltime - 1 second, Duration - 240 seconds.
Level (5/5) - [Effect - 30% increase in physical defense.]
Required lvl - 54, Consumed AP - 100, Cooltime - 1 second, Duration - 300 seconds.
Critical Aura - Critical Rate is increased.
Level (1/5) - [Effect - 1% increase.]
Required lvl - 14, Consumed AP - 100, Cooltime - 1 second, Duration - 60 seconds
Level (2/5) - [Effect - 2% increase.]
Required lvl - 24, Consumed AP - 100, Cooltime - 1 second, Duration - 120 seconds.
Level (3/5) - [Effect - 3% increase.]
Required lvl - 34, Consumed AP - 100, Cooltime - 1 second, Duration - 180 seconds.
Level (4/5) - [Effect - 4% increase.]
Required lvl - 44, Consumed AP - 100, Cooltime - 1 second, Duration - 240 seconds.
Level (5/5) - [Effect - 5% increase.]
Required lvl - 54, Consumed AP - 100, Cooltime - 1 second, Duration - 300 seconds.
Shield Strike - Strike your opponent with your shield. (NOTE: You must have a shield equipped to use this skill.)
Level (1/5) - [Effect - 100% increased melee attack, 80% chance of a 3 second stun.]
Required lvl - 14, Consumed AP - 40, Cooltime - 40 seconds, Duration - 3 seconds.
Level (2/5) - [Effect - 100% increased melee attack, 80% chance of a 3 second stun.]
Required lvl - 24, Consumed AP - 42, Cooltime - 35 seconds, Duration - 3 seconds.
Level (3/5) - [Effect - 100% increased melee attack, 80% chance of a 3 second stun.]
Required lvl - 34, Consumed AP - 44, Cooltime - 30 seconds, Duration - 3 seconds.
Level (4/5) - [Effect - 100% increased melee attack, 80% chance of a 3 second stun.]
Required lvl - 44, Consumed AP - 46, Cooltime - 25 seconds, Duration - 3 seconds.
Level (5/5) - [Effect - 110% increased melee attack, 80% chance of a 3 second stun.]
Required lvl - 54, Consumed AP - 50, Cooltime - 20 seconds, Duration - 3 seconds.
Air Smack - Deals strong damage to aerial enemies. Monsters on ground are unaffected. (NOTE: This means you have to LOB the enemies into the air to hit them with this skill.)
Level (1/5) - [Effect - 180% additional melee attack, maximum 8 monsters.]
Required lvl - 16, Consumed AP - 50, Cooltime - 10 seconds, Duration - None.
Level (2/5) - [Effect - 200% additional melee attack, maximum 10 monsters.]
Required lvl - 26, Consumed AP - 60, Cooltime - 10 seconds, Duration - None.
Level (3/5) - [Effect - 210% additional melee attack, maximum 12 monsters.]
Required lvl - 36, Consumed AP - 70, Cooltime - 10 seconds, Duration - None.
Level (4/5) - [Effect - 220% additional melee attack, maximum 14 monsters.]
Required lvl - 46, Consumed AP - 80, Cooltime - 10 seconds, Duration - None.
Level (5/5) - [Effect - 240% additional melee attack, maximum 16 monsters.]
Required lvl - 56, Consumed AP - 90, Cooltime - 10 seconds, Duration - None.
Fury Mastery - Control emotions to increase maximum AP.
Level (1/5) - [Effect - Increase in fury by 200% of INT status]
Required lvl - 16, Consumed AP - None, Cooltime - None, Duration - Permanent.
Level (2/5) - [Effect - Increase in fury by 220% of INT status]
Required lvl - 26, Consumed AP - None, Cooltime - None, Duration - Permanent.
Level (3/5) - [Effect - Increase in fury by 240% of INT status]
Required lvl - 36, Consumed AP - None, Cooltime - None, Duration - Permanent.
Level (4/5) - [Effect - Increase in fury by 260% of INT status.]
Required lvl - 46, Consumed AP - None, Cooltime - None, Duration - Permanent.
Level (5/5) - [Effect - Increase in fury by 280% of INT status]
Required lvl - 56, Consumed AP - None, Cooltime - None, Duration - Permanent.
Shield Defense - Increases shield block rate when using a shield. (NOTE: You must have a shield equipped to use this skill.)
Level (1/5) - [Effect - 1% increase in block.]
Required lvl - 16, Consumed AP - None, Cooltime - None, Duration - Permanent.
Level (2/5) - [Effect - 2% increase in block.]
Required lvl - 26, Consumed AP - None, Cooltime - None, Duration - Permanent.
Level (3/5) - [Effect - 3% increase in block.]
Required lvl - 36, Consumed AP - None, Cooltime - None, Duration - Permanent.
Level (4/5) - [Effect - 4% increase in block.]
Required lvl - 46, Consumed AP - None, Cooltime - None, Duration - Permanent.
Level (5/5) - [Effect - 5% increase in block.]
Required lvl - 56, Consumed AP - None, Cooltime - None, Duration - Permanent.
Battle Cry - Yell a battle cry to temporarily freeze enemies.
Level (1/5) - [Effect - 50% chance of affecting maximum 8 monsters for 10 seconds (attacked when in range of attacker]
Required lvl - 18, Consumed AP - 42, Cooltime - 60 seconds, Duration - 10 seconds.
Level (2/5) - [Effect - 60% chance of affecting maximum 10 monsters for 10 seconds (attacked when in range of attacker]
Required lvl - 28, Consumed AP - 52, Cooltime - 60 seconds, Duration - 10 seconds.
Level (3/5) - [Effect - 70% chance of affecting maximum 12 monsters for 10 seconds (attacked when in range of attacker]
Required lvl - 38, Consumed AP - 62, Cooltime - 60 seconds, Duration - 10 seconds.
Level (4/5) - [Effect - 80% chance of affecting maximum 14 monsters for 10 seconds (attacked when in range of attacker.]
Required lvl - 48, Consumed AP - 72, Cooltime - 60 seconds, Duration - 10 seconds.
Level (5/5) - [Effect - 90% chance of affecting maximum 16 monsters for 10 seconds (attacked when in range of attacker.]
Required lvl - 58, Consumed AP - 82, Cooltime - 60 seconds, Duration - 10 seconds.
Last edited by [GS]Jette on Tue Mar 17, 2009 9:22 pm; edited 33 times in total
Re: Bushido: The Warrior's Way
Finish Guard - xx% increase in melee defense rate when health is less than 40%. (Effect vanishes when health is more than 40%.) Does not combine with any skills or equipment that increases your defense. (Applies Defense Stats, only.)
Level (1/5) - [Effect - 20% increase in melee defense rate.]
Required lvl - 18, Consumed AP - 80, Cooltime - 90 seconds, Duration - 60 seconds.
Level (2/5) - [Effect - 35% increase in melee defense rate.]
Required lvl - 28, Consumed AP - 90, Cooltime - 105 seconds, Duration - 70 seconds.
Level (3/5) - [Effect - 50% increase in melee defense rate.]
Required lvl - 38, Consumed AP - 100, Cooltime - 120 seconds, Duration - 80 seconds.
Level (4/5) - [Effect - 65% increase in melee defense rate.]
Required lvl - 48, Consumed AP - 110, Cooltime - 135 seconds, Duration - 90 seconds.
Level (5/5) - [Effect - xx% increase in melee defense rate.]
Required lvl - 58, Consumed AP - xx, Cooltime - xx seconds, Duration - xx seconds.
Charge - Run ahead and attack all enemies in your path.
Level (1/5) - [Effect - 100% increase in melee attack.]
Required lvl - 18, Consumed AP - 20%, Cooltime - 3 seconds, Duration - None.
Level (2/5) - [Effect - 110% increase in melee attack.]
Required lvl - 28, Consumed AP - 20%, Cooltime - 3 seconds, Duration - None.
Level (3/5) - [Effect - 115% increase in melee attack.]
Required lvl - 38, Consumed AP - 20%, Cooltime - 3 seconds, Duration - None.
Level (4/5) - [Effect - 120% increase in melee attack.]
Required lvl - 48, Consumed AP - 20%, Cooltime - 3 seconds, Duration - None.
Level (5/5) - [Effect - 125% increase in melee attack.]
Required lvl - 58, Consumed AP - 20%, Cooltime - 3 seconds, Duration - None.
Cyclone Slash - Spin three times to slash all enemies in your way.
Level (1/5) - [Effect - 120% increase in melee attack rate]
Required lvl - 20, Consumed AP - 90, Cooltime - 20 seconds, Duration - None.
Level (2/5) - [Effect - 120% increase in melee attack rate]
Required lvl - 30, Consumed AP - 85, Cooltime - 19 seconds, Duration - None.
Level (3/5) - [Effect - 120% increase in melee attack rate.]
Required lvl - 40, Consumed AP - 80, Cooltime - 18 seconds, Duration - None.
Level (4/5) - [Effect - 120% increase in melee attack rate.]
Required lvl - 50, Consumed AP - 75, Cooltime - 17 seconds, Duration - None.
Level (5/5) - [Effect - 120% increase in melee attack rate.]
Required lvl - 60, Consumed AP - 70, Cooltime - 16 seconds, Duration - None.
Concentration - Increases Cyclone Slash skill damage.
Level (1/1) - [Effect: 50% increase in skill damage.]
Required lvl - 22, Consumed AP -100, Cooltime - 600 seconds, Duration - 60 seconds.
Crash - Attack multiple times with great strength.
Level (1/5) - [Effect - 250% increase in melee attack rate]
Required lvl - 25, Consumed AP - 100%, Cooltime - 300 seconds, Duration - None.
Level (2/5) - [Effect - 280% increase in melee attack rate]
Required lvl - 35, Consumed AP - 100%, Cooltime - 300 seconds, Duration - None.
Level (3/5) - [Effect - 310% increase in melee attack rate]
Required lvl - 45, Consumed AP - 100%, Cooltime - 300 seconds, Duration - None.
Level (4/5) - [Effect - 340% increase in melee attack rate.]
Required lvl - 53, Consumed AP - 100%, Cooltime - 300 seconds, Duration - None.
Level (5/5) - [Effect - 370% increase in melee attack rate]
Required lvl - 60, Consumed AP - 100%, Cooltime - 300 seconds, Duration - None.
Limit Potion - Bans use of all potions for xx seconds.
Level (1/5) - [Effect - N/A]
Required lvl - 23, Consumed AP - 43, Cooltime - 60 seconds, Duration - 10 seconds.
Level (2/5) - [Effect - N/A]
Required lvl - 33, Consumed AP - 50, Cooltime - 60 seconds, Duration - 13 seconds.
Level (3/5) - [Effect - N/A]
Required lvl - xx, Consumed AP - xx, Cooltime - xx seconds, Duration - xx seconds.
Level (4/5) - [Effect - N/A]
Required lvl - xx, Consumed AP - xx, Cooltime - xx seconds, Duration - xx seconds.
Level (5/5) - [Effect - N/A]
Required lvl - xx, Consumed AP - xx, Cooltime - xx seconds, Duration - xx seconds.
III.) Fighter Equipment
Weapons
Rusty Long Sword - Level 10, Attack Rating of 19-33. Quest reward for the "Let's become a Fighter! (6/6)" Quest.
Trainee Fighter's Sword - Level 10, Attack Rating of 20-34. Dropped from Fuming Chobi, boss of Episode 1 Act 5.
Trainee Fighter's Sword - Level 10, Attack Rating of 25-39. Dropped from Fuming Cho Chobi, boss of Episode 1 Act 6.
Bronze Sword - Level 13, Attack Rating of 36-38. Dropped by Treasure Chest in Episode 1 Act 9.
Long Sword - Level 15, Attack Rating of 28-50. Dropped by Charming Nependes, boss of Episode 1 Act 8, and by Prince of the Seas, boss of Episode 1 Act 9.
Long Sword - Level 15, Attack Rating of 33-55. Dropped by Angry Prince of the Seas, boss of Episode 1 Act 10.
Gladiator's Sword - Level 18, Attack Rating of 30-51. Dropped by Treasure Chest in Episode 1 Act 12.
Falchion - Level 20, Attack Rating of 41-71. Dropped by Satiros, boss of Episode 1 Act 12.
Falchion - Level 20, Attack Rating of 41-71. Dropped by Angry Satiros, boss of Episode 1 Act 13.
Rusty Long Sword - Level 20, Attack Rating of 36-66. Bought from Gus for 48,600 CONY.
Ninja Sword - Level 23, Attack Rating of 42-70. Dropped by Treasure Chest in Episode 1 Act 16.
Gladius - Level 25, Attack Rating of 45-83. Dropped by Scout, boss of Episode 1 Act 16.
Gladius - Level 25, Attack Rating of 50-98. Dropped by Seasoned Scout, boss of Episode 1 Act 17.
Reckless Broad Sword - Level 30, Attack Rating of 54-98. Bought from Gus for 207,900 CONY.
Chef's Knife - Level 30, Attack Rating of 54-98. Quest Reward from the "Ultimate Ingredient (10/10)" Quest.
Simitar - Level 30, Attack Rating of 54-98. Dropped from Shakia, boss of Episode 1 Act 19.
Simitar - Level 30, Attack Rating of 59-103. Dropped from Reckless Shakia, boss of Episode 1 Act 20.
General Sword - Level 33, Attack Rating of 74-126. Dropped by Treasure Chest in Episode 1 Acts 19 and 20.
Iron Sword - Level 35, Attack Rating of 80-140. Dropped by Violent Shakia, boss of Episode 1 Act 21.
Cursed Sword - Level 38, Attack Rating of 82-138. Dropped by Treasure Chest in Episode 1 Acts 20 and 22.
Crisaour Broad Sword - Level 40, Attack Rating of 71-131. Bought from Gus for 725,400 CONY.
Broad Sword of Broken Dreams - Level 40, Attack Rating of 80-145. Quest Reward from the "Yggdrasil" Quest.
Twinkle Broad Sword - Level 40, Attack Rating of 86-145. Dropped by Sakurai, boss of Episode 2 Act 2.
Moonlight Sword - Level 43, Attack Rating of 84-142. Dropped by Treasure Chest in Episode 2 Act 1.
Commander's Sword - Level 50, Attack Rating of 90-164. Dropped from Master Meximus, boss of Episode 3 Act 8.
Level (1/5) - [Effect - 20% increase in melee defense rate.]
Required lvl - 18, Consumed AP - 80, Cooltime - 90 seconds, Duration - 60 seconds.
Level (2/5) - [Effect - 35% increase in melee defense rate.]
Required lvl - 28, Consumed AP - 90, Cooltime - 105 seconds, Duration - 70 seconds.
Level (3/5) - [Effect - 50% increase in melee defense rate.]
Required lvl - 38, Consumed AP - 100, Cooltime - 120 seconds, Duration - 80 seconds.
Level (4/5) - [Effect - 65% increase in melee defense rate.]
Required lvl - 48, Consumed AP - 110, Cooltime - 135 seconds, Duration - 90 seconds.
Level (5/5) - [Effect - xx% increase in melee defense rate.]
Required lvl - 58, Consumed AP - xx, Cooltime - xx seconds, Duration - xx seconds.
Charge - Run ahead and attack all enemies in your path.
Level (1/5) - [Effect - 100% increase in melee attack.]
Required lvl - 18, Consumed AP - 20%, Cooltime - 3 seconds, Duration - None.
Level (2/5) - [Effect - 110% increase in melee attack.]
Required lvl - 28, Consumed AP - 20%, Cooltime - 3 seconds, Duration - None.
Level (3/5) - [Effect - 115% increase in melee attack.]
Required lvl - 38, Consumed AP - 20%, Cooltime - 3 seconds, Duration - None.
Level (4/5) - [Effect - 120% increase in melee attack.]
Required lvl - 48, Consumed AP - 20%, Cooltime - 3 seconds, Duration - None.
Level (5/5) - [Effect - 125% increase in melee attack.]
Required lvl - 58, Consumed AP - 20%, Cooltime - 3 seconds, Duration - None.
Cyclone Slash - Spin three times to slash all enemies in your way.
Level (1/5) - [Effect - 120% increase in melee attack rate]
Required lvl - 20, Consumed AP - 90, Cooltime - 20 seconds, Duration - None.
Level (2/5) - [Effect - 120% increase in melee attack rate]
Required lvl - 30, Consumed AP - 85, Cooltime - 19 seconds, Duration - None.
Level (3/5) - [Effect - 120% increase in melee attack rate.]
Required lvl - 40, Consumed AP - 80, Cooltime - 18 seconds, Duration - None.
Level (4/5) - [Effect - 120% increase in melee attack rate.]
Required lvl - 50, Consumed AP - 75, Cooltime - 17 seconds, Duration - None.
Level (5/5) - [Effect - 120% increase in melee attack rate.]
Required lvl - 60, Consumed AP - 70, Cooltime - 16 seconds, Duration - None.
Concentration - Increases Cyclone Slash skill damage.
Level (1/1) - [Effect: 50% increase in skill damage.]
Required lvl - 22, Consumed AP -100, Cooltime - 600 seconds, Duration - 60 seconds.
Crash - Attack multiple times with great strength.
Level (1/5) - [Effect - 250% increase in melee attack rate]
Required lvl - 25, Consumed AP - 100%, Cooltime - 300 seconds, Duration - None.
Level (2/5) - [Effect - 280% increase in melee attack rate]
Required lvl - 35, Consumed AP - 100%, Cooltime - 300 seconds, Duration - None.
Level (3/5) - [Effect - 310% increase in melee attack rate]
Required lvl - 45, Consumed AP - 100%, Cooltime - 300 seconds, Duration - None.
Level (4/5) - [Effect - 340% increase in melee attack rate.]
Required lvl - 53, Consumed AP - 100%, Cooltime - 300 seconds, Duration - None.
Level (5/5) - [Effect - 370% increase in melee attack rate]
Required lvl - 60, Consumed AP - 100%, Cooltime - 300 seconds, Duration - None.
Limit Potion - Bans use of all potions for xx seconds.
Level (1/5) - [Effect - N/A]
Required lvl - 23, Consumed AP - 43, Cooltime - 60 seconds, Duration - 10 seconds.
Level (2/5) - [Effect - N/A]
Required lvl - 33, Consumed AP - 50, Cooltime - 60 seconds, Duration - 13 seconds.
Level (3/5) - [Effect - N/A]
Required lvl - xx, Consumed AP - xx, Cooltime - xx seconds, Duration - xx seconds.
Level (4/5) - [Effect - N/A]
Required lvl - xx, Consumed AP - xx, Cooltime - xx seconds, Duration - xx seconds.
Level (5/5) - [Effect - N/A]
Required lvl - xx, Consumed AP - xx, Cooltime - xx seconds, Duration - xx seconds.
III.) Fighter Equipment
Weapons
Rusty Long Sword - Level 10, Attack Rating of 19-33. Quest reward for the "Let's become a Fighter! (6/6)" Quest.
Trainee Fighter's Sword - Level 10, Attack Rating of 20-34. Dropped from Fuming Chobi, boss of Episode 1 Act 5.
Trainee Fighter's Sword - Level 10, Attack Rating of 25-39. Dropped from Fuming Cho Chobi, boss of Episode 1 Act 6.
Bronze Sword - Level 13, Attack Rating of 36-38. Dropped by Treasure Chest in Episode 1 Act 9.
Long Sword - Level 15, Attack Rating of 28-50. Dropped by Charming Nependes, boss of Episode 1 Act 8, and by Prince of the Seas, boss of Episode 1 Act 9.
Long Sword - Level 15, Attack Rating of 33-55. Dropped by Angry Prince of the Seas, boss of Episode 1 Act 10.
Gladiator's Sword - Level 18, Attack Rating of 30-51. Dropped by Treasure Chest in Episode 1 Act 12.
Falchion - Level 20, Attack Rating of 41-71. Dropped by Satiros, boss of Episode 1 Act 12.
Falchion - Level 20, Attack Rating of 41-71. Dropped by Angry Satiros, boss of Episode 1 Act 13.
Rusty Long Sword - Level 20, Attack Rating of 36-66. Bought from Gus for 48,600 CONY.
Ninja Sword - Level 23, Attack Rating of 42-70. Dropped by Treasure Chest in Episode 1 Act 16.
Gladius - Level 25, Attack Rating of 45-83. Dropped by Scout, boss of Episode 1 Act 16.
Gladius - Level 25, Attack Rating of 50-98. Dropped by Seasoned Scout, boss of Episode 1 Act 17.
Reckless Broad Sword - Level 30, Attack Rating of 54-98. Bought from Gus for 207,900 CONY.
Chef's Knife - Level 30, Attack Rating of 54-98. Quest Reward from the "Ultimate Ingredient (10/10)" Quest.
Simitar - Level 30, Attack Rating of 54-98. Dropped from Shakia, boss of Episode 1 Act 19.
Simitar - Level 30, Attack Rating of 59-103. Dropped from Reckless Shakia, boss of Episode 1 Act 20.
General Sword - Level 33, Attack Rating of 74-126. Dropped by Treasure Chest in Episode 1 Acts 19 and 20.
Iron Sword - Level 35, Attack Rating of 80-140. Dropped by Violent Shakia, boss of Episode 1 Act 21.
Cursed Sword - Level 38, Attack Rating of 82-138. Dropped by Treasure Chest in Episode 1 Acts 20 and 22.
Crisaour Broad Sword - Level 40, Attack Rating of 71-131. Bought from Gus for 725,400 CONY.
Broad Sword of Broken Dreams - Level 40, Attack Rating of 80-145. Quest Reward from the "Yggdrasil" Quest.
Twinkle Broad Sword - Level 40, Attack Rating of 86-145. Dropped by Sakurai, boss of Episode 2 Act 2.
Moonlight Sword - Level 43, Attack Rating of 84-142. Dropped by Treasure Chest in Episode 2 Act 1.
Commander's Sword - Level 50, Attack Rating of 90-164. Dropped from Master Meximus, boss of Episode 3 Act 8.
Last edited by [GS]Jette on Mon Mar 16, 2009 1:23 am; edited 25 times in total
Re: Bushido: The Warrior's Way
Shields
Gus' Wooden Shield - Level 12, Defense 5, Absorb Damage 5. Dropped from monsters in Episode 1 Acts 5 and 6.
Kettle Top - Level 13, Defense 7, Absorb Damage 7. Dropped by Treasure Chest in Episode 1 Act 9.
Bronze Shield - Level 17, Defense 7, Absorb Damage 7. Dropped by monsters in Episode 1 Acts 9 and 10.
Lid of a Pot - Level 18, Defense 8, Absorb Damage 8. Dropped by Treasure Chest in Episode 1 Act 12.
Rusty Bronze Shield - Level 22, Defense 8, Absorb Damage 2. Bought from Gus for 24,300 CONY.
Round Shield - Level 22, Defense 8, Absorb Damage 16. Dropped by monsters in Episode 1 Act 12.
Round Shield - Level 22, Defense 9, Absorb Damage 18. Dropped by monsters in Episode 1 Act 13.
Turtle Shell - Level 23, Defense 10, Absorb Damage 20. Dropped by Treasure Chest in Act Episode 1 Acts 16 and 17.
Aspice - Level 27, Defense 11, Absorb Damage 22. Dropped by monsters in Episode 1 Act 16.
Aspice - Level 27, Defense 12, Absorb Damage 24. Dropped by monsters in Episode 1 Act 17.
Blessed Bronze Shield - Level 32, Defense 11, Absorb Damage 4. Bought from Gus for 103,950 CONY.
Hauflon - Level 32, Defense 13, Absorb Damage 26. Dropped by monsters in Episode 1 Act 19.
Hauflon - Level 32, Defense 14, Absorb Damage 28. Dropped by monsters in Episode 1 Act 20.
Magic CD Frisbee - Level 33, Defense 14, Absorb Damage 28. Dropped by Treasure Chest in Episode 1 Act 19.
Pelta - Level 37, Defense 15, Absorb Damage 30. Dropped by monsters in Episode 1 Act 21 and by Aqua Titan, boss of Episode 1 Act 24.
Crystal Mirror - Level 38, Defense 16, Absorb Damage 32. Dropped by Treasure Chest in Episode 1 Acts 21, and 22.
Most Holy Small Kite Shield - Level 40, Defense 19, Absorb Damage 38. Dropped from Bahn, miniboss of Episode 2 Acts 1 and 2.
Shield of Valor - Level 50, Defense 20, Absorb Damage 60. Dropped from Master Meximus, boss of Episode 3 Act 8.
Helmets
Leather Helmet - Level 13, Defense 5. Bought from Karl's MIPs Shop in Episode 1 Act 5 for 362 MIPs.
Gus' Arming Cap - Level 13, Defense 6. Bought from Evans for 2,590 CONY. Also dropped by monsters in Episode 1 Act 7.
Chainmail Helmet - Level 18, Defense 7. Bought from Karl's MIPs Shop in Episode 1 Act 9 for 2,300 MIPs.
Chainmail Helmet - Level 18, Defense 8. Dropped by monsters in Episode 1 Act 11.
Darkmoon's Leather Helmet - Level 20, Defense 9. Quest Reward from the "Ultimate Material (10/10)" Quest.
Giant Arming Cap - Level 23, Defense 10. Bought from Evans for 36,030 CONY.
Wrecked Helmet - Level 23, Defense 10. Bought from Karl's MIPs Shop in Episode 1 Act 12 for 5,050 MIPs.
Wrecked Helmet - Level 23, Defense 11. Dropped by monsters in Episode 1 Act 14.
Bronze Helmet - Level 28, Defense 12. Bought from Karl in Episode 1 Act 16's MIPs Shop for 10,200 MIPs.
Bronze Helmet - Level 28, Defense 13. Dropped by monsters in Episode 1 Acts 15 and 18.
Assassin's Arming Cap - Level 33, Defense 14. Bought from Evans for 138,620 CONY.
Metal Scale Helmet - Level 33, Defense 16. Bought from Karl in Episode 1 Act 19's MIPs Shop for 19,000 MIPs.
Metal Scale Helmet - Level 33, Defense 15. Dropped by monsters in Episode 1 Act 20.
Steel Armor Helmet - Level 38, Defense 18. Dropped by monsters in Episode 1 Act 21.
Mithril Helmet - Level 40, Defense ????. Dropped by monsters in Episode 2 Act 2.
Fighter's Chain Helmet - Level 43, Defense 18. Dropped from monsters in Episode 3 Act 3.
Amethyst Helmet - Level 45, Defense 20. Quest Reward for the "Absurd Punishment (7/7)" Quest.
Jackets
Leather Armor - Level 15, Defense 11. Bought from Karl's MIPs Shop in Episode 1 Act 6 for 604 MIPs.
Leather Armor - Level 15, Defense 13. Dropped by Super Cho Cho, boss of Episode 1 Act 7.
Gus' Leather Armor - Level 15, Defense 12. Bought from Evans for 4320 CONY.
Chainmail Armor - Level 20, Defense 16. Bought from Karl's MIPs Shop in Episode 1 Act 10 for 3980 MIPs.
Chainmail Armor - Level 20, Defense 17. Dropped by Raccoon Soldier, boss of Episode 1 Act 11.
Giant Leather Armor - Level 25, Defense 20. Bought from Evans for 60,050 CONY.
Wrecked Mail Armor - Level 25, Defense 20. Bought from Karl's MIPs Shop in Episode 1 Act 13 for 8,400 MIPs.
Wrecked Mail Armor - Level 25, Defense 21. Dropped by Halfmoon, boss of Episode 1 Act 14.
Bronze Armor - Level 30, Defense 24. Bought from Karl in Episode 1 Act 17's MIPs Shop for 16,900 MIPs.
Bronze Armor - Level 30, Defense 25. Dropped by Super Ghost Cho Cho, boss of Episode 1 Act 18.
Calamity Guardian Angel's Armor - Level 30, Defense 23. Bought from Nero for 100,000 CONY.
Assassin's Leather Armor - Level 35, Defense 28. Bought from Evans for 231,031 CONY.
Metal Scale Armor - Level 35, Defense 32. Dropped by Dreishi, miniboss of Episode 1 Act 19 and bought in Karl's MIPs Shop in Episode 1 Act 20 for 32,400 MIPs.
Metal Scale Armor - Level 35, Defense 30. Dropped by Reckless Dreishi, miniboss of Episode 1 Act 20.
Steel Armor - Level 40, Defense 35. Dropped by Violent Dreishi, miniboss of Episode 1 Act 21.
Mithril Armor - Level 40, Defense 38. Dropped by monsters in Episode 2 Act 2.
Steel Armor of Broken Dreams??? - Level 40, Defense 35. Quest reward for the "???? of the Endless Sky Tower" Quest.
Fighter's Chain Armor - Level 45, Defense 36. Dropped by Violent Ketus, boss of Episode 3 Act 4.
Amethyst Armor - Level 45, Defense 37. Dropped by monsters in Episode 3 Act 5.
Pants
Leather Pants - Level 14, Defense 9. Bought From Karl's MIPs Shop in Episode 1 Act 6 for 604 MIPs.
Leather Pants - Level 14, Defense 12. Dropped by monsters in Episode 1 Act 7.
Gus' Leather Pants - Level 14, Defense 11. Bought from Evans for 4,320 CONY.
Chainmail Bottom - Level 19, Defense 14. Bought from Karl's MIPs Shop in Episode 1 Act 10 for 3,980 MIPs.
Chainmail Bottom - Level 19, Defense 15. Dropped by monsters in Episode 1 Act 11.
Giant Leather Pants - Level 24, Defense 18. Bought from Evans for 60,050 CONY.
Wrecked Mail Bottom - Level 24, Defense 18. Bought from Karl's MIPs Shop in Episode 1 Act 13 for 8,400 MIPs.
Wrecked Mail Bottom - Level 24, Defense ?????. DROP ZONE NOT KNOWN.
Bronze Armor Bottom - Level 29, Defense 21. Bought from Karl's MIPs Shop in Episode 1 Act 17 for 16,900 MIPs.
Bronze Armor Bottom - Level 29, Defense 22. Dropped by monsters in Episode 1 Act 18.
Assassin's Leather Pants - Level 34, Defense 25. Bought from Evans for 231,031 CONY.
Metal Scale Armor Bottom - Level 34, Defense 28. Dropped by Sekra, miniboss of Episode 1 Act 19 or bought at Karl's MIPs Shop in Episode 1 Act 20 for 32,400 MIPs.
Metal Scale Armor Bottom - Level 34, Defense 27. Dropped by Reckless Sekra, miniboss of Episode 1 Act 20.
Calamity Guardian Angel's Gaiters - Level 35, Defense 26. Bought from Nero for 200,000 CONY.
Steel Armor Bottom - Level 39, Defense 30. Dropped by Violent Sekra, miniboss in Episode 1 Act 21.
Mithril Armor Bottom - Level 40, Defense 34. Dropped by monsters in Episode 2 Act 2.
Fighter's Chain Bottom - Level 44, Defense 33. Dropped by Angry Rolling Rock, boss of Episode 3 Act 2.
Amethyst Armor Bottom - Level 45, Defense 33. Dropped from Meximus, boss of Episode 3 Act 7.
Gus' Wooden Shield - Level 12, Defense 5, Absorb Damage 5. Dropped from monsters in Episode 1 Acts 5 and 6.
Kettle Top - Level 13, Defense 7, Absorb Damage 7. Dropped by Treasure Chest in Episode 1 Act 9.
Bronze Shield - Level 17, Defense 7, Absorb Damage 7. Dropped by monsters in Episode 1 Acts 9 and 10.
Lid of a Pot - Level 18, Defense 8, Absorb Damage 8. Dropped by Treasure Chest in Episode 1 Act 12.
Rusty Bronze Shield - Level 22, Defense 8, Absorb Damage 2. Bought from Gus for 24,300 CONY.
Round Shield - Level 22, Defense 8, Absorb Damage 16. Dropped by monsters in Episode 1 Act 12.
Round Shield - Level 22, Defense 9, Absorb Damage 18. Dropped by monsters in Episode 1 Act 13.
Turtle Shell - Level 23, Defense 10, Absorb Damage 20. Dropped by Treasure Chest in Act Episode 1 Acts 16 and 17.
Aspice - Level 27, Defense 11, Absorb Damage 22. Dropped by monsters in Episode 1 Act 16.
Aspice - Level 27, Defense 12, Absorb Damage 24. Dropped by monsters in Episode 1 Act 17.
Blessed Bronze Shield - Level 32, Defense 11, Absorb Damage 4. Bought from Gus for 103,950 CONY.
Hauflon - Level 32, Defense 13, Absorb Damage 26. Dropped by monsters in Episode 1 Act 19.
Hauflon - Level 32, Defense 14, Absorb Damage 28. Dropped by monsters in Episode 1 Act 20.
Magic CD Frisbee - Level 33, Defense 14, Absorb Damage 28. Dropped by Treasure Chest in Episode 1 Act 19.
Pelta - Level 37, Defense 15, Absorb Damage 30. Dropped by monsters in Episode 1 Act 21 and by Aqua Titan, boss of Episode 1 Act 24.
Crystal Mirror - Level 38, Defense 16, Absorb Damage 32. Dropped by Treasure Chest in Episode 1 Acts 21, and 22.
Most Holy Small Kite Shield - Level 40, Defense 19, Absorb Damage 38. Dropped from Bahn, miniboss of Episode 2 Acts 1 and 2.
Shield of Valor - Level 50, Defense 20, Absorb Damage 60. Dropped from Master Meximus, boss of Episode 3 Act 8.
Helmets
Leather Helmet - Level 13, Defense 5. Bought from Karl's MIPs Shop in Episode 1 Act 5 for 362 MIPs.
Gus' Arming Cap - Level 13, Defense 6. Bought from Evans for 2,590 CONY. Also dropped by monsters in Episode 1 Act 7.
Chainmail Helmet - Level 18, Defense 7. Bought from Karl's MIPs Shop in Episode 1 Act 9 for 2,300 MIPs.
Chainmail Helmet - Level 18, Defense 8. Dropped by monsters in Episode 1 Act 11.
Darkmoon's Leather Helmet - Level 20, Defense 9. Quest Reward from the "Ultimate Material (10/10)" Quest.
Giant Arming Cap - Level 23, Defense 10. Bought from Evans for 36,030 CONY.
Wrecked Helmet - Level 23, Defense 10. Bought from Karl's MIPs Shop in Episode 1 Act 12 for 5,050 MIPs.
Wrecked Helmet - Level 23, Defense 11. Dropped by monsters in Episode 1 Act 14.
Bronze Helmet - Level 28, Defense 12. Bought from Karl in Episode 1 Act 16's MIPs Shop for 10,200 MIPs.
Bronze Helmet - Level 28, Defense 13. Dropped by monsters in Episode 1 Acts 15 and 18.
Assassin's Arming Cap - Level 33, Defense 14. Bought from Evans for 138,620 CONY.
Metal Scale Helmet - Level 33, Defense 16. Bought from Karl in Episode 1 Act 19's MIPs Shop for 19,000 MIPs.
Metal Scale Helmet - Level 33, Defense 15. Dropped by monsters in Episode 1 Act 20.
Steel Armor Helmet - Level 38, Defense 18. Dropped by monsters in Episode 1 Act 21.
Mithril Helmet - Level 40, Defense ????. Dropped by monsters in Episode 2 Act 2.
Fighter's Chain Helmet - Level 43, Defense 18. Dropped from monsters in Episode 3 Act 3.
Amethyst Helmet - Level 45, Defense 20. Quest Reward for the "Absurd Punishment (7/7)" Quest.
Jackets
Leather Armor - Level 15, Defense 11. Bought from Karl's MIPs Shop in Episode 1 Act 6 for 604 MIPs.
Leather Armor - Level 15, Defense 13. Dropped by Super Cho Cho, boss of Episode 1 Act 7.
Gus' Leather Armor - Level 15, Defense 12. Bought from Evans for 4320 CONY.
Chainmail Armor - Level 20, Defense 16. Bought from Karl's MIPs Shop in Episode 1 Act 10 for 3980 MIPs.
Chainmail Armor - Level 20, Defense 17. Dropped by Raccoon Soldier, boss of Episode 1 Act 11.
Giant Leather Armor - Level 25, Defense 20. Bought from Evans for 60,050 CONY.
Wrecked Mail Armor - Level 25, Defense 20. Bought from Karl's MIPs Shop in Episode 1 Act 13 for 8,400 MIPs.
Wrecked Mail Armor - Level 25, Defense 21. Dropped by Halfmoon, boss of Episode 1 Act 14.
Bronze Armor - Level 30, Defense 24. Bought from Karl in Episode 1 Act 17's MIPs Shop for 16,900 MIPs.
Bronze Armor - Level 30, Defense 25. Dropped by Super Ghost Cho Cho, boss of Episode 1 Act 18.
Calamity Guardian Angel's Armor - Level 30, Defense 23. Bought from Nero for 100,000 CONY.
Assassin's Leather Armor - Level 35, Defense 28. Bought from Evans for 231,031 CONY.
Metal Scale Armor - Level 35, Defense 32. Dropped by Dreishi, miniboss of Episode 1 Act 19 and bought in Karl's MIPs Shop in Episode 1 Act 20 for 32,400 MIPs.
Metal Scale Armor - Level 35, Defense 30. Dropped by Reckless Dreishi, miniboss of Episode 1 Act 20.
Steel Armor - Level 40, Defense 35. Dropped by Violent Dreishi, miniboss of Episode 1 Act 21.
Mithril Armor - Level 40, Defense 38. Dropped by monsters in Episode 2 Act 2.
Steel Armor of Broken Dreams??? - Level 40, Defense 35. Quest reward for the "???? of the Endless Sky Tower" Quest.
Fighter's Chain Armor - Level 45, Defense 36. Dropped by Violent Ketus, boss of Episode 3 Act 4.
Amethyst Armor - Level 45, Defense 37. Dropped by monsters in Episode 3 Act 5.
Pants
Leather Pants - Level 14, Defense 9. Bought From Karl's MIPs Shop in Episode 1 Act 6 for 604 MIPs.
Leather Pants - Level 14, Defense 12. Dropped by monsters in Episode 1 Act 7.
Gus' Leather Pants - Level 14, Defense 11. Bought from Evans for 4,320 CONY.
Chainmail Bottom - Level 19, Defense 14. Bought from Karl's MIPs Shop in Episode 1 Act 10 for 3,980 MIPs.
Chainmail Bottom - Level 19, Defense 15. Dropped by monsters in Episode 1 Act 11.
Giant Leather Pants - Level 24, Defense 18. Bought from Evans for 60,050 CONY.
Wrecked Mail Bottom - Level 24, Defense 18. Bought from Karl's MIPs Shop in Episode 1 Act 13 for 8,400 MIPs.
Wrecked Mail Bottom - Level 24, Defense ?????. DROP ZONE NOT KNOWN.
Bronze Armor Bottom - Level 29, Defense 21. Bought from Karl's MIPs Shop in Episode 1 Act 17 for 16,900 MIPs.
Bronze Armor Bottom - Level 29, Defense 22. Dropped by monsters in Episode 1 Act 18.
Assassin's Leather Pants - Level 34, Defense 25. Bought from Evans for 231,031 CONY.
Metal Scale Armor Bottom - Level 34, Defense 28. Dropped by Sekra, miniboss of Episode 1 Act 19 or bought at Karl's MIPs Shop in Episode 1 Act 20 for 32,400 MIPs.
Metal Scale Armor Bottom - Level 34, Defense 27. Dropped by Reckless Sekra, miniboss of Episode 1 Act 20.
Calamity Guardian Angel's Gaiters - Level 35, Defense 26. Bought from Nero for 200,000 CONY.
Steel Armor Bottom - Level 39, Defense 30. Dropped by Violent Sekra, miniboss in Episode 1 Act 21.
Mithril Armor Bottom - Level 40, Defense 34. Dropped by monsters in Episode 2 Act 2.
Fighter's Chain Bottom - Level 44, Defense 33. Dropped by Angry Rolling Rock, boss of Episode 3 Act 2.
Amethyst Armor Bottom - Level 45, Defense 33. Dropped from Meximus, boss of Episode 3 Act 7.
Last edited by [GS]Jette on Wed Mar 25, 2009 7:37 am; edited 41 times in total
Re: Bushido: The Warrior's Way
Gloves
Leather Gloves - Level 12, Defense 3. Bought from Karl's MIPs Shop in Episode 1 Act 5 for 484 MIPs.
Leather Gloves - Level 12, Defense ????. Dropped by monsters in Episode 1 Act 7.
Gus' Safety Gloves - Level 12, Defense 5. Bought from Evans for 3,460 CONY.
Chainmail Gloves - Level 17, Defense 6. Bought from Karl's MIPs shop in Episode 1 Act 9 for 3,100 MIPs.
Chainmail Gloves - Level 17, Defense 7. Dropped by monsters in Episode 1 Act 11.
Giant Safety Gloves - Level 22, Defense 8. Bought from Evans for 48,040 CONY.
Wrecked Gloves - Level 22, Defense 8. Bought from Karl's MIPs Shop in Episode 1 Act 12 for 6,700 MIPs.
Wrecked Gloves - Level 22, Defense 10. Dropped by monsters in Episode 1 Act 14, Broken-Hearted Soldier, boss of Episode 1 Act 15, and Kelpe, boss of Episode 1 Act 23.
Bronze Gloves - Level 27, Defense 9. Bought from Karl in Episode 1 Act 16's MIPs Shop for 13,600 MIPs.
Bronze Gloves - Level 27, Defense 10. Dropped by monsters in Episode 1 Act 18.
Assassin's Safety Gloves - Level 32, Defense 11, Bought from Evans for 184,830 CONY.
Metal Scale Gloves - Level 32, Defense 12. Dropped by Resi, miniboss of Episode 1 Act 19 and bought at Karl's MIPs Shop in Episode 1 Act 19 for 25,900 MIPs.
Metal Scale Gloves - Level 32, Defense 12. Dropped by Reckless Resi, miniboss of Episode 1 Act 20.
Steel Armor Gloves - Level 37, Defense 14. Dropped by Violent Resi, miniboss of Episode 1 Act 21.
Mithril Gloves - Level 40, Defense ????. Dropped by monsters in Episode 2 Act 2.
Fighter's Chain Gloves - Level 42, Defense ???. Dropped by ?????????
Amethyst Gloves - Level 45, Defense 14. Dropped from Furious Harpy, boss of Episode 3 Act 6.
Calamity Guardian Angel's Gloves - Level 45, Defense 13. Bought from Nero for 400,000 CONY.
Boots
Leather Boots - Level 11, Defense 3. Bought from Karl's MIPs Shop in Episode 1 Act 5 for 362 MIPs.
Leather Boots - Level 11, Defense 6. Dropped by monsters in Episode 1 Act 7.
Gus' Safety Boots - Level 11, Defense 5. Bought from Evans for 2,590 CONY.
Chainmail Boots - Level 16, Defense 6. Bought from Karl's MIPs Shop in Episode 1 Act 9 for 2,300 MIPs.
Chainmail Boots - Level 16, Defense 7. Dropped by monsters in Episode 1 Act 11.
Giant Safety Boots - Level 21, Defense 8. Bought from Evans for 36,030 CONY.
Wrecked Boots - Level 21, Defense 8. Bought from Karl's MIPs Shop in Episode 1 Act 12 for 5,050 MIPs.
Wrecked Boots - Level 21, Defense 10. Dropped by monsters in Episode 1 Act 14.
Bronze Boots - Level 26, Defense 9. Bought from Karl's MIPs Shop in Episode 1 Act 16 for 10,200 MIPs.
Bronze Boots - Level 26, Defense 10. Dropped by monsters in Episode 1 Act 18.
Assassin's Safety Boots - Level 31, Defense 11. Bought from Evans for 138,620 CONY.
Metal Scale Boots - Level 31, Defense 12. Dropped by Marquee, miniboss of Episode 1 Act 19 and bought at Karl's MIPs Shop in Episode 1 Act 19 for 19,000 MIPs.
Metal Scale Boots - Level 31, Defense 12. Dropped by Reckless Marquee, miniboss of Episode 1 Act 20.
Steel Armor Boots - Level 36, Defense 14. Dropped from Violent Marquee, miniboss in Episode 1 Act 21.
Calamity Guardian Angel's Boots - Level 40, Defense 17. Bought from Nero for 300,000 CONY.
Mithril Boots - Level 40, Defense 18. Dropped by monsters in Episode 2 Act 2.
Fighter's Chain Boots - Level 41, Defense ????. Dropped by ??????????
Amethyst Boots - Level 45, Defense 14. Dropped from Harpy, Boss of Episode 3 Act 5.
IV.) Fighter Strategies
Boss Dancing - When a boss is not lured next to a solid surface, the quickest way to damage it is to use the first two attacks of the F combo in one direction, then immediately begin this same combo in the opposite direction. When mastered, this can allow for the dodging of boss attacks, as well as fast damaging.
Boss Luring - During some boss fights, when your cleric(s) has a critically low amount of MP, and your HP is draining, you will need to retreat. Occasionally, the boss map will be small, or may contain a dangerous mob. In this scenario, use taunt to have the boss target you, but instead of attacking it, just walk or run around a safe distance from the boss. You can even have the boss follow you directly to your cleric, and as long as the cleric does not show aggression to the boss, the boss will not attack the healing cleric. When the cleric is fully healed, resume fighting as normal.
Cyclone Slash Immobility Cancel - To best use Cyclone Slash, use Dash or Charge into a grouping of enemies and then immediately use Cyclone Slash. Chances are, one of the attacks will momentarily stun you, which cancels the immobility time while using Cyclone Slash. After using Cyclone Slash, hold Dash to escape from the mob. Then proceed with normal Fighting.
Dash Holding - The fastest way to do damage to a large group of enemies near a solid surface is to use Battle Cry on them and then hold Dash into the solid surface. Since the area of effect of Dash is so wide, it will hit most, if not all of the monsters, and do very quick damage to them. Using Charge will also be beneficial, right when you have used up all but 20% of your AP.
Genki Combo - A strong skill combination for fighters is to Lob up a group of enemies, then use Air Smack to deal some high damage to them. As they come down, use Cyclone Slash to hurt them more before they hit the ground. As soon as Cyclone Slash is used, hold down the hotkey for Charge, so when the monsters come back down to the ground, you can do additional damage as you escape being hit by monster attacks. Try linking this combo into the Jette Combo for a very damaging combination attack.
Jette Combo - This is the combo that I use when running into a mob to the right of me. Use Charge to hit the entire mob, then do two dashes back to the left. Do a full 3-hit F combo, then two dashes to the right. At this time, Charge will have finished cooling down, so you can repeat this combo facing the other way.
Mob Packing v1.0 - When making the tightest mob possible, use the following technique: gain the aggression of a large group of monsters, and wait until they are just about to surround you, then Dash downwards. This will allow the monsters to group together at your original position, while you take minimal damage. Dash back upwards and immediately use Battle Cry. This will freeze the monsters in the tightest-packed mob. Use Dash Spam to hit all of the monsters and throw in a few Charges, or the Jette Combo for maximum damage. Be weary of the Battle Cry glitches, however.
Mob Packing v2.0 - Another way to get a very tightly packed mob of monsters that are approaching you from either side (on a horizontal plane) is to Lob up the first few monsters to give the trailing monsters time to catch up in position. Use Air Smack and then immediately use Battle Cry when all the monsters are grouped. This will freeze them in a tight mob. Use combos as mentioned above.
Nependes Cancelling - To avoid all damage from single Nependes-type monsters, just hold F. Their attacks will always miss.
Taunting - Since fighters are the game's tanks, taking damage should not be seen as detrimental to the party's success in Acts. If another Fighter is being beaten up badly by a mob, use Taunt to draw the mobs to you. This will allow the damaged fighter to either continue fighting without taking damage, or Dash back to the waiting Clerics. This skill is necessary to protect Mages that are not comfortable having a large amount of monsters targeting them. Mages can be killed very quickly, and should be protected, because their damage-per-second is highest.
If a Fighter is playing in a party with a so-called "Battle Cleric" or "Fighter Cleric" then make sure to use Taunt right before the Cleric's Miracle is about to wear out. After a while, timing should become easy. This will allow the Cleric to avoid the large influx of monster hits if they are still in the mob when Miracle times out.
Two-Hit Combo Walking - When facing a group of monsters with no AP, the fastest way to damage them and regenerate AP is to repeatedly use the first two hits of the F combo over and over until the desired AP is reached. Personally, I will use the two-hit combo, a Dash, then the full F combo on a large mob.
Specific Boss Strategies
Young Fox Boss Strategy - There shouldnt be any trouble killing the Young Fox, boss of Episode 1 Act 1, as a Fighter.
Orb Boss Strategy - There shouldnt be any trouble killing the Orb, boss of Episode 1 Acts 2 and 3, as a Fighter.
Fuming Cho Boss Strategy - There shouldnt be any trouble killing the Fuming Cho, boss of Episode 1 Act 4, as a Fighter. Heal if necessary. Use Boss Luring if necessary.
Fuming Chobi Boss Strategy - There shouldnt be any trouble killing the Fuming Chobi, boss of Episode 1 Acts 5 and 6, as a Fighter. Heal if necessary. Use Boss Luring if necessary.
Super Cho Cho Boss Strategy - Although fighting the Super Cho Cho, the boss of Episode 1 Act 7, as a Fighter is not difficult, there are a few good strategies to know. First, you can do a full F combo and then as soon as the Super Cho Cho jumps into the air, jump along with it. You will avoid damage. A faster way of damaging the Super Cho Cho exists - use a full F combo, then two additional hits as a two-hit combo, then Dash upwards. The Super Cho Cho does not have very much of a vertical area of effect.
Charming Nependes Boss Strategy - The Charming Nependes, the boss of Episode 1 Act 8, will spawn a large group of monsters at certain points in its HP. Just focus your attacks on the Charming Nependes, it's attack power is strong, much stronger than several hits by its minions. You will hit the minions with your attacks when you Dash to avoid the Charming Nependes' attacks. Use full F combos, or Two-Hit Combo Walking.
Prince of the Seas Boss Strategy - When fighting the Prince of the Seas, boss of Episode 1 Acts 9 and 10, you should time your attacks by first taking a hit of damage from the boss. As soon as you have been hit, do a single F attack, then Dash to the opposite side. The boss will have attacked to your previous position as you dashed, so you wont be hit by it. Repeat this process, and recalibrate your timing as needed. It is possible to take no damage during this fight.
Raccoon Soldier Boss Strategy - The Raccoon Soldier, the boss of Episode 1 Act 11, has an attack that can launch players back a long distance, and the chance of position lagging is very high. To avoid this, you can lure the Raccoon Soldier to one of the walls and hold F with the clerics healing as needed.
There does exist a difficult strategy that minimizes damage, however. If you time it right, you can use one hit of the F combo then an immediate Dash to the opposite side of the Raccoon Soldier as he attacks. Then, repeat this until the Raccoon is defeated or your timing becomes off. It is possible to take no damage during this fight.
Satiros Boss Strategy - Satiros, the boss of Episode 1 Acts 12 and 13, has a fast attack, but it can be cancelled out with a Dash, like many other bosses with similar attacks. To achieve this, get hit one time with the attack, and then immediately begin a two-hit combo, and then Dash to the other side. The timing here is difficult to master. Satiros will attack while you are dashing, and you will not be hit. Repeat this until the boss is defeated. It is possible to take no damage during this fight.
Leather Gloves - Level 12, Defense 3. Bought from Karl's MIPs Shop in Episode 1 Act 5 for 484 MIPs.
Leather Gloves - Level 12, Defense ????. Dropped by monsters in Episode 1 Act 7.
Gus' Safety Gloves - Level 12, Defense 5. Bought from Evans for 3,460 CONY.
Chainmail Gloves - Level 17, Defense 6. Bought from Karl's MIPs shop in Episode 1 Act 9 for 3,100 MIPs.
Chainmail Gloves - Level 17, Defense 7. Dropped by monsters in Episode 1 Act 11.
Giant Safety Gloves - Level 22, Defense 8. Bought from Evans for 48,040 CONY.
Wrecked Gloves - Level 22, Defense 8. Bought from Karl's MIPs Shop in Episode 1 Act 12 for 6,700 MIPs.
Wrecked Gloves - Level 22, Defense 10. Dropped by monsters in Episode 1 Act 14, Broken-Hearted Soldier, boss of Episode 1 Act 15, and Kelpe, boss of Episode 1 Act 23.
Bronze Gloves - Level 27, Defense 9. Bought from Karl in Episode 1 Act 16's MIPs Shop for 13,600 MIPs.
Bronze Gloves - Level 27, Defense 10. Dropped by monsters in Episode 1 Act 18.
Assassin's Safety Gloves - Level 32, Defense 11, Bought from Evans for 184,830 CONY.
Metal Scale Gloves - Level 32, Defense 12. Dropped by Resi, miniboss of Episode 1 Act 19 and bought at Karl's MIPs Shop in Episode 1 Act 19 for 25,900 MIPs.
Metal Scale Gloves - Level 32, Defense 12. Dropped by Reckless Resi, miniboss of Episode 1 Act 20.
Steel Armor Gloves - Level 37, Defense 14. Dropped by Violent Resi, miniboss of Episode 1 Act 21.
Mithril Gloves - Level 40, Defense ????. Dropped by monsters in Episode 2 Act 2.
Fighter's Chain Gloves - Level 42, Defense ???. Dropped by ?????????
Amethyst Gloves - Level 45, Defense 14. Dropped from Furious Harpy, boss of Episode 3 Act 6.
Calamity Guardian Angel's Gloves - Level 45, Defense 13. Bought from Nero for 400,000 CONY.
Boots
Leather Boots - Level 11, Defense 3. Bought from Karl's MIPs Shop in Episode 1 Act 5 for 362 MIPs.
Leather Boots - Level 11, Defense 6. Dropped by monsters in Episode 1 Act 7.
Gus' Safety Boots - Level 11, Defense 5. Bought from Evans for 2,590 CONY.
Chainmail Boots - Level 16, Defense 6. Bought from Karl's MIPs Shop in Episode 1 Act 9 for 2,300 MIPs.
Chainmail Boots - Level 16, Defense 7. Dropped by monsters in Episode 1 Act 11.
Giant Safety Boots - Level 21, Defense 8. Bought from Evans for 36,030 CONY.
Wrecked Boots - Level 21, Defense 8. Bought from Karl's MIPs Shop in Episode 1 Act 12 for 5,050 MIPs.
Wrecked Boots - Level 21, Defense 10. Dropped by monsters in Episode 1 Act 14.
Bronze Boots - Level 26, Defense 9. Bought from Karl's MIPs Shop in Episode 1 Act 16 for 10,200 MIPs.
Bronze Boots - Level 26, Defense 10. Dropped by monsters in Episode 1 Act 18.
Assassin's Safety Boots - Level 31, Defense 11. Bought from Evans for 138,620 CONY.
Metal Scale Boots - Level 31, Defense 12. Dropped by Marquee, miniboss of Episode 1 Act 19 and bought at Karl's MIPs Shop in Episode 1 Act 19 for 19,000 MIPs.
Metal Scale Boots - Level 31, Defense 12. Dropped by Reckless Marquee, miniboss of Episode 1 Act 20.
Steel Armor Boots - Level 36, Defense 14. Dropped from Violent Marquee, miniboss in Episode 1 Act 21.
Calamity Guardian Angel's Boots - Level 40, Defense 17. Bought from Nero for 300,000 CONY.
Mithril Boots - Level 40, Defense 18. Dropped by monsters in Episode 2 Act 2.
Fighter's Chain Boots - Level 41, Defense ????. Dropped by ??????????
Amethyst Boots - Level 45, Defense 14. Dropped from Harpy, Boss of Episode 3 Act 5.
IV.) Fighter Strategies
Boss Dancing - When a boss is not lured next to a solid surface, the quickest way to damage it is to use the first two attacks of the F combo in one direction, then immediately begin this same combo in the opposite direction. When mastered, this can allow for the dodging of boss attacks, as well as fast damaging.
Boss Luring - During some boss fights, when your cleric(s) has a critically low amount of MP, and your HP is draining, you will need to retreat. Occasionally, the boss map will be small, or may contain a dangerous mob. In this scenario, use taunt to have the boss target you, but instead of attacking it, just walk or run around a safe distance from the boss. You can even have the boss follow you directly to your cleric, and as long as the cleric does not show aggression to the boss, the boss will not attack the healing cleric. When the cleric is fully healed, resume fighting as normal.
Cyclone Slash Immobility Cancel - To best use Cyclone Slash, use Dash or Charge into a grouping of enemies and then immediately use Cyclone Slash. Chances are, one of the attacks will momentarily stun you, which cancels the immobility time while using Cyclone Slash. After using Cyclone Slash, hold Dash to escape from the mob. Then proceed with normal Fighting.
Dash Holding - The fastest way to do damage to a large group of enemies near a solid surface is to use Battle Cry on them and then hold Dash into the solid surface. Since the area of effect of Dash is so wide, it will hit most, if not all of the monsters, and do very quick damage to them. Using Charge will also be beneficial, right when you have used up all but 20% of your AP.
Genki Combo - A strong skill combination for fighters is to Lob up a group of enemies, then use Air Smack to deal some high damage to them. As they come down, use Cyclone Slash to hurt them more before they hit the ground. As soon as Cyclone Slash is used, hold down the hotkey for Charge, so when the monsters come back down to the ground, you can do additional damage as you escape being hit by monster attacks. Try linking this combo into the Jette Combo for a very damaging combination attack.
Jette Combo - This is the combo that I use when running into a mob to the right of me. Use Charge to hit the entire mob, then do two dashes back to the left. Do a full 3-hit F combo, then two dashes to the right. At this time, Charge will have finished cooling down, so you can repeat this combo facing the other way.
Mob Packing v1.0 - When making the tightest mob possible, use the following technique: gain the aggression of a large group of monsters, and wait until they are just about to surround you, then Dash downwards. This will allow the monsters to group together at your original position, while you take minimal damage. Dash back upwards and immediately use Battle Cry. This will freeze the monsters in the tightest-packed mob. Use Dash Spam to hit all of the monsters and throw in a few Charges, or the Jette Combo for maximum damage. Be weary of the Battle Cry glitches, however.
Mob Packing v2.0 - Another way to get a very tightly packed mob of monsters that are approaching you from either side (on a horizontal plane) is to Lob up the first few monsters to give the trailing monsters time to catch up in position. Use Air Smack and then immediately use Battle Cry when all the monsters are grouped. This will freeze them in a tight mob. Use combos as mentioned above.
Nependes Cancelling - To avoid all damage from single Nependes-type monsters, just hold F. Their attacks will always miss.
Taunting - Since fighters are the game's tanks, taking damage should not be seen as detrimental to the party's success in Acts. If another Fighter is being beaten up badly by a mob, use Taunt to draw the mobs to you. This will allow the damaged fighter to either continue fighting without taking damage, or Dash back to the waiting Clerics. This skill is necessary to protect Mages that are not comfortable having a large amount of monsters targeting them. Mages can be killed very quickly, and should be protected, because their damage-per-second is highest.
If a Fighter is playing in a party with a so-called "Battle Cleric" or "Fighter Cleric" then make sure to use Taunt right before the Cleric's Miracle is about to wear out. After a while, timing should become easy. This will allow the Cleric to avoid the large influx of monster hits if they are still in the mob when Miracle times out.
Two-Hit Combo Walking - When facing a group of monsters with no AP, the fastest way to damage them and regenerate AP is to repeatedly use the first two hits of the F combo over and over until the desired AP is reached. Personally, I will use the two-hit combo, a Dash, then the full F combo on a large mob.
Specific Boss Strategies
Young Fox Boss Strategy - There shouldnt be any trouble killing the Young Fox, boss of Episode 1 Act 1, as a Fighter.
Orb Boss Strategy - There shouldnt be any trouble killing the Orb, boss of Episode 1 Acts 2 and 3, as a Fighter.
Fuming Cho Boss Strategy - There shouldnt be any trouble killing the Fuming Cho, boss of Episode 1 Act 4, as a Fighter. Heal if necessary. Use Boss Luring if necessary.
Fuming Chobi Boss Strategy - There shouldnt be any trouble killing the Fuming Chobi, boss of Episode 1 Acts 5 and 6, as a Fighter. Heal if necessary. Use Boss Luring if necessary.
Super Cho Cho Boss Strategy - Although fighting the Super Cho Cho, the boss of Episode 1 Act 7, as a Fighter is not difficult, there are a few good strategies to know. First, you can do a full F combo and then as soon as the Super Cho Cho jumps into the air, jump along with it. You will avoid damage. A faster way of damaging the Super Cho Cho exists - use a full F combo, then two additional hits as a two-hit combo, then Dash upwards. The Super Cho Cho does not have very much of a vertical area of effect.
Charming Nependes Boss Strategy - The Charming Nependes, the boss of Episode 1 Act 8, will spawn a large group of monsters at certain points in its HP. Just focus your attacks on the Charming Nependes, it's attack power is strong, much stronger than several hits by its minions. You will hit the minions with your attacks when you Dash to avoid the Charming Nependes' attacks. Use full F combos, or Two-Hit Combo Walking.
Prince of the Seas Boss Strategy - When fighting the Prince of the Seas, boss of Episode 1 Acts 9 and 10, you should time your attacks by first taking a hit of damage from the boss. As soon as you have been hit, do a single F attack, then Dash to the opposite side. The boss will have attacked to your previous position as you dashed, so you wont be hit by it. Repeat this process, and recalibrate your timing as needed. It is possible to take no damage during this fight.
Raccoon Soldier Boss Strategy - The Raccoon Soldier, the boss of Episode 1 Act 11, has an attack that can launch players back a long distance, and the chance of position lagging is very high. To avoid this, you can lure the Raccoon Soldier to one of the walls and hold F with the clerics healing as needed.
There does exist a difficult strategy that minimizes damage, however. If you time it right, you can use one hit of the F combo then an immediate Dash to the opposite side of the Raccoon Soldier as he attacks. Then, repeat this until the Raccoon is defeated or your timing becomes off. It is possible to take no damage during this fight.
Satiros Boss Strategy - Satiros, the boss of Episode 1 Acts 12 and 13, has a fast attack, but it can be cancelled out with a Dash, like many other bosses with similar attacks. To achieve this, get hit one time with the attack, and then immediately begin a two-hit combo, and then Dash to the other side. The timing here is difficult to master. Satiros will attack while you are dashing, and you will not be hit. Repeat this until the boss is defeated. It is possible to take no damage during this fight.
Last edited by [GS]Jette on Tue Mar 17, 2009 4:10 am; edited 21 times in total
Re: Bushido: The Warrior's Way
Halfmoon Boss Strategy - Halfmoon, the boss of Episode 1 Act 14 boss, has very strong attacks, some of which have knockdown potential. However, one of his attacks, the Fireball, has a long charging time. If you make Halfmoon use this attack, then dash to the opposite side. No matter where he is on the map, he will use Fireball facing in the opposite direction. Repeat this strategy until he is defeated.
Broken-Hearted Soldier Boss Strategy - The Broken-Hearted Soldier, boss of Episode 1 Act 15, has an attack that can hit all players in the plane of attack. The horizontal area of effect is very long, but the vertical attack range is almost non-existant. To use this to your advantage, attack the Broken-Hearted Soldier until he is about to attack, and Dash downwards or upwards, depending on which is more convenient. Repeat this until the boss is defeated. This technique is not difficult. It is possible to take no damage during this fight.
Scout Boss Strategy - Scout, the boss of Episode 1 Acts 16 and 17, has an attack that can launch players back a far distance, and there is danger for position lagging causing double-hits. To protect yourself from this, lure Scout to the right of the Tree directly to the left of his original position. Have your back facing the right side of the tree, and lure Scout into range for Crash. Fighters should use Taunt to keep aggression on them, as other classes can gain his aggression easily by attacking and healing. Most hits from his sword do between 1-15 damage, but occasionally he can do up to 160 or so.
Also, if you do not have access to the Crash skill, you can lure Scout to the middle of the tree, and use Dash Holding to do fast damage to him. Mix a Charge in there as well, for added damage. Crash will not be able to hit him in this position.
Super Ghost Cho Cho Boss Strategy - The Super Ghost Cho Cho, boss of Episode 1 Act 18, can be defeated by using exactly the same method as the Super Cho Cho Boss Strategy listed above. However, at this time, you should have the ability to use Charge. Use Charge right before the Super Ghost Cho Cho jumps into the air. You will move out of its range. Come back to the center of the boss and do a full F combo, then Charge again. Repeat. It is possible to take no damage during this fight.
Marquee Boss Strategy - Marquee, miniboss of Episode 1 Acts 19-21, is the weakest of the minibosses in Episode 1 Act 19. Some of her attacks can be avoided by Boss Dancing, so this is the ideal strategy to defeat her each time she is faced in the Act.
Resi Boss Strategy - Resi, miniboss of Episode 1 Acts 19-21, unlike Broken-Hearted Soldier and Angela, can not hit players on opposite sides of her on her horizontal attack plane. There is a very easy strategy to defeating her without taking damage. As soon as she commits to an attack, Dash or Charge to the opposite side and begin attacking with the F combo. Then when she turns around, repeat this technique. It is possible to not take damage during this fight.
Sekra Boss Strategy - Sekra, miniboss of Episode 1 Acts 19-21, is identical to Resi, miniboss in the same Acts. Use the Resi Boss Strategy to defeat Sekra, as listed above. It is possible to take no damage during this fight.
Dreishi Boss Strategy - Dreishi, miniboss of Episode 1 Acts 19-21, is a very strong enemy with quick attacks that almost always knock down players. There is no way of defeating her without taking damage, so to minimize damage, lure her onto the stairs near the portal and use the Boss Dancing technique and Dash Holding. If Fighters attack simultaneously from different sides of her, it will reduce damage taken by the party while maximizing damage taken by Dreishi.
Shakia Boss Strategy - When fighting Shakia, the final boss of Episode 1 Acts 19-21, there is a way to keep her stationary, so she does not use her dangerous teleportation ---> Fireball/ Lightning combo attack. Make sure that you maintain her aggression, and make her repeatedly use fireball over and over, facing the same direction. If she uses her dagger attack, then it has been found she may to any of her attacks after, so remain close to her.
Another variation of this technique is to keep her on the throne. To do this, make sure to clear all of her mobs first, including those closest to her. It may take some practice in luring those closest to her away, but if you can memorize the spot on the map that will draw their aggression, it will be of benefit. Now, when all are defeated, run up the stairs to face her head-on. She will begin to use lightning, but do not move from the left of her. She will immediately change attacks to Fireball. Dash, Charge, or walk to the other side and continue attacking her for the duration of her Fireball attack. Then Dash or walk back to the left side of her. She will use fireball again. Continue this process until she is defeated.
Finally, if you are about to be hit by Fireball or Lightning, either hold Dash downwards or upwards, or jump. Jumping avoids most of the attack, as does Dashing away.
Angela Boss Strategy - Angela, the boss of Episode 1 Act 22, is very dangerous because her attack has a very wide horizontal area of effect. But, like the Broken-Hearted Soldier of Episode 1 Act 15, her attack has nearly no vertical range. So, to properly use this to your advantage, attack her until right before she launches her attack, then Dash downwards or upwards, depending on which direction is easiest for you. Then move back to her plane of attack and continue. It is possible to defeat her without taking damage.
A different strategy involves leaving a single monster alive near her. She has a healing spell, which heals all monsters in range. She will concentrate on healing this monster even while you attack her. If the monster moves out of range or is killed, utilize the above technique for best results and an easy kill.
Bahn Boss Strategy - Bahn, miniboss of Episode 2 Acts 1 and 2, can be defeated by using the Halfmoon Boss Strategy explained above. Bahn's attacks are very strong and very fast. Heal accordingly.
Yggdrasil Boss Strategy - Yggdrasil, boss of Episode 2 Act 1, has a very high amount of HP, and the trade-off between time-of-defeat and trying to take little damage is high. Make sure to kill all of the monsters before targeting Yggdrasil. It is best to Boss Dance on him, and use Crash whenever possible. Have a group of clerics to the right on him, out of his range that will heal the entire party of Fighters at once when needed. This will conserve MP.
If the Clerics are low on MP, and the party still wants to attack Yggdrasil, it is possible to avoid his attacks, because they are very slow and have a short vertical area of effect. Lure Yggdrasil to the center of its boss map and use the F combo on him, until he is just about to launch his attack. Do two Dashes downward. Then Dash back up and continue attacking him. It is possible to take no damage during this fight.
Sakurai Boss Strategy - Sakurai, boss of Episode 2 Act 2 has the second most HP in the game thusfar, and will take a long time to defeat. To minimize damage taken, you can lure him to a wall on the top left of the map, or the bottom right. With the wall between the Fighters and Sakurai, just hold F or use Boss Dancing. Mages should use only Lighting, from a distance far enough away that they will not be hit by its attacks, but their Lightning skill will still hit Sakurai. Make sure to keep Sakurai's aggression on the Fighters.
Rolling Rock Boss Strategy - Rolling Rock, the boss of Episode 3 Act 1 and 2, also has a very wide horizontal attack range, but next to none in the vertical direction. If your timing is right, you can Dash downwards and avoid his attack, then move back up, use one F attack and then Dash back down. It is possible to defeat Rolling Rock without taking damage, although it's quite difficult and time-consuming.
Due to the fact that Rolling Rock's attack does not focus on just one party member, you should probably lure it to the left of the boss map. Obtain it's aggression, then walk down under it about one character height, and slowly walk over to the left side of the map. Rolling Rock will roll after you. After he is in position, clear the right side of the map. The right side of the map will become the new "safe zone."
Note that Rolling Rock, like many other bosses, is in later Acts, found as a normal monster. To properly fight them (they appear in groups after all), make sure to have all Fighters use Battle Cry. Rolling Rock's attack will be nearly impossible to avoid, due to the fact there will be more than one of them, so the Rolling Rock boss strategy will not be effective. If Battle Cry fails, Lob the Rolling Rocks upwards repeatedly until they are dead. Dashing away from them may be the best alternative. Don't wait until your health is low. If the fight against them will be too difficult, retreat quickly.
Ketus Boss Strategy - Ketus, the boss of Episode 3 Acts 3 and 4 has a very slow attack when players are close to him. He will show what way he will attack, and then about 1.5 seconds later, launch the attack. Dash or Charge to the opposite side of him to avoid this attack. Make it a point to first defeat all of the Rolling Rocks that surround him. It is possible to defeat him without taking any damage, and it is not difficult.
Harpy Boss Strategy - Harpy, the boss of Episode 3 Acts 5 and 6, at a seemingly random amount of HP under 50%, will begin to use an attack that can hit twice and knock players down on the second hit. To best combat this, wait until you are hit with the first part of that attack, then Dash downwards. Walk back up and use the first two attacks in your F combo, then dash down. If you get your timing correctly, you will not be hit by any of the attacks. This is not an easy technique.
Meximus Boss Strategy - Meximus, boss of Episode 3 Acts 7 and 8, is plagued with bad position lag, much like all bosses with an attack that launches players back a long distance, such as Fuming Cho, Fuming Chobi, and Scout. This attack is very weak, and hurts up to about 15 or so, and as little as 1. To best use this to your advantage, lure Meximus to either side of the map, and make it so there is just enough distance between Meximus and the party members with their backs to the wall to use Crash, accurately. If Meximus uses his Cyclone Slash attack, you may need to reposition him. With practice, this technique will become second nature. Clerics should not heal unless completely necessary, as this may cause Meximus to move from the ideal spot, so he can use his strong two-hit Cyclone Slash.
Edan Decoy Boss Strategy - Since Edan Decoy, boss of Episode 3 Acts 9 and 10, has a high percentage change of knocking players down, it is best to lure him to a wall, put your back to the wall and hold F. Use Crash for maximum damage. Use Boss Luring when necessary, Edan Decoy is a diffcult boss.
Immortal Soldier Boss Strategy - Immortal Soldier, miniboss of Episode 3 Acts 9 and 10, has a great deal of HP, definately the most in the game thusfar, and he also has an attack that can knock players down. Lure him to a wall, put your back to the wall, and hold F. Boss Dancing is also a good technique to use on him. Use Charge towards the wall, and make sure to use Crash as soon as you can. Immortal Soldier is currently bugged. He cannot take damage. He has only been defeated once, by a team of [GS]Jette, Patrick, and Jennalyn.
Cururu Boss Strategy - Since Cururu, boss of Episode 3 Acts 11 and 12, has a high percentage change of knocking players down, it is best to lure her to a wall, put your back to the wall and attack like that. Use Crash for maximum damage.
Maigus Boss Strategy - Maigus, boss of Episode 3 acts 13 and 14, does not have a strong attack. Just fight her as a normal enemy. It is unlikely you will need to heal more than once or twice.
Joker Jr. Boss Strategy - There is no known strategy for Joker Jr., the boss of Episode 1 Act 10 [Closed BETA Act]. It is no longer possible to obtain the Pi for this act, which is called Sweet Nightmare. Only 10 are known to exist. This boss has never been defeated without [GM] assistance.
V.) Bugs/Glitches That Directly Affect Fighters
Amethyst Set Gear Glitch - For all Fighters over level 45, it was possible to achieve infinite HP and Melee Attack. Equipping two gears of the Amethyst Set, and then repeatedly right clicking on a duplicate of one of these in your Equip Bag would increase your STR by +19 STR every click. Similarly, equipping four gears of the Amethyst Set and then repeatedly right clicking on a duplicate of one of these would increase your CON by +19 CON every click. This glitch has been fixed.
Bastard Sword Bug v1.0 - From the early days of Open BETA until the time near the Halloween Patch, the level 35 sword had an attack rating of 221-275. This was brought down to 97-170, and then again to 80-140 in two separate patches. The current Attack Rating of the level 35 sword is 80-140. This bug has been fixed.
Bastard Sword Bug v2.0 - Since it contained an offensive word, the level 35 Bastard Sword has been recently renamed the Iron Sword. This bug has been fixed.
Battle Cry Pouncing Bug - After Battle Cry wears off, enemies will immediately attack the player that has aggression. They can teleport far distances to do this as well. This often instantly kills unsuspecting Clerics and Mages. This bug has not been fixed.
Battle Cry/Air Smack Bug - If a Fighter Lobs up a group of monsters, and a Fighter uses a successful Battle Cry, the Fighter who Lobbed up the monsters will not be able to affect the lobbed monsters with Air Smack, despite the fact they are in the air. This bug has not been fixed.
Blood Slash Bug - If a monster is killed by the additional damage done by Blood Slash, players in the party will not get any experience for the kill, as well as the defeated monter will not drop any items. This is especially dangerous on bosses. This bug has not been fixed.
Charge Bug - Originally, the Fighter skill Charge had a maximum of 7 levels. The skill level appeared as (1/7) for several weeks after the launch of Open BETA. This bug has been fixed.
Broken-Hearted Soldier Boss Strategy - The Broken-Hearted Soldier, boss of Episode 1 Act 15, has an attack that can hit all players in the plane of attack. The horizontal area of effect is very long, but the vertical attack range is almost non-existant. To use this to your advantage, attack the Broken-Hearted Soldier until he is about to attack, and Dash downwards or upwards, depending on which is more convenient. Repeat this until the boss is defeated. This technique is not difficult. It is possible to take no damage during this fight.
Scout Boss Strategy - Scout, the boss of Episode 1 Acts 16 and 17, has an attack that can launch players back a far distance, and there is danger for position lagging causing double-hits. To protect yourself from this, lure Scout to the right of the Tree directly to the left of his original position. Have your back facing the right side of the tree, and lure Scout into range for Crash. Fighters should use Taunt to keep aggression on them, as other classes can gain his aggression easily by attacking and healing. Most hits from his sword do between 1-15 damage, but occasionally he can do up to 160 or so.
Also, if you do not have access to the Crash skill, you can lure Scout to the middle of the tree, and use Dash Holding to do fast damage to him. Mix a Charge in there as well, for added damage. Crash will not be able to hit him in this position.
Super Ghost Cho Cho Boss Strategy - The Super Ghost Cho Cho, boss of Episode 1 Act 18, can be defeated by using exactly the same method as the Super Cho Cho Boss Strategy listed above. However, at this time, you should have the ability to use Charge. Use Charge right before the Super Ghost Cho Cho jumps into the air. You will move out of its range. Come back to the center of the boss and do a full F combo, then Charge again. Repeat. It is possible to take no damage during this fight.
Marquee Boss Strategy - Marquee, miniboss of Episode 1 Acts 19-21, is the weakest of the minibosses in Episode 1 Act 19. Some of her attacks can be avoided by Boss Dancing, so this is the ideal strategy to defeat her each time she is faced in the Act.
Resi Boss Strategy - Resi, miniboss of Episode 1 Acts 19-21, unlike Broken-Hearted Soldier and Angela, can not hit players on opposite sides of her on her horizontal attack plane. There is a very easy strategy to defeating her without taking damage. As soon as she commits to an attack, Dash or Charge to the opposite side and begin attacking with the F combo. Then when she turns around, repeat this technique. It is possible to not take damage during this fight.
Sekra Boss Strategy - Sekra, miniboss of Episode 1 Acts 19-21, is identical to Resi, miniboss in the same Acts. Use the Resi Boss Strategy to defeat Sekra, as listed above. It is possible to take no damage during this fight.
Dreishi Boss Strategy - Dreishi, miniboss of Episode 1 Acts 19-21, is a very strong enemy with quick attacks that almost always knock down players. There is no way of defeating her without taking damage, so to minimize damage, lure her onto the stairs near the portal and use the Boss Dancing technique and Dash Holding. If Fighters attack simultaneously from different sides of her, it will reduce damage taken by the party while maximizing damage taken by Dreishi.
Shakia Boss Strategy - When fighting Shakia, the final boss of Episode 1 Acts 19-21, there is a way to keep her stationary, so she does not use her dangerous teleportation ---> Fireball/ Lightning combo attack. Make sure that you maintain her aggression, and make her repeatedly use fireball over and over, facing the same direction. If she uses her dagger attack, then it has been found she may to any of her attacks after, so remain close to her.
Another variation of this technique is to keep her on the throne. To do this, make sure to clear all of her mobs first, including those closest to her. It may take some practice in luring those closest to her away, but if you can memorize the spot on the map that will draw their aggression, it will be of benefit. Now, when all are defeated, run up the stairs to face her head-on. She will begin to use lightning, but do not move from the left of her. She will immediately change attacks to Fireball. Dash, Charge, or walk to the other side and continue attacking her for the duration of her Fireball attack. Then Dash or walk back to the left side of her. She will use fireball again. Continue this process until she is defeated.
Finally, if you are about to be hit by Fireball or Lightning, either hold Dash downwards or upwards, or jump. Jumping avoids most of the attack, as does Dashing away.
Angela Boss Strategy - Angela, the boss of Episode 1 Act 22, is very dangerous because her attack has a very wide horizontal area of effect. But, like the Broken-Hearted Soldier of Episode 1 Act 15, her attack has nearly no vertical range. So, to properly use this to your advantage, attack her until right before she launches her attack, then Dash downwards or upwards, depending on which direction is easiest for you. Then move back to her plane of attack and continue. It is possible to defeat her without taking damage.
A different strategy involves leaving a single monster alive near her. She has a healing spell, which heals all monsters in range. She will concentrate on healing this monster even while you attack her. If the monster moves out of range or is killed, utilize the above technique for best results and an easy kill.
Bahn Boss Strategy - Bahn, miniboss of Episode 2 Acts 1 and 2, can be defeated by using the Halfmoon Boss Strategy explained above. Bahn's attacks are very strong and very fast. Heal accordingly.
Yggdrasil Boss Strategy - Yggdrasil, boss of Episode 2 Act 1, has a very high amount of HP, and the trade-off between time-of-defeat and trying to take little damage is high. Make sure to kill all of the monsters before targeting Yggdrasil. It is best to Boss Dance on him, and use Crash whenever possible. Have a group of clerics to the right on him, out of his range that will heal the entire party of Fighters at once when needed. This will conserve MP.
If the Clerics are low on MP, and the party still wants to attack Yggdrasil, it is possible to avoid his attacks, because they are very slow and have a short vertical area of effect. Lure Yggdrasil to the center of its boss map and use the F combo on him, until he is just about to launch his attack. Do two Dashes downward. Then Dash back up and continue attacking him. It is possible to take no damage during this fight.
Sakurai Boss Strategy - Sakurai, boss of Episode 2 Act 2 has the second most HP in the game thusfar, and will take a long time to defeat. To minimize damage taken, you can lure him to a wall on the top left of the map, or the bottom right. With the wall between the Fighters and Sakurai, just hold F or use Boss Dancing. Mages should use only Lighting, from a distance far enough away that they will not be hit by its attacks, but their Lightning skill will still hit Sakurai. Make sure to keep Sakurai's aggression on the Fighters.
Rolling Rock Boss Strategy - Rolling Rock, the boss of Episode 3 Act 1 and 2, also has a very wide horizontal attack range, but next to none in the vertical direction. If your timing is right, you can Dash downwards and avoid his attack, then move back up, use one F attack and then Dash back down. It is possible to defeat Rolling Rock without taking damage, although it's quite difficult and time-consuming.
Due to the fact that Rolling Rock's attack does not focus on just one party member, you should probably lure it to the left of the boss map. Obtain it's aggression, then walk down under it about one character height, and slowly walk over to the left side of the map. Rolling Rock will roll after you. After he is in position, clear the right side of the map. The right side of the map will become the new "safe zone."
Note that Rolling Rock, like many other bosses, is in later Acts, found as a normal monster. To properly fight them (they appear in groups after all), make sure to have all Fighters use Battle Cry. Rolling Rock's attack will be nearly impossible to avoid, due to the fact there will be more than one of them, so the Rolling Rock boss strategy will not be effective. If Battle Cry fails, Lob the Rolling Rocks upwards repeatedly until they are dead. Dashing away from them may be the best alternative. Don't wait until your health is low. If the fight against them will be too difficult, retreat quickly.
Ketus Boss Strategy - Ketus, the boss of Episode 3 Acts 3 and 4 has a very slow attack when players are close to him. He will show what way he will attack, and then about 1.5 seconds later, launch the attack. Dash or Charge to the opposite side of him to avoid this attack. Make it a point to first defeat all of the Rolling Rocks that surround him. It is possible to defeat him without taking any damage, and it is not difficult.
Harpy Boss Strategy - Harpy, the boss of Episode 3 Acts 5 and 6, at a seemingly random amount of HP under 50%, will begin to use an attack that can hit twice and knock players down on the second hit. To best combat this, wait until you are hit with the first part of that attack, then Dash downwards. Walk back up and use the first two attacks in your F combo, then dash down. If you get your timing correctly, you will not be hit by any of the attacks. This is not an easy technique.
Meximus Boss Strategy - Meximus, boss of Episode 3 Acts 7 and 8, is plagued with bad position lag, much like all bosses with an attack that launches players back a long distance, such as Fuming Cho, Fuming Chobi, and Scout. This attack is very weak, and hurts up to about 15 or so, and as little as 1. To best use this to your advantage, lure Meximus to either side of the map, and make it so there is just enough distance between Meximus and the party members with their backs to the wall to use Crash, accurately. If Meximus uses his Cyclone Slash attack, you may need to reposition him. With practice, this technique will become second nature. Clerics should not heal unless completely necessary, as this may cause Meximus to move from the ideal spot, so he can use his strong two-hit Cyclone Slash.
Edan Decoy Boss Strategy - Since Edan Decoy, boss of Episode 3 Acts 9 and 10, has a high percentage change of knocking players down, it is best to lure him to a wall, put your back to the wall and hold F. Use Crash for maximum damage. Use Boss Luring when necessary, Edan Decoy is a diffcult boss.
Immortal Soldier Boss Strategy - Immortal Soldier, miniboss of Episode 3 Acts 9 and 10, has a great deal of HP, definately the most in the game thusfar, and he also has an attack that can knock players down. Lure him to a wall, put your back to the wall, and hold F. Boss Dancing is also a good technique to use on him. Use Charge towards the wall, and make sure to use Crash as soon as you can. Immortal Soldier is currently bugged. He cannot take damage. He has only been defeated once, by a team of [GS]Jette, Patrick, and Jennalyn.
Cururu Boss Strategy - Since Cururu, boss of Episode 3 Acts 11 and 12, has a high percentage change of knocking players down, it is best to lure her to a wall, put your back to the wall and attack like that. Use Crash for maximum damage.
Maigus Boss Strategy - Maigus, boss of Episode 3 acts 13 and 14, does not have a strong attack. Just fight her as a normal enemy. It is unlikely you will need to heal more than once or twice.
Joker Jr. Boss Strategy - There is no known strategy for Joker Jr., the boss of Episode 1 Act 10 [Closed BETA Act]. It is no longer possible to obtain the Pi for this act, which is called Sweet Nightmare. Only 10 are known to exist. This boss has never been defeated without [GM] assistance.
V.) Bugs/Glitches That Directly Affect Fighters
Amethyst Set Gear Glitch - For all Fighters over level 45, it was possible to achieve infinite HP and Melee Attack. Equipping two gears of the Amethyst Set, and then repeatedly right clicking on a duplicate of one of these in your Equip Bag would increase your STR by +19 STR every click. Similarly, equipping four gears of the Amethyst Set and then repeatedly right clicking on a duplicate of one of these would increase your CON by +19 CON every click. This glitch has been fixed.
Bastard Sword Bug v1.0 - From the early days of Open BETA until the time near the Halloween Patch, the level 35 sword had an attack rating of 221-275. This was brought down to 97-170, and then again to 80-140 in two separate patches. The current Attack Rating of the level 35 sword is 80-140. This bug has been fixed.
Bastard Sword Bug v2.0 - Since it contained an offensive word, the level 35 Bastard Sword has been recently renamed the Iron Sword. This bug has been fixed.
Battle Cry Pouncing Bug - After Battle Cry wears off, enemies will immediately attack the player that has aggression. They can teleport far distances to do this as well. This often instantly kills unsuspecting Clerics and Mages. This bug has not been fixed.
Battle Cry/Air Smack Bug - If a Fighter Lobs up a group of monsters, and a Fighter uses a successful Battle Cry, the Fighter who Lobbed up the monsters will not be able to affect the lobbed monsters with Air Smack, despite the fact they are in the air. This bug has not been fixed.
Blood Slash Bug - If a monster is killed by the additional damage done by Blood Slash, players in the party will not get any experience for the kill, as well as the defeated monter will not drop any items. This is especially dangerous on bosses. This bug has not been fixed.
Charge Bug - Originally, the Fighter skill Charge had a maximum of 7 levels. The skill level appeared as (1/7) for several weeks after the launch of Open BETA. This bug has been fixed.
Last edited by [GS]Jette on Tue Mar 17, 2009 3:27 am; edited 9 times in total
Re: Bushido: The Warrior's Way
Cloth Shield Glitch - From the early days in Open BETA to the time around the Christmas Patch, players could buy a cloth shield called the Blessed Bronze Shield from Gus. This could be equipped by Fighters, Clerics, and Adventurers. This glitch has been fixed.
Concentration Bug - Using the Fighter skill Concentration also increases Crash skill damage by 50%. The description says it only increases Cyclone Slash skill damage by 50%, though. This bug has not been fixed.
Cyclone Slash Glitch - During the early days of Open BETA, the Fighter skill Cyclone Slash would do splash damage on all monsters it hit. It would either do 5-8 damage per hit, or it would kill the entire mob in one hit, doing upwards of 5,000 HP of damage. Using Cyclone Slash on a boss with a large mob near it would kill the boss in one hit. Damage must have been over 100,000 HP at times. A screenshot exists of Jette doing over 930,000 HP of damage to a single enemy in Episode 1 Act 22 (At the time, this was Episode 1 Act 20). The damage is unofficially the strongest single hit in Pi Story history. This bug has been fixed.
Defense Aura Bug - Back in the early days of Open BETA, the Fighter skill Defense Aura although having named percent increases in defense, would only increase defense by 1-7% instead of 10-30%. The skill's description has been changed. This bug has been fixed.
Falchion Bug - During the very early days of Open BETA, the level 20 Falchion (both the green and blue versions) would increase defense by 222. This allowed for easy soloing of Acts, and was exploited in secret by many Fighters. This glitch has been fixed. Also, Level 19 Chainmail Pants would show an increase in defense by 222, but when equipped, would not increase defense by that amount. This bug has been fixed.
Fighter Defense Glitch - The most crippling error that Fighters face is the Fighter Defense Glitch. This glitch causes Fighters to take more damage than they should, related to their defense. For example, a Fighter with 200 Defense will not take half the damage from an enemy attack that a mage or cleric with 100 Defense will. The relationship between the defense statistic and damage taken from enemy hits is not proportional. This glitch has not been fixed.
Finish Guard Bug - Back in the early days of Open BETA, the Fighter skill Finish Guard would have no effect, whatsoever. It would not increase defense by any percentage, although named percent increases were given in the skill description. This bug has been fixed.
Finish Guard Glitch v1.0 - The Fighter skill Finish Guard, after the original patch to fix it, experienced another error. Upon use, a player would be sent back to town either instantly or in the next map. This glitch has been fixed.
Finish Guard Glitch v2.0 - Finish Guard has yet another glitch attached to its name. In a party, if a cleric uses Holy Strength and a Fighter then uses Finish Guard, independent of the percentage HP the Fighter has at the moment, the Fighter will be immune to damage from enemy hits. Upon each hit, maximum HP will be regenerated. This bug has not been fixed. Exploiting it is a bannable offense.
Leather Hat Glitch - Around the time of the Halloween Patch, a glitch arose that affected the Leather Hats. Upon moving of the character, the Hat would not move in concordance with the character. Although the character's head would turn, the Hat would remain stationary, causing an awkward appearence. This bug has been fixed.
Leather Boots Bug - The Leather Boots you can buy from Gus have a description that would be more fitting on a shield. This bug has not been fixed.
Right Click Glitch - Early in the game's history, there was a glitch that allowed Fighters to hold down the F key and spam right click to achieve a faster attack rate. This allowed for easier killing of mobs and bosses. This bug has been fixed.
VI.) Fighter Trivia
Coming soon!!!
VII.) Videos of Fighter Gameplay
Coming soon!!!
VIII.) Famous and High-Level Fighters
Key:
Active Player
Inactive Player
ADOREme - Level 24 Fighter, Leader of the Original Fate Guild (Disbanded)
Andaras - Level 42 Fighter
az2000 - Level 40 Fighter
Baal - Level 38 Fighter, Leader of the PiBrigade Guild
Cosa - Level 39 Fighter
Cybersword - Level 28 Fighter, Closed BETA Tester
Ecchi - Level 18 Fighter, Closed BETA Tester
flirtb01 - Level 35 Fighter, Leader of the PiJumper Guild
Genki - Level 50 Fighter
[GM]Daddy - Level 68 Fighter, GameMaster, NCONY Staff Member
[GM]Mike - Level 60 Fighter, Senior GameMaster, Leader of the GameMaster Guild
[GM]Prav - Level 50 Fighter, GameMaster
[GS]Andee - Level 37 Fighter, Pi Story GameSage, Leader of the Fate Guild
[GS]Jennia - Level 27 Fighter, Pi Story GameSage
[GS]Jette - Level 53 Fighter, Pi Story GameSage, Leader of the Einherjar Guild
[GS]Kona - Level 27 Fighter, Pi Story GameSage, Leader of the Celestia Guild (Now Disbanded)
[GS]Solly - Level 27 Fighter, Senior Pi Story GameSage, Closed BETA Tester
Javanhy - Level 41 Fighter, Leader of the SakuraXIII Guild
KiraSky - Level 33 Fighter, Closed BETA Tester
Lesse - Level 37 Fighter, Closed BETA Tester
lilsaint02 - Level 48 Fighter
Loomy - Level 38 Fighter
Manga - Level 40 Fighter, Infamous Leader of the Clan and PiNeapple Guilds (Both Disbanded)
Mazoku - Level 26 Fighter, Infamous Leader of the Nobodies Guild (Disbanded)
Nico - Level 42 Fighter
niwram - Infamous Level 39 Fighter
Okami - Level 24 Fighter, Closed BETA Tester
Patrick - Level 53 Fighter
Riddle08 - Level 41 Fighter
sanakura - Level 47 Fighter
Squalo - Level 44 Fighter
Tecca - Level 15 Fighter, Closed BETA Tester
ThomasJ - Level 32 Fighter, Leader of the Gangstas Guild
IX.) Aknowledgements
Bushido: The Warrior's Way, a Pi Story Fighter Guide made by [GS]Jette between March 12th and XXXXXXXX, 2009 with the outstanding help from the following players:
ADOREme
bels
BWBum
Chikito
Genki
[GS]Andee
[GS]Solly
[GS]Navare
JAJAJA
Jennalyn
Jeryl
JT17
Kaiphyus
Loomy
Lyzi
pimnara
Riddle08
sanakura
Shari
Silvaha
Squalo
terechan
trueart84
Willmina
xNanaleeX
Ziter
I drink a horn of mead in toast to all of you!
Concentration Bug - Using the Fighter skill Concentration also increases Crash skill damage by 50%. The description says it only increases Cyclone Slash skill damage by 50%, though. This bug has not been fixed.
Cyclone Slash Glitch - During the early days of Open BETA, the Fighter skill Cyclone Slash would do splash damage on all monsters it hit. It would either do 5-8 damage per hit, or it would kill the entire mob in one hit, doing upwards of 5,000 HP of damage. Using Cyclone Slash on a boss with a large mob near it would kill the boss in one hit. Damage must have been over 100,000 HP at times. A screenshot exists of Jette doing over 930,000 HP of damage to a single enemy in Episode 1 Act 22 (At the time, this was Episode 1 Act 20). The damage is unofficially the strongest single hit in Pi Story history. This bug has been fixed.
Defense Aura Bug - Back in the early days of Open BETA, the Fighter skill Defense Aura although having named percent increases in defense, would only increase defense by 1-7% instead of 10-30%. The skill's description has been changed. This bug has been fixed.
Falchion Bug - During the very early days of Open BETA, the level 20 Falchion (both the green and blue versions) would increase defense by 222. This allowed for easy soloing of Acts, and was exploited in secret by many Fighters. This glitch has been fixed. Also, Level 19 Chainmail Pants would show an increase in defense by 222, but when equipped, would not increase defense by that amount. This bug has been fixed.
Fighter Defense Glitch - The most crippling error that Fighters face is the Fighter Defense Glitch. This glitch causes Fighters to take more damage than they should, related to their defense. For example, a Fighter with 200 Defense will not take half the damage from an enemy attack that a mage or cleric with 100 Defense will. The relationship between the defense statistic and damage taken from enemy hits is not proportional. This glitch has not been fixed.
Finish Guard Bug - Back in the early days of Open BETA, the Fighter skill Finish Guard would have no effect, whatsoever. It would not increase defense by any percentage, although named percent increases were given in the skill description. This bug has been fixed.
Finish Guard Glitch v1.0 - The Fighter skill Finish Guard, after the original patch to fix it, experienced another error. Upon use, a player would be sent back to town either instantly or in the next map. This glitch has been fixed.
Finish Guard Glitch v2.0 - Finish Guard has yet another glitch attached to its name. In a party, if a cleric uses Holy Strength and a Fighter then uses Finish Guard, independent of the percentage HP the Fighter has at the moment, the Fighter will be immune to damage from enemy hits. Upon each hit, maximum HP will be regenerated. This bug has not been fixed. Exploiting it is a bannable offense.
Leather Hat Glitch - Around the time of the Halloween Patch, a glitch arose that affected the Leather Hats. Upon moving of the character, the Hat would not move in concordance with the character. Although the character's head would turn, the Hat would remain stationary, causing an awkward appearence. This bug has been fixed.
Leather Boots Bug - The Leather Boots you can buy from Gus have a description that would be more fitting on a shield. This bug has not been fixed.
Right Click Glitch - Early in the game's history, there was a glitch that allowed Fighters to hold down the F key and spam right click to achieve a faster attack rate. This allowed for easier killing of mobs and bosses. This bug has been fixed.
VI.) Fighter Trivia
Coming soon!!!
VII.) Videos of Fighter Gameplay
Coming soon!!!
VIII.) Famous and High-Level Fighters
Key:
Active Player
Inactive Player
ADOREme - Level 24 Fighter, Leader of the Original Fate Guild (Disbanded)
Andaras - Level 42 Fighter
az2000 - Level 40 Fighter
Baal - Level 38 Fighter, Leader of the PiBrigade Guild
Cosa - Level 39 Fighter
Cybersword - Level 28 Fighter, Closed BETA Tester
Ecchi - Level 18 Fighter, Closed BETA Tester
flirtb01 - Level 35 Fighter, Leader of the PiJumper Guild
Genki - Level 50 Fighter
[GM]Daddy - Level 68 Fighter, GameMaster, NCONY Staff Member
[GM]Mike - Level 60 Fighter, Senior GameMaster, Leader of the GameMaster Guild
[GM]Prav - Level 50 Fighter, GameMaster
[GS]Andee - Level 37 Fighter, Pi Story GameSage, Leader of the Fate Guild
[GS]Jennia - Level 27 Fighter, Pi Story GameSage
[GS]Jette - Level 53 Fighter, Pi Story GameSage, Leader of the Einherjar Guild
[GS]Kona - Level 27 Fighter, Pi Story GameSage, Leader of the Celestia Guild (Now Disbanded)
[GS]Solly - Level 27 Fighter, Senior Pi Story GameSage, Closed BETA Tester
Javanhy - Level 41 Fighter, Leader of the SakuraXIII Guild
KiraSky - Level 33 Fighter, Closed BETA Tester
Lesse - Level 37 Fighter, Closed BETA Tester
lilsaint02 - Level 48 Fighter
Loomy - Level 38 Fighter
Manga - Level 40 Fighter, Infamous Leader of the Clan and PiNeapple Guilds (Both Disbanded)
Mazoku - Level 26 Fighter, Infamous Leader of the Nobodies Guild (Disbanded)
Nico - Level 42 Fighter
niwram - Infamous Level 39 Fighter
Okami - Level 24 Fighter, Closed BETA Tester
Patrick - Level 53 Fighter
Riddle08 - Level 41 Fighter
sanakura - Level 47 Fighter
Squalo - Level 44 Fighter
Tecca - Level 15 Fighter, Closed BETA Tester
ThomasJ - Level 32 Fighter, Leader of the Gangstas Guild
IX.) Aknowledgements
Bushido: The Warrior's Way, a Pi Story Fighter Guide made by [GS]Jette between March 12th and XXXXXXXX, 2009 with the outstanding help from the following players:
ADOREme
bels
BWBum
Chikito
Genki
[GS]Andee
[GS]Solly
[GS]Navare
JAJAJA
Jennalyn
Jeryl
JT17
Kaiphyus
Loomy
Lyzi
pimnara
Riddle08
sanakura
Shari
Silvaha
Squalo
terechan
trueart84
Willmina
xNanaleeX
Ziter
I drink a horn of mead in toast to all of you!
Last edited by [GS]Jette on Sun Mar 29, 2009 9:55 am; edited 11 times in total
Re: Bushido: The Warrior's Way
Hope you don't mind Jette, my own addition...
Super Cho Cho Strategy - I find an effective way to deal damage is to open with a Blood Slash, then jump when it does, followed by a full F combo (i can usually pull off 2 consecutive full F combos before it jumps next). Continue this until it's defeated, using Blood Slash whenever the effect wears off.
Also, though it's an easy fight, i feel you should mention the Poisonous Cloud Jack.
Super Cho Cho Strategy - I find an effective way to deal damage is to open with a Blood Slash, then jump when it does, followed by a full F combo (i can usually pull off 2 consecutive full F combos before it jumps next). Continue this until it's defeated, using Blood Slash whenever the effect wears off.
Also, though it's an easy fight, i feel you should mention the Poisonous Cloud Jack.
Aruk- Cho Cho
-
Number of posts : 14
Age : 34
Location : USA
Job/hobbies : Computer-Obsessed
Class :
Level :
Registration date : 2009-02-19
Re: Bushido: The Warrior's Way
Not that it matters anymore, but I guess I'm not high enough to make the list of notable fighters.
Lol.
Lol.
Re: Bushido: The Warrior's Way
Loomy I added you just now because you were to be chosen as the next Pi Story GameSage. You were next in line.
Sadly, you won't get to see your tag.
Sadly, you won't get to see your tag.
Re: Bushido: The Warrior's Way
A lot of work went into this guide and I had a lot more planned, too. Too bad the game was closed. I'm just going to leave the guide as-is as a reminder of what it was like to be a Fighter in Pi Story.
I hope I left a strong legacy behind...
I hope I left a strong legacy behind...
Einherjar :: MMO :: Pi Story (ended) :: Guides :: Fighter
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