General

Nightlord

Assassin, Hermit, Night Lord Guide

[b]This guide is updated as of the most recent patch of GMS: Maplestory Grand Athenaeum (GMS - v. 148)[/b]

[header2][b]Overview[/b][/header2]
[b]Welcome[/b]

Welcome to the Night Lord Guide, I am IsGamer, I am in plenty of other sites aside from playing this game, I made this guide to help people out with their Night Lord or soon-to-be NLs, this guide is mostly for those oldcomers but it's also meant for the newcomers (they're always welcome), I really recommend following this guide if you happen to main your new/current Night Lord

Anyway, I hope you like this guide, remember to leave a like (if the button is fixed ) if you liked it, you can also tell me flaws of the guide so I can come up with something decent to cover it up.

By the way, there are some grammar mistakes and redundances around this guide, I don't have the best grammar around but I will be sure to make this guide as understandeable as it can be. I would also like for YOU to leave comments in order to improve this guide, you can also tell me if this should get stickied, I don't know A LOT about NLs but I will do my best to help you guys out.

[b]Class Overview[/b]

[b]What is a Night Lord[/b]?

Night Lord is a star-throwing thief class which uses Claws as it's main weapon and Charms as a secondary weapon, they require at least an inventory slot of throwing stars in order to use their skills (aside from a Claw being equipped of course), they're excellent and versatile mobbers and bossers overall, they're also relatively easy to fund due to their weapon multiplier being the highest on the game, here's some general information about Night Lords:

[b]Class[/b]: Explorer/Adventurer.
[b]Equipment Type[/b]: Thief.
[b]Main Weapon[/b]: Claws.
[b]Secondary Equip[/b]: Charms.
[b]Primary Stat[/b]: Luck (LUK)
[b]Secondary Stat[/b]: Dexterity (DEX)
[b]Attack Distance/Range[/b]: Ranged.
[b]Mobility Method[/b]: Double Flash Jump.
[b]Mobility Distance[/b]: Long (Horizontal), Normal (Vertical).

[header]Pros and Cons[/header]

[b]Night Lord[/b]:

Pros

-Excellent mobbing and bossing.
-Showdown gives a lot of extra EXP and drop rate (this one is useful for bossing).
-Their special skill raises their DPS by a small bit.
-Dodging enemies' attacks is not a huge problem neither earlier nor later on.
-Good damage output overall.
-Claws have the highest weapon multiplier of the game, this makes funding fairly easier.
-They require stars to use their skills, stars have a separated Attack stat raise so this is good when you require a range increase.

Cons

-They don't get anything to cover up the horrible survivability.
-1st and 2nd Job have mediocre grinding skills, the special skill is pretty weak before hitting 4th job also.
-Most end-game bosses ignore any kind of skill or passive that involves avoiding their attacks, this makes something that only thieves own useless.
-Claws are expensive, good end-game stars also are, specially if you want +30 attack ones.
-You're bound to use the inventory slots in the Use tab due to the fact of putting the throwing stars there (4 to 8 slots is optimal if you don't want to run out of stars everytime).

[header]Thief AP Build[/header]

[b]Thieves use Luck (LUK) as their main stat and Dexterity (DEX) as their secondary stat[/b]

Put all your AP into LUK until you max it (999, probably at 197), then the rest will go into DEX, a future update will erase the stat cap and thus you will be able to put all your AP into LUK infinitely

[header]Thief Skills[/header]

[b]Lucky Seven:[/b] Throws 2 throwing stars based on LUK, regardless of Claw Mastery.
[b]Double Stab:[/b] Quickly stabs an enemy twice.
[b]Haste:[/b] Temporarily increases Movement Speed and Jump for all party members. Increases maximum Movement Speed permanently.
[b]Flash Jump:[/b] Use while in the middle of a jump to jump even further. The jumping distance increases as the skill level increases.
[b]Dark Sight:[/b] Allows you to hide in shadow for a short time. While Dark Sight is activated you cannot attack or be attacked, but you can use the Flash Jump skill. Press the skill key again to deactivate Dark Sight.
[b]Nimble Body:[/b] Permanently increases Accuracy and Avoidability.

[header]Pros and Cons[/header]

[b]Thief[/b]:

Pros

-They're good at avoiding enemies attacks.
-Somewhat balanced HP and MP.
-Dark Sight has a lot of uses.
-Haste is a party-buffing skill, it raises you and your party members' mobility by a fair amount.

[red]Cons[/red]

-Their HP is relatively low, pair that with a low Weapon Defense and you're screwed when training or bossing
-Some monsters ignore the avoidance rate.
-This job is extremely boring (until you job advance to 2nd Job, this is also subjective).
-The terrible survivability is going to make you waste a LOT of HP potions.

[header]Thief - 1st Job SP Build[/header]

Level and Skill Points

10: +2 Lucky Seven (2); +2 Flash Jump(2); +1 Dark Sight (1)
11: +3 Flash Jump [b](Maxed)[/b]
12: +1 Haste (1); +1 Nimble Body (1); +1 Double Stab (1)
13: +3 Haste (4)
14: +3 Haste (7)
15: +3 Haste [b](Maxed)[/b]
16: +3 Lucky Seven (5)
17: +3 Lucky Seven (8)
18: +3 Lucky Seven (11)
19: +3 Lucky Seven (14)
20: +3 Lucky Seven (17)
21: +3 Lucky Seven [b](Maxed)[/b]
22: +3 Nimble Body (4)
23: +3 Nimble Body (7)
24: +3 Nimble Body [b](Maxed)[/b]
25: +3 Dark Sight (4)
26: +3 Dark Sight (7)
27: +3 Dark Sight [b](Maxed)[/b]
28: +3 Double Stab (4)
29: +3 Double Stab (7)
30: +3 Double Stab [b](Maxed)[/b]

[b]End Results:[/b]

Lucky Seven: Maxed
Double Stab: Maxed
Haste: Maxed
Flash Jump: Maxed
Dark Sight: Maxed
Nimble Body: Maxed

[b]Explanation:[/b] First we add SP in Lucky Seven, Flash Jump and Dark Sight, first skill because it's going to be your main "grinding" skill for the job, it has a mediocre range, but compare that to Double Stab's range and you will be using this skill throughout the entire job if you don't want to drain much HP potions, after that we max Flash Jump for the mobility and then we put a point in Haste, Nimble Body and Double Stab, we then max Haste since the mobility bonus it gives is excellent for anything (it also affects party members so keep this in mind), after we maxed that skill, we go for Lucky Seven so we kill monster(s) faster and then we go for Nimble Body, the passive is fairly useless but compared to the other two skills, this should go first, now we got 2 skills left, Dark Sight and Double Stab, we max Dark Sight, there won't be much of a difference because as far as I know, this skill is just as useful as if it was Lv. 1 for this job (later jobs will make this skill more useful). We have Double Stab left so dump the SP there for now.

You end maxing everything anyway, so do as you wish.

[header]Assassin Skills[/header]

[b]Assassin's Mark[/b]: While attacking with this skill, you have a chance to leave an assassin's mark on the enemy. The next attack on a marked enemy will cause throwing stars to form on that enemy and attack other enemies nearby. (Special Skill).
[b]Shuriken Burst:[/b] Throws an exploding shuriken to damage the target and nearby enemies.
[b]Gust Charm:[/b] Solidifies the wind to damage and knock back enemies.
[b]Claw Mastery:[/b] Increases the weapon mastery and accuracy of Throwing Stars, and enhances the max number of charges
[b]Claw Booster:[/b] Increase the attack speed of your weapon by 2 levels. Must have a Claw equipped. (Requires Claw Mastery Lv. 5).
[b]Critical Throw:[/b] Increases your Critical Rate and the minimum Critical Damage.
[b]Physical Training:[/b] Permanently improves LUK and DEX through sheer physical training.

[header]Assasin Pros and Cons[/header]

[b]Pros[/b]

-You finally get a more decent grinding skill, Shuriken Burst
-Your Special Skill Assasin's Mark is excellent in the very end, it grows stronger with every level up and it gets a good enhance in later jobs.
-You get a good critical hit rate boost from Critical Throw, you also get some other few aspects buffed from this.
-Claw Mastery, aside from being a normal mastery, raises the max number of stars in a slot, this is good for later jobs.
-Claw Booster helps with the delay of some of your skills.
-Gust Charm is a pretty decent pushing skill.

[b]Cons[/b]

-Gust Charm has an incredibly small and neglible range for a pushing skill.
-Assassin's Mark is weak right after starting the job, the effects seem weak from the start and 1% damage raise per level up seems stupid, but you will value this skill later on pretty much.
-You don't get any kind of buff skills that raise your attack/range on this job, you're going to stay at an unbuffed range for the entire job.
-You still get nothing to cover up your low HP and low defenses (you're still going to drain some potions on this job).

[header]Assassin - 2nd Job SP Build[/header]

30: +2 Shuriken Burst (2); +1 Gust Charm (1); +1 Claw Mastery (1); +1 Assassin's Mark [b](Maxed)[/b]
31: +3 Claw Mastery (4)
32: +3 Claw Mastery (7)
33: +3 Claw Mastery [b](Maxed)[/b]
34: +2 Physical Training (2); +1 Claw Booster (1)
35: +3 Physical Training [b](Maxed)[/b]
36: +3 Claw Booster (4)
37: +3 Claw Booster (7)
38: +2 Claw Booster [b](Maxed)[/b]
39: +3 Critical Throw (3)
40: +3 Critical Throw (6)
41: +3 Critical Throw (9)
42: +3 Critical Throw (12)
43: +3 Critical Throw (15)
44: +3 Critical Throw (18)
45: +3 Critical Throw (21)
46: +3 Critical Throw (24)
47: +3 Critical Throw (27)
48: +3 Critical Throw [b](Maxed)[/b]
49: +3 Shuriken Burst (5)
50: +3 Shuriken Burst (8)
51: +3 Shuriken Burst (11)
52: +3 Shuriken Burst (14)
53: +3 Shuriken Burst (17)
54: +3 Shuriken Burst [b](Maxed)[/b]
55: +3 Gust Charm (4)
56: +3 Gust Charm (7)
57: +3 Gust Charm (10)
58: +3 Gust Charm (13)
59: +3 Gust Charm (16)
60: +3 Gust Charm (19)

[b]End Results:[/b]

Assassin's Mark: Maxed (from the start)
Shuriken Burst: Maxed
Gust Charm: 19
Claw Mastery: Maxed
Claw Booster: Maxed
Critical Throw: Maxed
Physical Training: Maxed

[b]Explanation[/b]: This job is where the fun really starts, put 2 SP into Shuriken Burst to "burst" in happyness for a grinding skill, a point on Gust Charm to make a decent pushing skill when training and a point in Claw Mastery so we get more stars to throw for now, we then max Claw Mastery and put some SP in Physical Training and Claw Booster, now max those two skills in the said order (Physical Training then Claw Booster) to get a decent buff to train for now.

Now we go after Critical Throw, it needs 30 SP to get maxed so work up on that skill for the meanwhile and then you max your main grinding skill Shuriken Burst to get some mroe damage dealt from this skill. Only Gust Charm is left so dump the rest of your SP there and you leave it at 19.

[header]Hermit Skills[/header]

[b]Shade Splitter:[/b] Spews out shadow clones that hurl throwing stars at enemies in front of you.
[b]Triple Throw:[/b] Throw 3 throwing stars simultaneously.
[b]Shadow Partner:[/b] A shadow partner that mimics the summoner appears. It does not have its own HP and disappears after a fixed period of time.
[b]Shadow Stars:[/b] Upon Unleashing the spirit of the star, you will be able to throw as many stars as you want without consuming any in your inventory for a short amount of time.
[b]Expert Throwing Star Handling:[/b] Increases total damage. Grants an additional chance to cast without consuming throwing stars or MP, and a chance to recharge 1 throwing star. (Will not generate more than the maximum throwing star limit.) When Expert Throwing Star Handling is activated, the next attack will always be a Critical Attack. (Critical is applied for Spirit of the Star, but throwing stars will not be recharged.). (Requires Shadow Stars Lv. 5)
[b]Enveloping Darkness:[/b] Cover yourself with darkness, increasing Max HP, Abnormal Status Resistance, and Elemental Resistance are permanently.
[b]Alchemic Adrenaline:[/b] Increases the effect of recovery items like potions. Percentage-based recovery items like Elixirs do not count. Also increases Min/Max Critical Damage.
[b]Venom:[/b] Poison is permanently applied to your Claw, giving all your attacks the chance to Poison enemies. The Poison is not stackable, and the enemy's HP cannot drop below 1
[b]Dark Flare:[/b] Temporarily summons the Dark Lord's throwing star. Party members nearby will reflect enemy damage. Cannot reflect more than half of the enemy's Max HP.
[b]Shadow Web[/b]: Creates a web of shadow around you that can tangle up to 6 monsters. Once tangled, the monsters will be unable to move and take continuous damage.

[header]Hermit Pros and Cons[/header]

[b]Pros[/b]

-You get a more solid grinding skill, Shade Splitter.
-You finally get skills that buff your range overall and also apply some other few useful aspects
-Shadow Stars just deplete 100 stars in your inventory slot to use your stars infinitely (until the buff ends).
-Shadow Partner doubles the damage rows you get, this skill is a must-use from now on.
-Enveloping Darkness and Alchemic Adrenaline might help to cover your low HP and the huge HP potion usage
-Venom is an useful DoT (damage over time) passive, it helps you deal damage while you deal damage.

[b]Cons[/b]

-Shadow Web has doubtful uses.
-Dark Flare has selective and subjective uses, you might use it for training, for bossing, for both, or for none.
-Triple Throw is not entirely useful, it's good for bossing, although you're not going to beat any hard-to-do bosses on this job and 4th Job skills instantly replace this skill.

[header]Hermit - 3rd Job SP Build[/header]

60: +2 Shade Splitter (2), +1 Shadow Stars (1); +1 Enveloping Darkness (1)
61: +3 Shadow Stars (4)
62: +3 Shadow Stars (7)
63: +3 Shadow Stars [b](Maxed)[/b]
64: +2 Shadow Partner (2); +1 Expert Throwing Star Handling (1)
65: +3 Shadow Partner (5)
66: +3 Shadow Partner (8)
67: +3 Shadow Partner (11)
68: +3 Shadow Partner (14)
69: +3 Shadow Partner (17)
70: +3 Shadow Partner [b](Maxed)[/b]
71: +3 Expert Throwing Star Handling (4)
72: +3 Expert Throwing Star Handling (7)
73: +3 Expert Throwing Star Handling [b](Maxed)[/b]
74: +3 Enveloping Darkness (4)
75: +3 Enveloping Darkness (7)
76: +3 Enveloping Darkness [b](Maxed)[/b]
77: +1 Venom (1); +1 Alchemic Adrenaline (1); +1 Triple Throw (1)
78: +3 Alchemic Adrenaline (4)
79: +3 Alchemic Adrenaline (7)
80: +3 Alchemic Adrenaline [b](Maxed)[/b]
81: +3 Venom (4)
82: +3 Venom (7)
83: +3 Venom [b](Maxed)[/b]
84: +3 Shade Splitter (5)
85: +3 Shade Splitter (8)
86: +3 Shade Splitter (11)
87: +3 Shade Splitter (14)
88: +3 Shade Splitter (17)
89: +3 Shade Splitter [b](Maxed)[/b]
90: +1 Dark Flare (1); +1 Shadow Web (1); +1 Triple Throw (2)
91: +3 Dark Flare (4)
92: +3 Dark Flare (7)
93: +3 Dark Flare [b](Maxed)[/b]
94: +3 Shadow Web (4)
95: +3 Shadow Web (7)
96: +3 Shadow Web [b](Maxed)[/b]
97: +3 Triple Throw (5)
98: +3 Triple Throw (8)
99: +3 Triple Throw (11)
100: +3 Triple Throw (14)

[b]End Results:[/b]

Shade Splitter: Maxed
Shadow Partner: Maxed
Shadow Stars: Maxed
Triple Throw: 14
Expert Throwing Star Handling: Maxed
Enveloping Darkness: Maxed
Alchemic Adrenaline: Maxed
Dark Flare: Maxed
Shadow Web: Maxed
Venom: Maxed

[b]Explaining:[/b] We start off by putting some SP into Shade Splitter since it's an excellent grinding skill and you're going to use it for a bit on 4th Job too, we also put an SP into Shadow Stars and Enveloping Darkess, the first skill because you might not want to waste more stars anymore and the second to help you with your average (low) HP. We max Shadow Stars right away for the reason explained earlier and then we put some SP into Shadow Partner and ETSH, we then max Shadow Partner and then the ETSH for a fair damage boost and a nice passive.

We're halfway on our 3rd Job, put an SP into Venom, Alchemic Adrenaline and Triple Throw, we now max those skills, Alchemic Adrenaline first for the fair passives and then Venom to deal damage while you deal damage, after that, we max our main grinding skill Shade Splitter and the put an SP into Dark Flare, Shadow Web and Triple Throw (again).

We max Dark Flare and Shadow Web, they have more uses than Triple Throw, and now that we have the semi-useless Triple Throw left, dump SP into it and we leave it at 14.

[header]Night Lord Skills[/header]

[b]Night Lord's Mark[/b]: Further enhances the Assassin's Mark, increasing the chance, damage and number of throwing stars that shoot out.
[b]Quad Star:[/b] Masterfully unleash four throwing stars.
[b]Showdown:[/b] Attacks up to 6 enemies and provokes them, making them untouchable. Provoked enemies grant more EXP and items. Bosses suffer half of the effect. (Requires Shadow Shifter Lv. 10)
[b]Shadow Shifter:[/b] Grants a chance to summon a wooden doll to take damage in your place.
[b]Sudden Raid:[/b] Calls in a horde of friends to set the stage on fire.
[b]Dark Harmony:[/b] Become one with the darkenss to deal more damage.
[b]Frailty Curse:[/b] Summons a barrier around you. Decreases the Attack Power, Movement Speed, and Defense of enemies that step into the barrier. Also allows you to deal more damage to boss monsters.
[b]Claw Expert:[/b] Increases Claw Mastery, Weapon Attack, and Max Critical Damage. (Requires Claw Mastery Lv. 10).
[b]Toxic Venom:[/b] Increases Venom's poison chance and permanently increases poison damage.
[b]Maple Warrior:[/b] Increases the stats of all party members. Mastery Book is required to master the skill to level 30.
[b]Hero's Will:[/b] By focusing your mind, you can ignore some abnormal status effects. However, this will not work on all abnormal status effects.

[header]Night Lord Pros and Cons[/header]:

Pros

-Quad Star is an excellent bossing skill which is affected greatly by Hyper Skills later on.
-Showdown gives a lot of extra EXP and drop rate (this one is useful for bossing).
-Night Lord's Mark makes Assassin's Mark an excellent skill from now on.
-Shadow Shifter helps you with your low defense and the average HP by replacing your hits with a wooden doll.
-Sudden Raid is a fun-to-use skill, it can nuke the map for you in matters of seconds (with a cooldown of course).
-Dark Harmony increases your range greatly and it's passive is too good to ignore.
-Night Lord's Hyper Skills are pretty good overall.

Cons

-Aside from Shadow Shifter, they don't own any other thing to cover up the horrible survivability still.
-Up to this degree, you have little to no knockback resistance, you're going to get knocked back when hit and that's a problem for the entire job.
-End-game claws are expensive, the stars with high ATT are extremely costly and some stars with a slightly lower ATT increase are MUCH cheaper and make a very minor difference.
-The thief equipment is expensive also, funding this class is a rewarding yet painful option.

[header]Night Lord - 4th Job SP Build[/header]

I would like to make clear that the Mastery Book System has been changed, now certain NPC's in Henesys and Leafre (the ones that sell potions in the general store if i am not wrong, also the NPC Illiad on Leafre sells them specifically) sell Mastery Books for 7m (Lv. 20) and 10m (Lv. 30), they work 100% and this also includes Maple Warrior.

Calculating the mesos you need, you would need around 130m mesos (if not a bit less, don't get me right though I could had done the math wrong) in order to buy every mastery book for this class.

100: +1 Quad Star (1); +1 Shadow Shifter (1); +1 Night Lord's Mark (1) +1 Toxic Venom (1)
101: +3 Shadow Shifter (4)
102: +3 Shadow Shifter (7)
103: +3 Shadow Shifter (10)
104: +2 Showdown (2); +1 Sudden Raid (1)
105-110: +3 Showdown [b](Maxed)[/b]
111-120: +3 Dark Harmony [b](Maxed)[/b]
121-130: +3 Claw Expert [b](Maxed)[/b]
131: +2 Shadow Shifter (12); +1 Quad Star (2)
132-137: +3 Shadow Shifter [b](Maxed)[/b]
138-140: +3 Night Lord's Mark [b](Maxed)[/b]
141: +1 Quad Star (3); +2 Sudden Raid (3)
142-150: +3 Quad Star [b](Maxed)[/b]
151-153: +3 Toxic Venom [b](Maxed)[/b]
154-162: +3 Frailty Curse [b](Maxed)[/b]
163-172: +3 Maple Warrior [b](Maxed)[/b]
173-182: +3 Sudden Raid [b](Maxed)[/b]
183-184: +3 Hero's Will [b](Maxed)[/b]; +1 Unused SP
185-200: +3 Unused SP

[b]Explanation[/b]: We start off with putting SP in our main skills (for now), Quad Star to test it out, Shadow Shifter for it's passive (it's decent even at Lv 1), Night Lord's Mark for a better special skill and Toxic Venom simply to deal more damage while you deal damage. Now we get Shadow Shifter to Lv. 10 to unlock your main mobbing skill Showdown, after you unlock it, instantly max it, is excellent as a training skill and put a small SP on Sudden Raid, it's also a decent training skill, after that start maxing Dark Harmony for the incredible ATT buff and good passives.

After you did the things said above, make your damage more consistent and better by maxing out Claw Expert next, it's really good, and put some SP in SS and QS afterwards, now max Shadow Shifter to have at a decent and reliable avoiding skill, then go for NL's Mark to hit random mobs while training and deal more DPS for bossing from now on. Later on put an SP on QS again and Sudden Raid too, go for Quad Star now since around this degree you might start bossing.

Now that we have most important things maxed, go for Toxic Venom and then Frailty Curse, if you put a certain hyper skill passive on this one, it's an excellent debuff for monsters (including bosses if that's the case) so it's optimal to max it right now, after that, we go for one of our possibly last range buffs, Maple Warrior, it's effects are slightly more noticeable on the late levels so it's now up to you to either max Sudden Raid or Maple Warrior first. We're almost done, just put SP in Sudden Raid to max it and dump the rest of your SP in Hero's Will.

[header]Job Advancements[/header]

Note: [b]The job advancement is the same for every explorer, the only thing that changes is: The Explorer class branch, the NPCs involved in your job advance and of course, the job you currently are.[/b]

[b]Beginner to 1st Job[/b]

You need to be Lv. 10 in order to be a Thief, when you reach this level, you can go to Kerning City and talk to the Dark Lord, he will automatically job advance you into a Thief

[b]1st Job to 2nd Job[/b]

When reaching Lv. 30, you need to come back to Kerning City and talk again to the same NPC (Dark Lord), he will ask to you what job do you choose, you get to choose 2 branches, which are the Bandit Path and the Assassin's Path. You should have in mind what path to choose by now (which is Assassin in this case, if not you're in the wrong guide). After you choose your option, you will be teleported to a map at which certain monsters appear, defeat these monsters to obtain an item (Dark Marble), you need to get 30 of these items in order to exit the map and job advance, when you do so, you need to talk again to the same NPC (Dark Lord) and he will job advance you from a Thief to an Assassin. Congrats!

How to reach the job fast: Take the Victoria Island Taxi to Kerning City, if you're following my training guide then you should be near there.

[b]2nd Job to 3rd Job[/b]

When reaching Lv. 60, click the light bulb on your left, accept the quest with "Job Advancement" (clearly depicted in red letters) and then move to El Nath, specifically to the Chief's Residence (the house with a portal in it, it's easy to find), there speak to the NPC Arec(?), he will request you to

pick a certain item, after accepting the quest, go to the map called Ice Valley III, there enter the portal all the way to the top, an NPC will ask you if you want to enter, say "Yes" and enter.

The next map is called Sharp Cliff I, there you will see a white crystal right in front of you, enter it like a normal portal and you will reach a map called Holy Ground at the Snowfield, go all the way to the bottom and click a huge black stone called Holy Stone, you will be teleported to a cave with green crystals all over it, go all the way to the right and you will see a boss (Dark Lord's Clone), defeat it and pick the item he drops (Black Charm).

After completing the quest, go back to El Nath and talk to Arec(?), he will take the item to finally job advance you from an Assassin to a Hermit. Congratulations! Almost there.

How to reach the job fast: Accept the Zakum: Crumbling Statue (or something like that) quest by clicking on the bulb in the upper left corner. There talk to the respective NPC, then take the Danger Zone Taxi to Sharp Cliff III and enter it, when you do everything explained above, use a return scroll and finish by talking to the respective NPC.

[b]3rd Job to 4th Job[/b]

When reaching Lv. 100, click the light bulb on your left, accept the quest with "Job Advancement" and head to Leafre, there go to the map called "Valley of the Antilope" and enter the "mouth" of a fancy wooden figure on the top of the map, after entering the map (Forest of the Priest) talk to (don't remember), it will request 2 items (Heroic Pentagon and Heroic Star) which are dropped from Manon and Griffey, the NPC can teleport you to any of the bosses (you have to head over the next one when you kill the first one, the order to kill is matterless)

The bosses are easy to do, spam Triple Throw (only thing that this skill works for) and try to keep your HP high or else you might get killed.

Head to the same map you saw (don't remember) at and talk to that NPC, it will proceed to job advance you from a Hermit to a Night Lord. Congratulations! You're now officially a Night Lord!

How to reach the job fast: Accept the Smart Mount: Lend a Hand quest to teleport to 6 Path Crossway, there take the Interdimensional Mirror to reach Phanteon, when arriving, click the same mirror and choose Leafre, there take the Danger Zone Taxi and accept, after reaching the map, use the portal to the left and in the next map the portal to the upper right.

When doing that, read everything in general on how to job advance above and you will be done.

[header]Tips[/header]

[b]1st Job:[/b]

-You can actually save money on equips, since the new Tot's Know How Guide gives equipment every 10 levels until 60 (from 20 to 60).
-As said above, you max everything on this job so skip the skill build if you want.

[b[2nd Job:[/b]

-Again, Tot's Know How to save some money on equipment. Also, he does NOT give you any kind of throwing stars (in case you wondered).
-In the end, you max everything except for Gust Charm, it's too sucky for a "pushing" skill so is not even worth using it.
-You can approach events that come with "boxes", they usually give free HP and MP potions, probably more than enough to replenish your potion-draining problems from now on.

[b]3rd Job:[/b]

-We don't max Triple Throw because is not obligatory, you can choose to max it, but you won't be training just as fast as if you maxed Shade Splitter instead, besides, you ACTUALLY also use this skill on a few starting levels on 4th Job (due to the fact that Showdown is not unlocked instantly).

[b]4th Job:[/b]

-You can skip the build if you wish to, you still max everything with extra useless SP left at around Lv. 185 so don't worry much, but from the start, you ALWAYS require to have Shadow Shifter at Lv. 10, not for it's passive but mainly for unlocking Showdown earlier, you would still need 30 SP in total to max Showdown overall (10+20, which, in some means, is like if you "maxed" an ordinary 4th job skill that requires books).

[b]Notes:[/b] If i am missing some tips, please comment and tell what is missing and at which job, any useful tips will be apreciated.

[header]Hyper Skills[/header]

This is a new additional option added for every class once they hit 140, starting from this point, you will receive Skill Points at certain intervals of 10 levels.

There are 3 tabs in total when opening the hyper skill window, which are:

[i]Passive Stat Boost[/i]: Almost self-explaining, boost your main stat and some other few stats you might need, just be sure to put the SP in the hypers you need and that have been unlocked so far.

[i]Passive Skill Boost[/i]: Boosts specified skills and their functions, reduces their cooldown, raises their number of hits OR number of targets that the skill can hit, increases damage or adds any other extras.

[i]Active Attacks/Buff Skills[/i]: They're used like any other normal skill/buff, most of the hyper attacks are incredibly strong and most boosts give you really good chances of high damage or good endurance.

With that said, i will explain the Bishop's hypers below, they're posted on their respective section, also, the first section (Passive Stat Boost) is almost the same for all classes.

Passive Stat Boost:

[b]Hyper Strenght:[/b] Permanently increases STR. (By 50 when learned) Unlocked when reaching Lv. 140
[b]Hyper Dexterity:[/b] Permanently increases DEX. (By 50 when learned) Unlocked when reaching Lv. 140
[b]Hyper Intelligence:[/b] Permanently increases INT. (By 50 when learned) Unlocked when reaching Lv. 140
[b]Hyper Luck:[/b] Permanently increases LUK. (By 50 When learned) Unlocked when reaching Lv. 140
[b]Hyper Critical:[/b] Permanently increases Critical Hit Rate. (By 10% when learned) Unlocked when reaching Lv. 198
[b]Hyper Accuracy:[/b] Permanently increases Accuracy. (By 20% when learned) Unlocked when reaching Lv. 158
[b]Hyper Health:[/b] Permanently increases Max HP. (By 15% when learned) Unlocked when reaching Lv. 192
[b]Hyper Mana:[/b] Permanently increases Max MP. (By 15% when learned) Unlocked when reaching Lv. 186
[b]Hyper Defense:[/b] Permanently increases Weapon DEF. (By 500 when learned) Unlocked when reaching Lv. 165
[b]Hyper Magic Defense:[/b] Permanently increases Magic DEF. (By 500 when learned) Unlocked when reaching Lv. 174
[b]Hyper Speed:[/b] Permanently increases Movement Speed. (By 10% when learned) Unlocked when reaching Lv. 152
[b]Hyper Jump:[/b] Permanently increases Jump. (by 10% when learned) Unlocked when reaching Lv. 146

Passive Skill Boost:

[b]Showdown - Reinforce:[/b] Increases the damage of Showdown. (Damage increases by 20%). Unlocked when reaching Lv. 183
[b]Showdown - Spread:[/b] Increases the number of monsters that Showdown hits. (Number of monsters +2). Unlocked when reaching Lv. 162
[b]Showdown - Enhance:[/b] Increases EXP and items from enemies provoked by Showdown. (EXP and Drop Rate increases by 10%) Unlocked when reaching Lv. 143

[b]Frailty Curse - Enhance:[/b] Increases the ATT & DEF penalty from Frailty Curse. (Increases ATT and DEF penalty by 10%). Unlocked when reaching Lv. 168
[b]Frailty Curse - Slow:[/b] Increases the Speed penalty from Frailty Curse. (Speed penalty increases by 10). Unlocked when reaching Lv. 189
[b]Frailty Curse - Boss Rush:[/b] Bosses are affected by Frailty Curse. (Frailty Curse's debuff is applied to bosses). Unlocked when reaching Lv. 149.

[b]Quad Star - Reinforce:[/b] Increases Quad Star damage. (Damage increases by 20%). Unlocked when reaching Lv. 195
[b]Quad Star - Boss Rush:[/b] Increases damage dealt to bosses with Quad Star. (Boss Damage increases by 20%). Unlocked when reaching Lv. 177
[b]Quad Star - Extra Strike:[/b] Increases Number of Attacks for Quad Star. (Number of Attacks raises by 1). Unlocked when reaching Lv. 155

Active Attacks/Buff Skills:

[b]Death Star:[/b] Summons 4 shurikens that combine into one giant shuriken. Unlocks at Lv. 170
(MP Cost: 300, Damage: 358%, Number of Attacks: 7, Max Enemies Hit: 8. Cooldown: 8 sec)
[b]Epic Adventure:[/b] Call upon the bravery deep within to increase damage output and max damage. Unlocks at Lv. 200
(MP Cost: 100, Duration: 60 sec, Damage: +10%, Max Damage: +500000. Cooldown: 120 sec. Applies to any Explorer class within the party)
[b]Bleed Dart:[/b] Coats your stars with a deadly poison that causes bleeding, increasing Weapon Attack and inflicting continuous damage on enemies. Unlocks at Lv. 150
(MP Cost: 200, Duration: 30 sec, Weapon ATT: +30, at 100% chance, the bleeding effect that deals 190% damage every second will be applied for 8 sec. Cooldown: 90 sec)

Now, you will wonder, what to add while you level up? There will be some builds below:

Passive Stat Boost:

Hyper Luck (this is obvious)
Hyper Critical (excellent for your already-high critical)
Hyper Health (every bit of HP helps)
Hyper Mana (if you really feel you need it)
Hyper DEF/Hyper Magic DEF (defenses are good for high leveled places, put one on both if you want).

Passive Skill Boost:

[b]Showdown - Enhance[/b]

[b]Frailty Curse - Boss Rush[/b]

[b]Quad Star - Reinforce[/b]
[b]Quad Star - Boss Rush[/b]
[b]Quad Star - Extra Strike[/b]

(Adding explanation later).

Active Attacks/Buff Skills:

This is easy, you get the 3 SP for each skill, so it goes like this:

[b]Bleed Dart:[/b] Coats your stars with a deadly poison that causes bleeding, increasing Weapon Attack and inflicting continuous damage on enemies
[Unlocks at Lv. 150] (Put at 150)

[b]Death Star:[/b] Summons 4 shurikens that combine into one giant shuriken.
[Unlocks at Lv. 170] (Put at 170)

[b]Epic Adventure:[/b] Call upon the bravery deep within to increase damage output and max damage. Unlocks at Lv. 200
[Unlocks at Lv. 200] (Put at 200)

You put the SP on these skills when you get the level up on them so it's pretty straightforward.

[header]Where do I train?[/header]

This section is about training spots, recent updates have done many changes to this topic, so Party Quests play a very big role now, we will be welcomed to these most of the times since we are party supporters.

Places with a (C) means that it's crowded, places with an (E) means that they're empty, places with a (E*) means that they are empty in general but get crowded on 2x. I will also split in some sections the ways to level in Questlines, Grinding places and Party Quests.

By the way, party quests can be done infinitely, so don't worry if you "run out of tries" because you never will (trying to reference these whose are outdated).

[b]From Lv. 10 to Lv. 30:[/b]

In this section, is recommended that you do your respective questlines, they vary from being pretty fast to pretty slow, it's still a bit worth anyway.

[b]Copper Drakes[/b]: You can go in here from Lv. 10 to Lv. 30, is the most easiest and fastest place to get to 2nd job. These monsters are located near Sleepywood. You will miss A LOT in the early levels and the damage you get might one-hit you but it's meaningless when you see that the EXP bar fills like crazy.

Flaming Mixed Golems: Recommended if the place above makes you die a lot or makes your potions drain a lot. you can go in here from Lv. 10 to Lv. 25/30. Is located near Henesys.

[b]From Lv.30 to Lv. 60:[/b]

[b]Questlines[/b]:

Mushking Castle: This questline is recommended once reaching 2nd job, from here do all the questline, is pretty worth it, gives nice exp, some nice rewards and a medal, is easy to do, and is fast, grinding here is optional yet not recommended, might level you from Lv. 30 to Lv. 35/37. If you did Ellinel before this one, it might level you from Lv. 37 to Lv. 40/41.

Ellinel Fairy Academy: This questline is faster and easier, is a bit more rewarding and gives some more EXP than Mushking, grinding here is also optional but not recommended. By the way, you can do both Mushking and Ellinel if you want. Levels you from Lv. 30 to Lv. 37. If you did Mushking before this one, you might level from Lv. 36/37 to Lv. 41.

Kerning Square: This questline is a bit long, it's worth it though, gives some fair rewards and decent EXP, you could grind here also. Levels you from Lv. 37 to Lv. 42/43, if you did both Ellinel and Mushking you might level from Lv. 41 to Lv. 44/45.

Sleepywood: If you didn't did either Ellinel or Mushking, you can come and do some questlines here to level, for example Drake Attack or How to Shoo away the Evil, certain quests come in your way that are not hard and that gives a fair amount of EXP to Lv. 46.

[b]Tot's Know How[/b]: You might had noticed since Lv. 10 that there's an icon with an orange-haired boy, this boy is called Tot (explained some sections above). When you reach Lv. 30 and/or Lv, 46, you can click it and complete his "Education" requests (he will "recommend you" to do them), they give good rewards. The quests he "recommends" in the respective section should be done so you can get free levels from Lv. 30 to Lv. 35 and Lv. 46 to Lv. 50, later on from Lv. 58 to Lv. 60

Riena Strait: This is a new questline that was added along with Ellinel, this questline is pretty fun, straightforward and has a fairly interesting story. The rewards it gives are quite fine compared to every other questline's rewards (except Tot's ones). The questline might level you up from Lv. 50 to Lv. 57 OR (if lucky) Lv. 60.

[b]Party Quests[/b]:

[b]Dimensional Schism[/b] (C): This is the BEST PQ from Lv. 50 to Lv. 70, levels you up in almost every run and the face accesory you can get gives fair stats. This is almost always wanted and you can join a party easily to do this multiple times. You need 3 people or more to enter.

[b]Grinding[/b]

Male Desert Bunnies: Fair option if you don't want to either PQ or do questlines, this spot is located in Ariant on the portals to the far right, they give a fair EXP from 35-46.

So yes, this job might be a bit boring because you can't find good grinding places, or at least fair grinding places, everything is almost quest-based, but trust me, is easier done than said in this case. Most of the party quests or questlines can be done pretty fast actually.

[b]From Lv.60 to Lv. 100:[/b]

[b]Party Quests[/b]:

Dimensional Schism (C): I already explained this PQ above, do it until you reach Lv. 70/75.

[b]Romeo and Julliet[/b] (C*): This party quest takes a bit if your main goal is also grinding. Your boosts come in handy around here (be sure to Holy Symbol everyone in the party) and you can grind a lot here for a limited amount of time (remeber this is a PQ, not a grinding place). You can get a lot of levels if you don't take in count the time you will waste grinding and bossing here. The party quest gives a nice pendant as a reward when completing each version of it (Both Romeo and Julliet will give a different pendant which can be mixed into one for a better stat boost). Do this from Lv. 70/75 to Lv. 100/120. Only 4 people can enter, not more not less

[b]Grinding Places[/b]

Monster Park: This is a fair "grinding place", although is considered more like a party zone, you need a ticket to enter this and it has a limited number of times (not really, but if you don't have ticket pieces, you can only purchase up to 5 tickets a day). You can do this if you get tired of doing the R&J PQ. Do it at any level beyond Lv. 70.

[b]Roids[/b]: These monsters are accesible from Magatia, just keep walking to the right, enter a house with a portal and keep following the portals until you reach the map with these monsters. They give pretty fair EXP from Lv. 60 to Lv. 80.

[b]Monster Park Extreme[/b]: This is the BEST grinding place, but it's limited to the number of tickets you have, and, like the name implies, it's EXTREME, the EXP is the highest you can get even if the monsters have a lot of HP and are pretty strong. Do this from Lv. 70 to Lv. 140. I would recommend from Lv. 120 to Lv. 140, save the tickets you get everyday until you get to this level.

This job is somewhat fast if you ask me, compared to 2nd job's training places and your grinding skills, you can certainly train to 100 quickly with those places I recommend. Also, remember to have your stars recharged and a good amount of HP potions.

[b]From Lv. 100 to Lv. 200/250[/b]

This might be a bit confusing, considering you now have PLENTY of reliable options, but try to follow the places i recommend below in case you don't really have an idea of where to grind.

[b]Grinding Places[/b]:

[b][blue]Evolution System[/blue][/b]: Hmm... see the following guide: (Posting later).

[blue]Monster Park Extreme[/blue]: Explained above, do it until Lv. 140.

[b]Knight Stronghold[/b]: This is a pretty good place when you reach Lv. 160/165 (Lv. 165 to be precise, but there are methods to go in here starting from Lv. 160). If you're strong enough, you can solo this thing until Lv. 175 so you can go to the training spot below OR you can also find a party to make this slightly easier

[b]Hall of Honor[/b: A must after going to the above place, it's almost the same thing, but a bit more difficult. Follow the same steps you followed on Stronghold and you will be fine (remeber is almost the same thing, just a lot more of EXP). Go in here from Lv. 170/175 to Lv. 200.

[green]Twilight Perion[/green]: This is a grinding spot for these who hit a whole lot of damage beyond Lv. 190, you have to do a small questline in order to enter the town that owns this map, the EXP is a little over 1 million but it might not be worth if you can't one-hit these monsters, so I still recommend HoH to 200.

[b]Party Quests[/b]:

Romeo and Julliet: Already explained some sections ago, do it until you reach Lv. 120.

[b]Dimension Invasion[/b]: This is the best "party quest" made starting from Lv. 140 to Lv. 170/200. You can consider this a grinding place, gives a LOT of EXP (specially on 2x) and good medals as a reward (it can also give some good gloves).

This is like an extended version of 3rd job spots if we are talking about leveling fast, you will have some hard time trying to get to Lv. 170 and beyond. By the way, 2x makes everything faster so try to approach these events a lot.

[b]Questions and Answers[/b]

Welcome to the Q&A section, this section is about some frequently asqued questions about the class or some aspects regarding the class, here are some I have seen so far:

[b]Who's better among the 3 Explorer Thief classes?[/b]

Night Lord: Good for about everything, solid skills and hyper skills, relatively easier to fund, high damage input and output, but terrible survivability and mediocre avoding passives, also terrible defenses.

Shadower: Relatively tanky, good bossing skills, excellent range-buffing skills, has multiple uses, but slightly clunky/slow if you don't know how to use it well..

Dual Blade: High-speed attacks, fair survivability, maxes EVERYTHING on every kind of job advance and it's pretty good with some agile and versatile combos, but it's damage is much lower than the other two in exchange for speedy attacks, it's still pretty good though.

If you were to choose one from the above, you could go NL, it's much easier to deal a consistent damage with him than with the other classes, but Shadower is way tankier and has slightly higher damage than NL in exchange for the slow speed, Dual Blade is much speedier and swifter but it has a relatively low damage, out of the 3, Shadower is beginner-friendly, NL is for those with fair knowledge of the game and DB is for the late game mostly, if you can fund them they're beastly.

[b]Disclaimer[/b]

This guide is completely owned by me, I am the only one whose edits this guide and anyone that dares copy-pasting this guide somewhere else needs permission from me (which is a No because you don't have the rights to steal other's efforts).

I also hope for this guide to get stickied soon, it will help a lot of actual/future Night Lords, please help me with this guide NL community of BasilMarket, I would really appreciate that. By the way, this guide was posted before, but for some reason I couldn't keep editing it (it wouldn't allow me to), so I reposted it with the proper title and the full information, sorry for the inconvenience.

May 11, 2014

17 Comments • Newest first

AngleEstoth

@TripleBladez: Oh right, I kind of forgot about that, my apologies.
I was judging it based on what's the most useful in a training scenario and forgot about that because when I respec'd my skills, I had more than enough SP to max everything hehe. Yeah, you're absolutely right on that, my mistake.

Reply May 15, 2014
TripleBladez

[quote=AngleEstoth]As for fourth job, I'm entirely sure why you'd put 10 points in shifter first, as it's pretty useful with just one point and Showdown (and night lord's mark too since it's only 3 points) is MUCH more important.[/quote]

As a NL, you should know Taunt requires a pre-requisite of level 10 Shadow Shifter before you can put any points into it. Since you get 4 SP at level 100 when you advance, it's wise to have a point in QT, Mark of Night Lord, Shadow Shifter, and Fatal Venom before going straight into Shadow Shifter to unlock Taunt.

Reply May 15, 2014
AngleEstoth

Pretty decent guide but there are a few things I'd change around (though it's not that much) in regards to the build. For 2nd job you're waiting a bit too long to start maxing critical throw, which is EXTREMELY important for NL's and gust charm is incredibly useless outside of very niche situations that don't occur until much later, as even with zero funding, you'll most likely be able to one shot standard mobs. I would say throw a point into claw mastery, one into shuriken burst (just so you actually have a mob skill) and one into claw mastery, then max claw mastery, 3 into booster, then max out crit throw and proceed from there.
For 3rd job, I would say completely ignore shadow web and triple throw until you have literally nothing else to up, as both are pretty useless (especially for training, which is basically all you'll be doing at that level). As for fourth job, I'm entirely sure why you'd put 10 points in shifter first, as it's pretty useful with just one point and Showdown (and night lord's mark too since it's only 3 points) is MUCH more important. Survival isn't THAT big of an issue in standard mobs for early 4th job. Claw expert should probably be maxed IMMEDIATELY after Dark Harmony. Frailty Curse should be maxed before sudden raid for sure and MW should come after claw expert (unless you're going to be bossing, in which case max quad throw first). Toxic venom can sit with 1 point for a while until you have nothing else to up and can use the extra damage. Sudden raid should be prioritized last (with one point early on). That's about it, the rest of the information is pretty solid.

Reply May 15, 2014
EvanTheGreat

[quote]-Claws are not entirely expensive[/quote]

WHAAAA. Their like the most expensive weapons in our world.

Reply May 14, 2014
IsGamer

[quote=xlxlxlxl]Pretty in depth guide, good luck on getting it stickied

Their secondary equips are Charms. The lv 100 one is called Death Sender's Charm

The only gripes I have with the guide are in the initial Pros and Cons section
1. Night Lord does not have the highest weapon multiplier: cannon shooter does.
2. Vampire (Cygnus Skill) isn't mentioned at all. It saves potions and can help survivability a ton, especially at certain bosses.[/quote]

I already added that (I think), if not let me add that later.
No, NLs have the highest weapon multiplier.
No one got the time to do the Lunar Dews thingy, besides, you can't make UAs anymore.

Reply May 13, 2014
TripleBladez

@xlxlxlxl: Perhaps. Multiplier changes are usually rare with no official notice at all if they were changed in a class revamp update.

Reply May 12, 2014
xlxlxlxl

@TripleBladez: Thanks for compiling that list. I wonder what patch they nerfed it in. RED maybe?

Reply May 12, 2014
TripleBladez

[quote=xlxlxlxl]The only gripes I have with the guide are in the initial Pros and Cons section
1. Night Lord does not have the highest weapon multiplier: cannon shooter does.[/quote]

Nope, Claw multiplier is the highest at 1.75x. Cannon multiplier is only 1.5x. [url=http://www.basilmarket.com/forum/2777604/2/#45304541]Full list of multipliers.[/url]

To TS: Hyper DEX is far superior to Hyper MP. While secondary stat requirements were removed in Tempest, secondary stats still add to your range. MP can be healed via regular MP potions, MP healing familiar, and Potion Pot.

Reply May 12, 2014 - edited
xlxlxlxl

Pretty in depth guide, good luck on getting it stickied

Their secondary equips are Charms. The lv 100 one is called Death Sender's Charm

The only gripes I have with the guide are in the initial Pros and Cons section
1. Night Lord does not have the highest weapon multiplier: cannon shooter does.
2. Vampire (Cygnus Skill) isn't mentioned at all. It saves potions and can help survivability a ton, especially at certain bosses.

Reply May 12, 2014 - edited
IsGamer

[quote=FruityCake]I don't fully understand your 4th job guide.
First of all, I think maxing Showdown should be third or second. If it didn't have a prerequisite, it would be fine, but I think it's better to max Claw Expert, maybe Dark Harmony first because it would take 30 skill points to max Showdown (10 for Shadow Shifter). But I suppose that's just my opinion, and not so bad.
Also, I don't think maxing Shadow Shifter, then Dark Harmony, then Night Lord's Mark, then Claw Expert is a good order. Shadow Shifter is a really good skill, but I wouldn't prioritize it over things as bug as Claw Expert and Dark Harmony, even the specialized skill. I think it should be Claw Expert -> Night Lord's Mark or Dark Harmony -> Shadow Shifter. Claw Expert should be maxed before Dark Harmony because of the extra mastery and Max crit. Otherwise, the attack bonus from both Dark Harmony and Claw Expert cancel out per level. By the way, add one into Dark Harmony at level 100 or 101 because it gives +11 Att if you put one point.[/quote]

I put on the explanation that the skill build is still in process, but thanks for making it clear for me, I will put the changes later so I will keep this comment in mind.

Reply May 12, 2014 - edited
Magqcman27

[quote=IsGamer]Yeah because showdown does not require Shadow Shifter at Lv. 10 to unlock it, right.

Still, thanks for sharing your oppinion.[/quote]

Didn't even know it had a prereq made my nl way before the revamp.

Reply May 12, 2014 - edited
FruityCake

I don't fully understand your 4th job guide.
First of all, I think maxing Showdown should be third or second. If it didn't have a prerequisite, it would be fine, but I think it's better to max Claw Expert, maybe Dark Harmony first because it would take 30 skill points to max Showdown (10 for Shadow Shifter). But I suppose that's just my opinion, and not so bad.
Also, I don't think maxing Shadow Shifter, then Dark Harmony, then Night Lord's Mark, then Claw Expert is a good order. Shadow Shifter is a really good skill, but I wouldn't prioritize it over things as bug as Claw Expert and Dark Harmony, even the specialized skill. I think it should be Claw Expert -> Night Lord's Mark or Dark Harmony -> Shadow Shifter. Claw Expert should be maxed before Dark Harmony because of the extra mastery and Max crit. Otherwise, the attack bonus from both Dark Harmony and Claw Expert cancel out per level. By the way, add one into Dark Harmony at level 100 or 101 because it gives +11 Att if you put one point.

Reply May 12, 2014 - edited
IsGamer

[quote=Magqcman27]For the 4th job adv. skill guide it might be better to put a point into showdown at lvl 100 for better xp mobbing. Good job with the guide though! [/quote]

Yeah because showdown does not require Shadow Shifter at Lv. 10 to unlock it, right.

Still, thanks for sharing your oppinion.

Reply May 12, 2014 - edited
separatists

[quote=lycanthropod]Hello there, I am not sure if you would like to include this somewhere in your guide, but I made a video last week demonstrating what damage you will do at certain ranges as a NL. The video includes both Quad Throw and Showdown.

[url=https://www.youtube.com/watch?v=s863swK9mls]Damage Range Guide[/url][/quote]

u should give the %luk, %atk, %boss, %pdr, and total atk you have as well.

Reply May 12, 2014 - edited
Magqcman27

For the 4th job adv. skill guide it might be better to put a point into showdown at lvl 100 for better xp mobbing. Good job with the guide though!

Reply May 12, 2014 - edited
IsGamer

[quote=Dorks]Good luck on the sticky! (how to sticky doe)
And thanks for working on it, Basil's been lacking a NL guide for the longest time

A section on how to get some gears and stars might be helpful, especially for those who aren't very funded. Maybe. For one, Evolution System is a great place to grind for black crystals (1mil mesos/core) to either sell or make furies with when you do the Masteria/Crimsonwood questline.[/quote]

I'm sorry but I am not entirely a NL main, I just have one lol, this guide's here to cover most NL issues, thanks.

Reply May 11, 2014 - edited
Dorks

Good luck on the sticky! (how to sticky doe)
And thanks for working on it, Basil's been lacking a NL guide for the longest time

A section on how to get some gears and stars might be helpful, especially for those who aren't very funded. Maybe. For one, Evolution System is a great place to grind for black crystals (1mil mesos/core) to either sell or make furies with when you do the Masteria/Crimsonwood questline.

Reply May 11, 2014 - edited