Farming Spots - Geffenia

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Introduction

This guide is intended to explain a bit about one of the farming spots present on Ragnarok Online: Geffenia.

Geffenia is one of the best spots to farm zeny directly, as the drops there are only useful to sell to NPCs and are pretty expensive. One of the difficulties there is that there is a mix of Holy and Dark properties monsters there, plus some of them take out your SP, making farming there a bit risky unless you go with a party, or you apply specific tactics.

This guide is intended so you know better the place, and know what to look for, in the case you're looking for fast zeny. If you're looking for other things or specific loots, suit yourself.

How to get there

To get there, you need to do a quest:

The Sign Quest

Once done, you equip the item you will get there, Lucifer's Lament, and go to Geffen. In the fountain in the middle you will see a talking spot, click it and throw Lucifer's Lament to the fountain (no, you won't lose it).

A portal will open next to the fountain, and for a while, everybody that belongs to your party, may enter Geffenia.

The place

Ok, now it's time to talk about the place. Geffenia is made up of 4 maps. These are the maps:

Geffenia 01:

Gefenia01.gif

Geffenia 02:

Gefenia02.gif

Geffenia 03:

Gefenia03.gif

Geffenia 04:

Gefenia04.gif

You start in one of them, randomly, once you enter the portal it opens. All of the maps are connected sequentially, so Geffenia 03 is connected to Geffenia 02 and Geffenia 04, and like that.

There is nothing much to say, a bit of foliage here and there that may make your vision difficult, but not as bad as a forest area.

Monsters found there

As explained before, Geffenia is a place where all the monsters are the same. Check it out yourself with monster database and select Mapname e.g. gefenia01, gefenia02 and etc.

And, as you see, all of them got some high DEF, ranging from 30 to 60 DEF. MDEF is a bit lower, but also on par. Also, most of the cast **Dark Property Soul Strike**, so bring your Bathory Card along (or alternatives, but Bathory is best here). Let's analyze them one by one:

Bloody Knight

Bloody Knight.gif

The Bloody Knight is one of the "minibosses" of the area (though it doesn't have the Boss protocol). It has pretty good loots, if you want to bother to hunt it. Most times, it will be a bother for your farming. It walks slowly, but has a pretty hard attack and sometimes it casts Meteor Storm. Due to its high MDEF and Shadow Property 4, it's pretty resistant to elemental magic.

Dark Priest

Dark Priest.gif

You will love the Dark Priest. Boss protocol, high DEF, high HP, Undead 4 Property and a pain in the ass. Try to avoid it, as it isn't too profitable (sure, drops some decent loot, on a low chance).

Executioner

Executioner.gif

The Executioner is another of those pain in the asses. Again, has some decent loots if you want to kill it, but most times you will ignore/run from it. It shouldn't be too difficult to kill, if you're properly geared, but be careful, it breaks armour. It's a Boss type monster.

False Angel

False Angel.gif

False Angels are THE pain in the ass of this dungeon. It's the only Holy Property monster of this map, but it's the most common one, making you carry Dark Property (or at least, Neutral Property) weapons with you if you want to stay here long. It uses Silence on you from time to time. Geffenia 01 map is full of False Angels, if by any chance you're looking for them.

Incubus

Incubus.gif

The Incubus is one of your targets here. You want to kill them and rob them of everything they got. Demon Race, Dark Property, so gear up yourself properly here. The damage it deals is fairly high, considering its attack speed, so be careful if you're going to mob them. Also, kill them fast, they cast Spirit Destructoin skill, taking the SP away from you in 2-3 hits. Geffenia 03 map has the most Incubi of all of them.

Abysmal Knight

Abysmal Knight.gif

The Abysmal Knight is another of those monsters you don't want to bother with. The loots are pretty good (Oridecons, Eluniums, interesting gears, the card), and if you have the proper elements (Shadow Property 4), it shouldn't be difficult to kill (Grand Cross works wonders against this), but it isn't your main target here. Also, it breaks armour, so take care.

Mini Demon

Mini Demon.gif

The Mini Demon is another of those monsters that will bother you. They have 2-3 good loots (Hand of God, Ahlspleiss, Evil Wing), but again, you won't be looking for those, usually.

Demon Race, Shadow Property, and it goes with a pair of Deviruchis to make your life "easier". Geffenia 02 and Geffenia 03 maps have more Mini Demons (30) than the rest (20).

Mysteltainn

Mysteltainn.gif

The Mysteltainn is another of those cursed swords. Same as Executioner above, but it has a higher level and Dark Property 4, making it resistant to all sorts of magic and elemental attacks that aren't holy. This one breaks shield. Boss type monster too.

Succubus

Succubus.gif

The Succubus is your other target. Same as Incubus above, but on a higher level. At least it doesn't take away your SP (instead, it's your HP, but well, you will be taking damage already, lol), so it's a plus. Geffenia 02 map has more Succubi than the others, a good reason as any other to head straight to that map.

Tirfing (also known as Ogretooth)

Tirfing.gif

We couldn't leave the Tirfing, could we? Same as the 2 swords above, but the plus is that is damn fast, so you can't outrun it easily. Either kill it or teleport away. Has Sonic Blow and breaks helm.

Violy

Violy.gif

Last but no less pain in the ass is the Violy. Ranged attack, Silence on a whim... another of those monsters that you would prefer to ignore. It's slow, so you can outrun it. Geffenia 02 and Geffenia 03 are the best maps to hunt for Violies.

Drops to look for

Ok, as you're guessing, you're going to look for **Incubus** and **Succubus**. But what do people want from them? This is the list:

  • Accesories. They drop 4 different accesories, 3 are sellable at NPC, the 4th one is a good accesory and you want to keep or sell it to other players.
    • Silver Rings: 15% drop from Succubus. Sold to NPC for 10,000 zeny without OC.
    • Gold Rings: 15% drop fron Incubus. Sold to NPC for 15,000 zeny without OC.
    • Diamond Rings: 4.5% drop from Incubus and Succubus. Sold to NPC for 22,500 zeny without OC.
    • Slotted Ring: pretty rare. 0.03% drop from Incubus. Added here to remind you to be careful of not selling them. You can Identify all your Accesories, or just Sort at Kafra and look for the last spots, they are usually there.
  • Mastela Fruits: 45% drop from Incubus and Succubus. Sold to NPC for 4,250 zeny without OC, but they can also be sold to other players.
  • Blue Potions: 30% drop from Succubus. You can keep them, sell to NPC for 2,500 zeny without OC, or sell to other players.
  • Boy's Pure Heart and Romance Of Girl. Both are taming items for their respective pets. Try making eggs from them and sell them, it won't be fast zeny, but they sell from time to time.
  • White Herb: Incubus drops them 100%, and can drop a second one 66% of the times. You can leave them there (most people do), or save to sell to other players or use in brewing. Your choice.
  • Royal Jelly: let's say you are also killing Violies. Well, these things sell for 3,500 zeny without OC. Not bad, eh?
  • Cursed Waters: sure, you can make them... but it's a pain in the ass having to make them one by one. Use the chance to fill up on these, as they are useful in different maps.

This is only a list of the most sellable or thing that you will look for. Of course, there are cards to be dropped, like Abysmal, Bloody Knight or Khalitzburg Cards. Plus Incubus and Succubus drop theirs (they aren't bad), plus Soul Staff from Succubus, but those won't be your main objective here, if you're looking for plain greedy and fast money.

What to bring here

Soloing in Geffenia can be pretty hard. Best is to bring a party, with different players and different roles. Still, going alone is possible, but you need to be careful.

First let's consider a few factors.

Style

You should consider if you're going for hit and run tactics or mobbing/resistance tactics. Most players go for hit and run, targeting Incubus/Succubus while trying to avoid the rest of the monsters.

Hit and Run Tactics

There are multiple types:

  • Flee Fast Move: any class that can move fast due to Peco Peco or Halter leads (though these require dismounting) can do this. You try to get a healthy amount of Flee to avoid being stopped by attacks, particularly from Violies.
  • Using Cloaking/Chase Walk: this applies to Assassin Cross and Stalker builds, mainly. Other classes can use Cloak/Hiding as well, with Smokie Card you can hide, but no movement is allowed. However, with a Frilldora Card, you may hide against walls and move. The trick is luring the Demon race monsters around (mainly Succubus and Incubus, though some Mini-Demon will come bother you if it's around) and then killing them in a somewhat "safe" spot. At least one without Violies around, as they are a pain in the ass. This requires high Flee, to be able to avoid being hit while gathering the mobs. Also, you might need Evil Druid/Bathory/Golden Thief Bug cards to avoid the magic.
  • Body Relocation/Backsliding: this applies to thief classes and monks. They can move fast around the screen using these skills without being hit. Good way of moving around if you don't want to teleport. You don't need to, but mixing this with Flee is a good idea.
  • Teleport Assault: this was a smith exclusive skill with their Greed, but now, with Arealoot (remember to turn it on), anyone can fast kill and teleport away.

Resistance Tactics

This applies mainly to Lord Knight classes (see build below), though High Priests use similar tactics.

You need to consider these factors:

  • Resistance: bring DEF, MDEF, damage reduction gears (Deviling is a must, and Tirfing/Khalitzburg shield or Parry too).
  • Status ailments: as you will be exposed to damage, you need enough VIT to make the status ailment duration minimal. Remember that the duration is affected by 97-VIT-LUK/3 formula, meaning that if your VIT + LUK/3 are higher than 97, then the duration will be zero. Other option is using Evil Druid Carded armour.
  • Magic: Bathory and Evil Druid are good for this, as both elements will ignore the Shadow Property attacks these guys deal; including the magic and the HP sucking attacks by Succubi.
  • Recovery: you need to get back all those HPs lost from attacks. Meat with a Hell Poodle Card should be enough if you don't have Heal handy.
  • Looting: either you got Eddgas or you're able to clean the map and loot, suit yourself.

Also, depending on your class and gears, you can choose either to focus on Succubus/Incubus or just kill everything on sight. First one implies using Holy Property weapon or attacks, focusing on the Succubus/Incubus, knowing that you will be able to take damage while you loot. Second one can be done multiple ways, but you need a weapon to pierce DEF somehow.

Support

First thing you should consider is if you're using support characters or not. That can be done in different ways:

  • Bring the character to the Geffenia map, put it in some safe spot (more or less) so that you can go back there to rebuff. Log the character out (just to the character screen, to avoid having to open a client every 3 minutes) to avoid it getting killed.
  • Save in Geffen, have your support chars waiting there. Go back with Butterfly Wing/Teleport level 2 and rebuff fast, come back inside ASAP, every second counts.

As for support characters, consider these classes:

  • Priest/High Priest:
    • Aspersio: makes your weapon Holy Property, useful to kill Shadow Property monsters.
    • Blessing: +10 STR, DEX and INT bonus at level 10.
    • Increase AGI: +12 AGI and Fast Move at level 10, some classes could use it.
    • Assumptio: half damage from enemies.
    • Kyrie Eleison: you get some sort of barrier that blocks a certain number of attacks or damage.
    • Imposito Manus: +25 ATK at level 5.
  • Soul Linker; you need either a married Soul Linker or one with the Soul Linker Spiritskill on it:
    • Kaahi: it's some sort of autoheal when hit, but it can deplete your SP fast if you aren't careful.
    • Kaizel: you get an automatic resurrection after you die.

Just for the record; this guide will try to use non-buffed builds if possible.

Buffing yourself without a Priest

Here is a list of things that you might want to consider if you are not relying on external buffs:

  • Jaguar Hat: Crazy Uproar 1.
  • Osiris Card: Increase AGI 5.
  • Moogle Ball: Increase AGI 2.
  • Holy Marching Hat: autocast Aspersio 2 on you with a chance.

Proper gears descriptions are below, but consider getting at least the Jaguar Hat if you're using a Melee class, and Osiris Card if you need to shave a few AGI points here and there. Holy Marching Hat is good if you don't have Kahos and rely on normal attacks to kill stuff.

You can also use Schwartzwald Pine Jubilees to get 20 Perfect Dodge bonus. It's like having an additional 20% reduction vs. physical attacks, so you compensate a bit for the lack of reduction shield if you're using a Golden Thief Bug Card. These don't come cheap (you need to kill 5 Tatachos for each one plus a quest, and only last 10 minutes), but might help your survival rate there.

Last, don't forget Stat foods, Green Salads and Lutie Lady's Pancakes are affordable, and they give you a decent boost. In most cases, they won't be included in the calculators, but feel free to consider them and tweak the values accordingly.

How to Kill

The issue with your main targets (apart from other monsters here) is that they have high DEF and MDEF, meaning that normal tactics don't work on them. You need to find a way of piercing that DEF or MDEF by:

  • Critical hits: the basic DEF piercing method, ignore DEF and Flee when hitting.
  • Skills: skills live Investigate or Spiral Pierce either do special damage to high DEF monsters or plain ignore the DEF. Sharpshooting skill, from snipers, has a high critical value too.
  • Gears: Ice Pick (see below) is the most common gear, though there are weapons, like Exorciser or Brocca, that are able to pierce DEF too, but you don't see them here much.

Now, if you're using Hit and Run tactics, there isn't much to say, just lure the Demon races to some safe place, and apply your method. Be careful of Mini-Demons and their Deviruchis retinue.

The trick is when mobbing, you need to consider:

  • Fake Angels: as said above, these guys are Holy property, meaning that if you're using Aspersio or a Holy weapon, you're screwed. Fairly killable by a plain Ice Pick without Aspersio.
  • Mini-Demons: apart from being a pain in the ass (come in groups of 3), they aren't easy to take care if you're using Ice Pick or Investigate. Also, if you are using Cloaking, Hide, Chasewalk or any skill like that, it won't work on these either. They are Demon, so they can see you.
  • Oddities: Bloody Knights, Dark Priests, cursed swords... avoid them or kill at leisure, your call. Be careful with Dark Priests, they are Boss type, so they can see you when hidden.
  • Violies: the cause of why mobbing in this map can be a pain. These girls are pretty static and shoot pretty fast, so if you want to mob here, you need to use them as centers. Yes, that means gathering some monsters, going next to a Violy and killing her along with your mob. You can "jump" Violies while doing so.
  • Abysmal Knights: depending on your build, they can be easy or another pain in the ass. Every time you get close to one, kill it fast, as they break your armour and hit pretty hard too.

Gears

Here is a list of common gears in this dungeon. Specialized/class gears will be dealt in their respective sections. I'm trying to avoid SQI grade stuff (except Sleipnir) if possible. Remember that there are plenty of gears there, and not all classes really need Kahos, though those help. Stuff that deals more damage on Demon and Shadow helps too.

Headgear Upper

  • Lord Kaho's Horn: it's one of the most important things to have to many classes. That +20 STR, DEX and INT bonus, plus the +20 MDEF is important here. You can use other headgears that aren't Kahos, but keep in mind that these guys got high Flee (202). Having no Kahos would mean that you either need other gears that increase Hit or invest too much in DEX.
  • Holy Marching Hat: autocasts Aspersio on you and gives STR bonus, useful if you don't have Kahos. Not all classes need them.
  • Drooping Cat Crew: if you don't have Kahos, this is a mini Gloom Under Night for Demon/Shadow, while helping you resist Holy and Angels. For 5 TCs is a neat thing to have.
  • Holy Kurobuku: as before, if you don't have Kahos, but your concern is the damage, put this on with a Permeter Card (if you don't have Bathory either) and you can get some decent resistance there. It won't see too much use, but well, someone might be interested.

Headgear Middle

  • Bloody Knight Card: most melee classes need this to be able to one shot the monsters.
  • Stormy Knight Card: if you're able to one shot without the previous card, consider getting this to have higher Flee. Sometimes, even if you can't one shot, you prefer keeping yourself alive.
  • Permeter Card: let's say that you don't have Lord Kaho's Horns and you're using Gloom Under Night. You might feel a bit naked, so this helps to resist that magic and HP sucking attacks. Don't expect this to be a widely used card, to be honest.

Headgear Lower

  • Pirate Dagger: 5 more ATK, every point is important.
  • Rock Replica: if you just need that STR point for the next multiple of 10, use this.
  • Chewing Bubblegum/Mask: 1% damage, every point counts.
  • Jaguar Hat: you're able to cast Crazy Uproar 1 on yourself, that means +4 STR; get one. Calc usually takes this into account by putting +4 STR as a food, as it keeps saved, instead of using the additional effects section.

Armour

  • Bathory Card: avoid Shadow Property attacks. One of the most important cards here if you want to survive/mob.
  • Evil Druid Card: if you're not relying on Heals and Aspersio, get this one. You won't be affected by Stone Curse and Freeze either.
  • Gloom Under Night Card: increase damage a 20% on Holy and Shadow Property monsters. Same for Angel and Demon Race monsters, it's easy to see why melee classes want this. the drawback is that you're left open to magic/elemental attacks (with Deviling it might hurt, and there are plenty of those), so either you are a master of switching armours (Bathory/Evil Druid for luring/mobbing, Gloom Under Night for killing) or get a Golden Thief Bug.

Shield

Garment

  • Deviling Card: very important here, reduce 50% damage from Neutral property (most physical attacks), but you get 50% more with any other element (will hurt if hit by magic). Consider this the default card. Sure, Flee cards would be good for some classes, but think that you can get mobbed in no time, and you might want some time to be able to Teleport, Hide or whatever.
  • Raydric Card: if you don't feel like getting the extra damage from those Shadow Property attacks because and you don't wear a Bathory Card, this is a good option to have.
  • Lord of Death Card: it's an alternative to the Raydric Card. This instead allows for a complete damage reduction, no matter the size or the element of the attack. Good to help to reduce damage vs. Medium Size up to 35% with Tirfing Card, as they stack. The VIT bonus also helps with status and recovery.
  • Kavach Icarus Card: let's say that you want to optimize your Flee, even if you know you'll get hit 5% of the times and pretty hard. This is what goes best with a Skin of Ventoss, for example.
  • Frilldora Card: gives Cloaking 1 (you can move only next to a wall), but is good to recover some HP or to take the heat away from you (like if you see a lot of Violies incoming).
  • Skin of Ventoss: this might be one of the few maps that might require combining Flee and reduction. Putting a Deviling on this might be a good idea, as your Flee might be broken by a lucky attack, ending with you exposed in the middle of a horde of Violies. Of course, this only applies if you're relying on that stat for your defense too. Tanks might prefer other garments.
  • Dragon Vest/Dragon Manteau: the rich man's version of the above. +15 Flee and +6 AGI, better but will need a few armours (one with Bathory and other with Gloom Under Night).

Weapon

Footgear

  • Eddga Card: not enough Flee to avoid being hit, but don't want to get the knockback from it? Get Eddga.
  • General Egnigem Cenia Card: you won't run out of SP with this. Pretty good here, as the Incubi got a SP sucking attack.
  • Moonlight Flower Card: if you don't have Fast Move, use this. Sometimes it's better than a General Egnigem Cenia (GEC).
  • Sleipnir: same as before, if you slot them, you can turn them into GEC Sleipnir.

Accesory

  • Mantis Card: +3 STR, you need all the STR you can get and this is the cheapest way.
  • Hell Poodle Card: for those meats you will be spamming here.
  • Smokie Card: gives Hiding 1. Similar use to a Frilldora, but you can't move.
  • Creamy Card: Teleport 1, either this or spam Fly Wings.
  • Osiris Card: why this one? Because enables Increase AGI 5, giving you Fast Move (you can use GEC shoes and this, for example) and extra AGI points.
  • Joker Card: get Steal 1 with this. You'd need high DEX to make it work properly.
  • Slotted Ring, Ring: slap the Mantis Card here (it's a good place for a Hell Poodle Card too). For the rest, use other accesories, as most are to put when you're using the bonus.
  • Bradium Brooch: are you a Flee class? Get a decent boost to it and your ASPD while keeping the slot. Archer and Thief classes will love this.
  • The Sign: reward from the quest to access Geffenia, +5% ATK (damage) and MATK, neat stuff. Use this if you have nothing else to get.
  • Celebration Ring, Brisingamen (slap your favourite card here), Megingjard: whatever you can afford, most builds won't consider SQI stuff.

Recommended builds

Many classes can farm here, as long as you have the proper gears, stat build and the expertise to use it. Geffenia isn't an easy place. Keep in mind that there are more efficient classes and builds than others, but in the end, it's to the player's preference to pick the suitable class for them. Some just plain like to play Lord Knights or Paladins.

Other thing: as you can see, this guide uses the names of transcended classes (where it applies) and maxed level builds. That's because Geffenia is a high end place, and in the end, you will reach that level. That doesn't mean that you can't farm here at lower levels, nor that you can't use non transcended classes, just that the guide uses them as reference.

Acolyte Class

High Priest

This class can only kill Demon and Undead types through expeditious use of Magnus Exorcismus skill. Main advantages of the class is the staying and recovery power it has, being able to buff itself.

At first glance, consider normal Magnus Exorcismus gears but having in mind that you will leave some monsters around. I won't enter into details of where you put these cards, but well, take it as a reference:

The build, well, whatever it suits you. Getting some VIT doesn't hurt to avoid some status ailments (False Angels and Violys) and be able to take in some damage (60 or 70ish will do the job). You need to dodge Violys, False Angels, Abysmal Knights and others, as they don't get damaged by your Magnus Exorcismus. Pneuma can help to fend the Violys while you kill everything else, but you still need to be careful.

The tactic usually goes around kill Succubus and Incubus, get the loot, teleport away.

Here there are a few examples of builds:

Support Priests/Tanks can get a decent Demon resistance with Kurobuku, 2 Permeters, Holy Robe (without slotting, they aren't "too" expensive) and Khalitzburg/Divine Cross set.


Champion

This is a tentative build, having in mind that a Champion has:

  • Investigate: you're able to one shot Incubus and Succubus without requiring use of Aspersio or Megingjard, as other classes need with Ice Pick. Remember that Investigate is always Neutral, so getting Aspersio won't help a bit.
  • Pneuma: you can cast it to avoid being hit by Violies.
  • Teleport: you can teleport fast, without needing to switch gears.
  • Can Heal.

The only issue is about either luring the monsters, as you don't have Cloaking (nor high Flee); or the Teleport Assault tactics similar to smiths.

These are the recommended gears:

  • Headgear:
    • Lord Kaho's Horn.
    • Drooping Cat Crew if you don't have Kahos.
  • Mid Headgear:
    • STR mid with Bloody Knight Card.
    • If by any chance you got enough damage, or feel like having more survival, Permeter Card is a good choice if using Gloom Under Night Card.
  • Lower Headgear: standard choices, they raise either ATK or damage.
  • Armour: Gloom Under Night Card; with Holy Robe (check Priest options), you can reduce the pain from those attacks but you get an armour that is too specialized.
  • Weapon: mix of damage increasing cards (your pick).
  • Shield: depends on your style, you might consider even swapping between both options.
    • Golden Thief Bug to avoid magic damage.
    • Damage reduction card.
  • Garment: Deviling Card.
  • Footgear: Sleipnir with:
    • General Egnigem Cenia Card, default choice to save SP.
    • Eddga Card, less HP but you got Endure.
    • Mysteltainn Card, you get more ATK.
  • Accesories: whatever you got to increase damage or STR. Celebration Rings are good choices due to versatility.

Build is STR, DEX and VIT. You can use a Joker Card to steal first, then one shot what you need and teleport away. This might have problems with Status ailments, that's why you get VIT. Body Relocation really helps when moving around, so it's good to master it.


Thief Class

Thief classes are the most used classes here, they usually use Hit and Run tactics, focusing on Succubi and Incubi by luring them through Cloaking/Chase Walk skills. Most people bring them to one shot, or at least, fast kill the monsters here.

In many cases, they rely on external buffs, namely Aspersio; though there are a few builds that don't require them.

Remember that you can buff yourself if you don't have/want to use a Priest slave.

Stalker

Stalkers are the most common class here. It's better if you're a Stalker, as a Rogue might have issues if their plagiarized skill gets copied. Yes, Plagiarize is what gives Stalkers a lot of flexibility here, you can copy:

  • Bowling Bash: good for mobs, to use with Aspersio.
  • Aspersio: if you go to PvP with an Evil Druid carded armour and someone casts Aspersio on you, you can copy it as it damages you.
  • Triple Attack: some, as in Mavkas, copy Triple Attack for effect.
  • Holy Cross: can be significantly useful when combined with Ice Pick. Always Holy Property, 450% Attack, and a 30% chance to blind. You might want to use this if not using a Priest slave.

AGI will be usually your main stat, even if you're Bowling Bash type, to get as much Flee as you can. Next is getting enough Hit and DEX (to spam Bowling Bash).



A NOTE ON STALKERS AND INTIMIDATE

This note should go last, but better adding it here so that people read it.

Sometimes, when you Intimidate, the monster goes to other players and attacks them.

Some Stalkers and Rogues, not wanting to give up on their monster, go and attack it, even if it's attacking other players.//

I'll be straight: you just have Kill Stealed that guy.

Yup, it doesn't matter what you did before, or if you have !noks on, or if it's giving warnings or whatever. Once the monster attacks them, the monster is theirs. Remember that he doesn't have to tank that monster for you or whatnot.

For those of you willing to read the legal stuff:

Player Relations: 5th paragraph

It says it pretty clearly. The latest action of the monster you just intimidated has been following the other player (and attacking him). All previous actions got no value, and the monster (and its loots) belongs to that player. Best thing is to walk away, bad luck, mate. That's the risk Intimidate skill has.



Standard Stalker Gears in Geffenia include:

  • Headgear:
    • Lord Kaho's Horn.
    • Drooping Cat Crew if you don't have Kahos.
    • Holy Marching Hat, this is mainly if you are Triple Attack type and want to autocast Aspersio. You can swap to Kahos after casting it and swap to HMH when it's about to run out.
  • Mid Headgear: depends on your style (more damage or more Flee), but is usually a choice between these 2.
    • Bloody Knight Card.
    • Stormy Knight Card.
  • Lower Headgear: ATK or damage raising stuff.
  • Armour: as the upper headgear, you got 2 options here, depending if you're looking for survival or damage. Best is using a Dragon Vest, to combine it with Dragon Manteau for garment. Best bonuses are STR, AGI or Flee, though Triple Attack types might want ASPD.
    • Bathory Card
    • Gloom Under Night.
  • Weapon: Ice Pick, if slotted:
    • Damage increasing cards are the default option, Turtle General Card being the best choice, particularly for Bowling Bash builds.
    • If DEX isn't a must (Triple Attack, Aspersio or Holy Cross builds), you can get Phreeoni Card or Queen Scaraba Card to get some Hit.
    • In case of Triple Attack and Aspersio build, you might want some ASPD, so Doppelganger Card is another card you might want to consider.
  • Shield: depends on your style, you might consider even swapping between both options.
    • Golden Thief Bug to avoid magic damage.
    • Damage reduction card.
  • Garment: Deviling Card is the most common, but as you'll need the Flee too, you might consider putting it on a Skin of Ventoss or Dragon Manteau.
  • Footgear:
    • General Egnigem Cenia Card is the default choice for Bowling Bash and Holy Cross Stalkers.
    • Mysteltainn Card if you need more damage or Flee. Triple Attack and Aspersio types usually prefer this one, as they aren't that SP reliant.
  • Accesories: 2 Celebration Rings, Megs or Sting Brisingamen. Having a Hell Poodle Card with meats can help too. For cheap builds, go with 2 Mantis Rings.

As said before, there are different ways of killing a feisty Succubus or Incubus, depending on your style. Mobbers prefer Bowling Bash, while lazier people might get Aspersio copied and just normal attack with it; let's compare a bit:

The tactic is pretty similar to Mavkas, just that the monsters you need to avoid are harder. You can consider using Rogue Spirit from Soul Linkers to get the bonuses, they are pretty nice.

Bow Stalker

There is a variant to the Bowling Bash Stalker that uses bows instead of the Ice Pick. The main advantage is that you can focus your stats in 2 (DEX and AGI), leaving the rest for loading capacity or whatever. You can copy these skills:

  • Bowling Bash: good for mobs, to use with Aspersio or Silver Arrows. You can swap arrows too if not using Orc Archer's Bow.
  • Aspersio: if you go to PvP with an Evil Druid carded armour and someone casts Aspersio on you, you can copy it as it damages you. You can use this with Double Strafe and Orc Archer's Bow, but lacks the massive damage from the previous build, plus the area.
  • Holy Cross: also usable with bows, particularly with Orc Archer's Bow, though it doesn't have the massive damage of Bowling Bash builds.
  • Grand Cross: you can get very powerful GCs with this build. The problem: you're walking around with an Angeling Armour in a place where Shadow Property magic will target you non-stop. Consider this a test build, I'll post it in case someone wants to develop this and edit the entry.

Remember that attacks that are supposed to be melee, like Bowling Bash or Holy Cross, don't use up arrows.


Suitable gears could be:

  • Headgear:
    • Lord Kaho's Horn.
    • Drooping Cat Crew if you don't have Kahos.
  • Mid Headgear: AGI mid with Stormy Knight Card.
  • Lower Headgear: anything that increases damage or ATK.
  • Armour: Bathory Card, while Gloom Under Night adds damage, it leaves you open to magic and you don't have a shield.
  • Weapon: your trusty bow with damage increasing cards. Thanatos Cards might be an option, but you lose Flee.
  • Shield: none, but you can switch to a standard shield (Tirfing Card or Khalitzburg Card is good) while mobbing to reduce the damage you get.
  • Garment: Deviling Card is the most common, but as you'll need the Flee too, you might consider putting it on a Skin of Ventoss or Dragon Manteau.
  • Footgear: General Egnigem Cenia Card. You want to save up on those Grape Juices, mostly because of the weight.
  • Accesories: 2 Celebration Rings, Sting Carded Brisingamen. Having a Hell Poodle Card with meats can help too. For cheap builds, go with 2 Sting [1] or Sting Orlean's Gloves.

Sample builds would be:

And last:

The main drawback of this build is that you "lose" the one-shot chance, but has a lot of advantages, namely:

  • The problem in Geffenia isn't killing the monsters fast (with that AGI and DEX you spam your BBs faster than the Ice Pick guy), but finding them; so having to hit 2 or 3 times isn't really too much of an issue.
  • You get some awesome Flee, specially if you got a Sherwood (320 Flee), but even without that, 290 Flee is hefty.
  • You can kill any monster in that map just by switching arrows. With the Sherwood (or if you use Turtle General Cards), the damage is the same.
  • You got Double Strafe if you need it, good to take care of a pesky Violy.
  • You get to use Bathory. That card is better than Golden Thief Bug shield, as it also protects you from HP sucking skills from Succubi and you can drink your GJs while wearing it.
  • High DEX means that you steal better.
  • You don't rely on external buffs, so you don't have to rebuff every 5 minutes.

Also, consider getting Green Salad and a Sohee Pet with this build, for the extra DEX (mainly if you get to the next 10 multiple). Green Salads are fairly cheap considering the money you earn here and the time they last.

Tactics are the same as with the previous type of Stalker (Chase Walk, drag the mobs while Stealing, kill them) but remember that you got a bit more staying power if you feel like it (you can Double Strafe pesky monsters and then do whatever you want to do) thanks to the extra Flee.

Assassin Cross

This class works similarly to Stalkers, just that as you won't probably use a shield, you might prefer to bring your Bathory/Evil Druid along. There are two kind of builds: Katars and dual daggers.

Katar Assassin Cross

This class relies on dealing criticals, rather than hitting normally. Two of the build use combo sets, these are good, but remember that they will be broken if you change one of the components, so you might have second thoughts. Still, some are good and are used while "growing up" in other places.

  • Headgear:
    • Lord Kaho's Horn.
    • Drooping Cat Crew if you don't have Kahos.
    • Holy Marching Hat, if you don't have Kahos, this is a good way of increasing your damage as your weapon will be Holy Property. Consider adding a card from below if you're using it a lot with this type of build. You can also use it as a swap headgear.
    • Morrigane's Helm for the Morrigane set combo (it increases Critical a lot and is cheapish).
  • Mid Headgear: depends on your style, but you can also choose to increase Critical.
    • Bloody Knight Card.
    • Stormy Knight Card.
    • Gryphon Card, to boost that Critical rate. Remember that the more STR you get, the less Critical and more LUK, but is a good card to have.
  • Lower Headgear: ATK or damage raising stuff. Stuff that raises LUK, like Rose of Crimson, also works.
  • Armour: as the upper headgear, you got 2 options here, depending if you're looking for survival or damage, or you can swap both. Best is using a Dragon Vest, to combine it with Dragon Manteau for garment. Best bonus for this class is ASPD, but Crit or STR are good too.
    • Bathory Card
    • Gloom Under Night.
  • Weapon: Specialty Jur is the most common one, though if you got Twin Fang, be my guest. The usual options are:
    • Doppelganger Cards for the ASPD.
    • Mobster Cardsto mix Critical rate with damage.
    • The Paper Card as a cheap way of increasing damage when dealing Critical hits.
    • Alligator Card to increase your Critical Rate if needed.
    • Damage increasing cards.
  • Garment: there are multiple choices here. Remember that in case of Cards, you might want Skin of Ventoss or Dragon Manteau combo:
    • Deviling Card, the usual choice if you don't want get stuck to a set.
    • Wanderer Card, for those willing to use The Paper Card set combo. Without the combo, well, take in mind that you will be jumping a lot.
    • Morrigane's Manteau, for the Morrigane set combo.
  • Footgear: you might want to consider the use of Bunny Slippers instead of your usual Shoes. Of course, Sleipnir are better.
    • Mysteltainn Card is a good default card if you are not into combos (and got the budget). You don't spam skills, so it's a good choice over GEC.
    • Wild Rose Card for The Paper Card combo.
  • Accesories: your choice, they can be as cheap or expensive as you want. The options to be mixed as you wish, are:

As for builds:

See that none of the builds include Aspersio, so you can kill everything in not ime there. With Aspersio, Succubi and Incubi will die fast. See that Critical allows you to bypass DEF and Flee, so it's good to have it high.

Also, remember that you got the options to drink Schwartzwald Pine Jubilees and Arunafeltz Sandwiches to get a boost in your Critical rate and Perfect Dodge.


The rest of the Katar builds, like the Sonic Blow or Grimtooth one, aren't that good because the monsters got high DEF and are Demon type (they see you cloaked).


Soul Breaker/Meteor Assault Build Assassin Cross

These builds are similar, but with some differences in their way of working. Both are about spamming skills, but while Soul Breaker is a single target strong skill, the Meteor Assault affects all monsters around you, but is way weaker. Both builds require similar gears, so both get the same entry. Now, which one to choose?

Soul Breaker

Soul Breaker is a skill that slams down a powerful attack on a single target based on your INT and ATK. It's very powerful, but requires investing in INT too, and has a pretty high After Cast Delay at high levels (2.8 seconds at level 10).

The main advantage is that is possible to one shot an Incubus or Succubus with a single attack. The drawbacks are that you need to put points into INT, plus you got to be careful with the After Cast Delay afterwards.

Meteor Assault

Meteor Assault deals damage to all enemies around you, with a chance of causing a status ailment (won't work on these guys, they got high VIT) on them. While it's weaker than the Soul Breaker, you can spam 3 or 4 in no time, and it takes care of enemies when mobbed. It also has a low After Cast Delay, thus being able to use other skills fast. If you're being chased by False Angels and Violies, it's good to be able to cloak fast after you take care of your preys.

It also lets you use a standard dual dagger build (STR, AGI and DEX) instead of having to get INT. The drawback is that well, it doesn't have the power of a Soul Breaker.


In the end, each player will choose what he feels more comfortable with. Some prefer slamming the Soul Breaker and moving around (or use Fly Wings), while others prefer slamming 3-4 Meteor Assaults per mob and then Cloaking or Teleporting.


As stated before, both builds share the same gears. Neither of them work with damage increasing cards, so you'll have to use ATK increasing cards and gears to power up your attacks.

  • Headgear:
    • Lord Kaho's Horn.
    • Headgears that increase DEX, INT or STR. There are too many to be able to include them all, use the search option.
  • Mid Headgear: depends on your style (more damage or more Flee), but is usually a choice between these 2.
    • Bloody Knight Card.
    • Stormy Knight Card. Recommended if you can one shot.
  • Lower Headgear: stuff that increase STR or ATK, don't bother with damage increasing gears.
  • Armor: Bathory/Evil Druid carded Armor (don't use Evil Druid if you're using Aspersio); Dragon Vest recommended if possible, particularly if it's enchanted with STR, AGI or Flee.
  • Weapons: you get dual dagger option. Katars are very rare with this build because they can't pierce the DEF too well.
    • Right Hand: is the hand that will have the ATK increasing cards.
    • Left Hand: Ice Pick is the best choice here. Remember that Incantation Samurai Cards don't work on left hand.
  • Garment: Deviling carded Garment, can be a Skin of Ventoss to get more Flee. Deviling carded Dragon Manteau to utilize set effects. These builds tend to have less Flee (particularly Soul Breaker types), so it's better to make sure that the attacks don't hurt too much.
  • Footgear: mobility is important with these builds, as they rely a lot on hit and run tactics. If you're going to be Cloaked a lot (you will), it's good to have Fast Move. this part is usually optional, as it has more of a logistic support than directly helping your attacks. You could do without if you don't have the money.
    • Moonlight Flower Card: the cheap way of obtaining Fast Move, but is quite neat, though.
    • Sleipnir: the best stuff out there. Even the unslotted ones are good.
    • General Egnigem Cenia: you want to recover SP without drinking Grape Juice as if it was water.
    • Mysteltainn Card: in case you want more ATK, or rather, you're struggling with your Flee, this card is pretty good.
  • Accessories: well, don't bother too much with stuff that will increase your ASPD. You want things that increase your stats, specially STR and INT (in case of Soul Breakers) or your ATK; though increasing other stats is good too.
    • Celebration Ring: this should be the default accesory. Of course, it's the most expensive one.
    • Mantis Carded Bradium Ring/Ring: you get STR with this, pretty good for both builds.
    • Thief Ring: pump that AGI, so you get that extra ATK.

Notes:

  • You can do both attacks. Meteor Assault is better if you're mobbed, while Soul Breaker is good to one shot isolated monsters.
  • This build needs a buff slave for Aspersio without the Excalibur. Get enough DEX to hit at 100% (with Blessing) and keep in mind it's better to keep it at multiples of 5, enough AGI to reach 250 flee with Increase AGI and keep STR at multiples of 10 but try to reach 130, 140 or 150 total STR. The remaining stat points would go to INT.
  • Cloaking. Lure away the Succubi / Incubi from the AKs / Violies / False Angels before you kill them to make your life easier.
  • Backslide. Use diagonal backslides to go around the map faster. You may use Awakes for faster backsliding.

Advice for making your character:

  • While this guide focuses on one shotting for more efficiency, survival comes first. Get enough Flee to feel comfortable rather than focusing on damage.
  • If by any chance you can't one shot with Soul Breaker, use Meteor Assault once or twice and then Soul Breaker. Hitting also works, but tends to be slow.
  • Don't forget the DEX, you want to Hit and Steal too. Meteor Assault builds are better for this.

Soul Breaker builds tend to be a bit minimal on the Flee part and they usually need to one shot, some people swap after:

You can check Meteor Assault with those builds and see how it works.

Here are a few dedicated Meteor Assault builds. Gears are pretty much the same as Soul Breaker ones, but the stat distribution changes:

These are mainly the 2 builds. You don't need to one shot, just spam MA until your finger breaks. Feel free to add stuff, like Mysteltainn for more Flee

Dual Dagger Assassin Cross

You can also aim for the usual STR, AGI, DEX build for your Assassin Cross using the dual dagger type. You can have it with Aspersio or no, that's your call. Without it, you can kill the odd False Angel flying around, but it's most efficient just to Cloak on these and keep with the killing.

  • Headgear:
    • Lord Kaho's Horn.
    • Drooping Cat Crew if you don't have Kahos.
    • Holy Marching Hat, I'd recommend to have this for swapping, even if your enemies shouldn't last too long. You can reach awesome killing speeds with Aspersio on.
  • Mid Headgear: depends on your style (more damage or more Flee), but is usually a choice between these 2.
    • Bloody Knight Card.
    • Stormy Knight Card: in this case, I recommend this. ATK is nice and that, but more Flee means that you can move around with more leisure.
  • Lower Headgear: ATK or damage raising stuff.
  • Armour: as the upper headgear, you got 2 options here, depending if you're looking for survival or damage. Best is using a Dragon Vest, to combine it with Dragon Manteau for garment. Best bonuses are STR, AGI, Flee or ASPD.
    • Bathory Card: this is the recommended one. You don't have shields and you want to avoid the Shadow Property attacks/magic.
    • Gloom Under Night. You can always swap to this when it's the killing time.
  • Weapon: each hands has their requirements, but the usual setups is:
    • Right Hand: the standard is to go with a +7 Mes as a Excalibur would make hitting too slow. A +10 Main Gauche is good too. You card this with:
      • Doppelganger Cards, to max your ASPD. You will usually need 2.
      • Damage increasing cards. It's usually a Turtle General, but pay attention to Queen Scaraba Cards, freeing some DEX to get to the next STR batch is good.
    • Left Hand: Ice Pick, if slotted:
      • Damage increasing cards are the default option, Turtle General Card being the best choice, particularly for Bowling Bash builds.
      • To save on that DEX, you can get Phreeoni Card or Queen Scaraba Card to get some Hit.
  • Garment: Deviling Card is the most common, but as you'll need the Flee too, you might consider putting it on a Skin of Ventoss or Dragon Manteau.
  • Footgear: you don't use skills that much, so a Mysteltainn Card sounds like the best choice for this build.
  • Accesories: 2 Celebration Rings, Thief Ring and Cold Heart combo.... Having a Hell Poodle Card with meats can help too. For cheap builds, go with 2 Mantis Rings.

This is like the Katar build, but you use Ice Pick to pierce the enemy DEF. Have in mind that with Aspersio, Blessing and Increase AGI, things will be really fast, but not a requirement.

Here is a sample build:

Always keep in mind that you can boost your stats, like STR and DEX in a cheap way with Lutie Lady's Pancakes and Green Salads.

Swordman Class

This class has its potential too, Lord Knights excel at mobbing and can take a lot of damage before going down. Paladins got it harder, but there are a few builds available for them too.

Something to have in mind when bringing this class to any map is that they don't tend to have subtle tactics: this is all about mobbing/staying and killing everything around. Sure, you can bring proper cards to enable hiding and that, but as with Champions, won't do much here.

Remember that this class is also open to buffing yourself if you don't have a Priest.

Lord Knight

There are multiple builds for this class. Roughly speaking, this class has the following gears/skills at its disposal to pierce DEF:

  • Ice Pick: same as other classes, most efficient when having fun with Succubi/Incubi, but worse when hitting others and remember that you don't have Parrying and Two-Hand Quicken skills available (you can have One-Hand Quicken if linked, though).
  • Provoke: yes, a bit of a pain to cast all this and then Bowling Bash (or whatever suits you) enemies to death, but works if you don't have any other specialized gears.
  • Spiral Pierce: pierces DEF and deals a lot of damage, but your STR won't have much to do with it and requires heavy spears, like Carled or Hunting Spear. Has high After Cast Delay too, so you will have trouble if you get mobbed.
  • Brocca: one handed spear that pierces DEF (and deals more damage on Neutral targets). It leaves Shield slot open too, so at least compensates a bit for the loss of Parrying (but no for the loss of Two-Hand Quicken). There is a Refined Brocca too that increases damage on Medium Size targets.
  • Violet Fear: probably one of the most efficient ways of farming here, and makes you feel good (it has one of the coolest weapon sprites too). There will be a dedicated build for this weapon explaining tactics. Roughly speaking, it's a sword that relies on mobbing. The bigger the mob, the higher chance of triggering the effect (that due to its special nature, triggers with skills too).

Below there is a deeper analysis of each variant. Most of them are pretty similar, but tactics may change. In most cases, Lord Knight work as powerhouses. There is a set of, well, autobuffs that should be considered for all builds:

  • Aura Blade: adds ATK.
  • Concentration: increases ATK and Hit, but you lose some DEF. It also grants Endure effect. Pretty important skill, remember to keep it up at least when going to attack monsters.
  • Parry: when using a two handed sword, you can block physical attacks with a 50% chance. Keep it up at all times if possible.
  • Two Hand Quicken: you get ASPD bonus when wielding a two handed sword.

Ice Pick Lord Knight

This could work like a Stalker Ice Pick build, but without the specific skills available to them like Chase Walk or plagiarized skills. Of course, main skill is Bowling Bash.

  • The main advantage is that, apart from getting to ride a Peco Peco, you got Aura Blade and Concentration buffs that will help you; you can also one shot Succubus/Incubus without Aspersio, but can get on the expensive side.
  • The disadvantage is that you can't hide, so you need a build that can handle damage and do some switching between Gloom Under Night and Evil Druid/Bathory Cards.
  • There is also the issue that, as you are using a dagger, you don't have either Two Hand Quicken or Parry skills.

This is a list of gears to consider getting:

  • Headgear:
    • Lord Kaho's Horn.
    • Drooping Cat Crew if you don't have Kahos.
  • Mid Headgear: you might consider these options.
    • Things that increase your damage.
    • Things that increase your protection, like Permeter Card. This is useful if using Gloom Under Night, though.
  • Lower Headgear: depends on your style:
  • Armour: you will hardly one shot the stuff, but still, you got these options.
    • Gloom Under Night Card: only if you're able to one shot. You will be eating meats like crazy, though.
    • Bathory Card: rest of the cases, it's better to get that immunity.
  • Weapon: your main weapon is the Ice Pick, with damage increasing cards. You can always swap to other options if you want to take care of other things. Check out the Provoke build later on.
  • Shield: damage reduction card.
  • Garment: Deviling Card. You're a melee tank type, so don't bother with Flee too much.
  • Footgear: you can use either card:
    • General Egnigem Cenia Card: should be your default card. You cut on some SP usage, particularly after being sucked by Incubi.
    • Dark Lord Card: low on HP? This card with the combo is something good to get.
    • Eddga Card: either for swapping or perma, it's good to have Eddga in such a map. Sadly, has the lowest HP bonus.
  • Accesories: if it gives STR or DEX is good, check out the usual accesories on the list. Get one Hell Poodle at least to swap.

Here is a sample build:

The drawback of this variant is that you have to pick your enemies. It can take down Incubi and Succubi, and Abysmal Knights and False Angels won't be an issue here either. The problem is the Mini-Demon and Violies, that require 5 hits each. A good idea would be bringing a multiple Sword Guardian Carded Sabre or similar thing to get something like this:

But then, there is no point of using an Ice Pick when in the end, you are going to kill everything you see around.

Using Provoke in Geffenia

Provoke is a good skill for places with high DEF monsters. Sadly, it also increases the damage they deal on you, so you need to be careful with it. This build is usually for knights that don't have a specific farming tool for this map, but want to try it.

This is a list of gears to consider getting:

  • Headgear:
    • Lord Kaho's Horn.
    • Drooping Cat Crew if you don't have Kahos.
  • Mid Headgear: you might consider these options.
    • Things that increase your damage.
    • Things that increase your protection, like Permeter Card. This is useful if using Gloom Under Night, though.
  • Lower Headgear: depends on your style:
  • Armour: you will hardly one shot the stuff, but still, you got these options.
    • Gloom Under Night Card: only if you're able to one shot (you probably won't be able to). You will be eating meats like crazy, though.
    • Bathory Card: rest of the cases, it's better to get that immunity. In fact, go with this by default.
  • Weapon: the blade you would use otherwise, a two handed sword, of course (you want Parry). Most knights come up with one of these for general purpose:
    • Katana: this is your basic sword. You slap 4 Sword Guardian Cards on it and you'd have a multipurpose weapon. But to be honest, that's expensive and not too good, as you'll see below. You could use 4 Santa Poring Cards if you feel like testing the map at a cheap price, but you'll be open to Fake Angels and such.
    • Krasnaya: another of the general purpose 2 handed swords. To be honest, there are better things to use if you're focusing on Bowling Bash, though it's a good weapon otherwise. Use Sword Guadian Cards or damage increasing cards here.
    • Veteran Sword: the best 2 handed sword if you're smashing things with Bowling Bash (it's good for Bash too). It's also non-trans available. You slap a Sword Guardian on it, or a damage increasing card if you want to keep it usable for Bash too (use either a Turtle General Card or a Queen Scaraba Card, don't bother with lesser stuff).
    • Invoker of Death: what's so good about this sword? The 20 Perfect Dodge. You won't see this usually in a Bowling Bash build (they are better for Berserkers, even if you don't get back HP), but it's a good thing to have particularly when combined with Schwartzwald Pine Jubilee (40 PD, not bad).
  • Shield: yer trusty blade.
  • Garment: Deviling Card. You're a melee tank type, so don't bother with Flee too much.
  • Footgear: you can use either card:
    • General Egnigem Cenia Card: should be your default card. You cut on some SP usage, particularly after being sucked by Incubi.
    • Dark Lord Card: low on HP? This card with the combo is something good to get.
    • Eddga Card: either for swapping or perma, it's good to have Eddga in such a map. Sadly, has the lowest HP bonus.
  • Accesories: if it gives STR or DEX is good, check out the usual accesories on the list. Get one Hell Poodle at least to swap.

As you see, this is your typical full geared Lord Knight, but using general purpose stuff rather than DEF piercing. The thing is that you can't afford better stuff (or just don't want to use an Ice Pick) and you want to farm here. This is the damage you deal when Bowling Bashing a Succubus with these gears and a suggested stat build:

With provoke:

From 3 Bowling Bash hits (using Gloom Under Night Card) you go to 2. You can cast Provoke on the high DEF guys and sweep the rest along with your Bowling Bash. If you're using Bathory for more survival rate, you need 4 and 3 hits.

One of the advantages of this build is that you can kill everything, has enough VIT to avoid status ailments. You have to be careful with magic, though, at least if you're using Gloom Under Night. and Provoke can be a pain to apply if you're getting mobbed.

Spiral Pierce Lord Knight

Spiral Pierce is an awesome skill. Pierces DEF, damage is pretty high and you can put elemental properties to it if you want. Sadly, as stated before, the After Cast Delay is high, considering that is a one target skill, so you might get into trouble when mobbed.

It's recommended to read the skill description here: Spiral Pierce

As you see, STR doesn't play a big role here. Your build should be around AGI, VIT and DEX. Get enough DEX to hit, enough VIT to avoid status ailments, rest to AGI. Other variant is the VIT/DEX build, but you will get hit more.

  • Headgear: Lord Kaho's horn.
  • Mid Headgear: STR mid with Dark Illusion Card or with Stormy Knight Card.
  • Lower Headgear: Samurai Mask.
  • Armour: Gloom Under Night Card is needed to one or two shot.
  • Weapon: Carled and Hunting Spear are good ones. You also have Nibelungen spear, but is a Super Quest Item.
  • Shield: if you're using one handed spears, then get either a Golden Thief Bug to avoid magic (like when using AGI based build) or Tirfing Card.
  • Garment: Deviling Card. Consider getting Skin of Ventoss or Dragon Vest/Manteau if aiming for AGI Spiral Pierce Lord Knight. Frilldora Card is good to to bring the enemies to a wall, kill what you need and disappear from that place.
  • Footgear: General Egnigem Cenia Carded footgear would be best to be able to spam the skill, but you might want a Lady Tanee Card or Mysteltainn Card (for Flee).
  • Accesories: things that increase damage or general purpose stuff, like Celebration Rings and Brisinghamen. STR increasing things aren't the most useful things here. Expert Rings are good too, as they reduce After Cast Delay. Don't forget the Hell Poodle Card. And Smokie Card would be good if you don't have Frilldora Card.

This is a sample (tentative, needs testing) build:

This build is all about mobility. You can't stop in a spot, and you need to manage those mobs, mainly the Violies and Abysmal Knights. Try to outrun them, and pull the False Angels and other mobile mobs from them. Kill the Succubus and Incubus with 2 Spiral Pierces (or one if using Aspersio buffs) and use Hiding/Cloaking or just teleport away when finished. Other option is dragging that mob to a place next to a wall, then using Cloaking to disperse the trash and just keep the Demons with you.

Don't panic, you got 20k HP, Deviling and Golden Thief Bug with you, plus 284 Flee (it would let you handle 4 monsters without issues). You also got some decent ASPD, so you can always throw a Bowling Bash or Brandish Spear before spamming Spiral Pierces. With that VIT you can always swap to Hell Poodle Card and recover some HP with meats.

If things get too hot, you can always use Frilldora and pull all that extra monsters away from you. This is a mix of Hit and Run and Resistance tactics.

Of course, if you get Aspersio, it's one shots all the way, even with the Hunting Spear.

Brocca Lord Knight

The Brocca is a weapon that pierces enemy DEF, like that. No conditions. Sadly, it's a Spear (at least it's one handed), so no Two-Hand Quicken for you, meaning that you get low ASPD. The loss of Parry gets offset, somewhat, by a proper shield card, but you still lose some resistance (like a 33% more damage).

There are multiple ways of handling the weapon, for example, it could be used to Bowling Bash all the way piercing every monster's DEF as if they were nothing.

  • Headgear: Lord Kaho's horn
  • Mid Headgear: STR mid with Bloody Knight Card or Dark Illusion Card if using Dark Lord Card.
  • Lower Headgear: Samurai Mask, Chewing Bubblegum, Rock Replica, Pirate Dagger, Iron Cain, Pussy Cat Bell.
  • Armour: Bathory, or if you feel like risking a bit to kill faster, Gloom Under Night Card.
  • Weapon: Brocca, Refined Brocca.
  • Shield: Tirfing Card, Hodremlin Card.
  • Garment: Deviling Card.
  • Footgear: Dark Lord Sleipnir/Shoes, General Egnigem Cenia Sleipnir/Shoes, Lady Tanee Card could be nice with all that VIT.
  • Accesories: The Sign, Celebration Ring, Mantis Ring, Brisingamen, Megingjard. Use a Hell Poodle when needed to spam meats.

Tactic? Straightforward. Mob, kill, loot, mob, kill, loot. In the old Lord Knight style. You don't have to worry too much about the size of the mobs (as you'll see below), but on the other hand, you will get more damage, so you'll have to be careful of what you take on (like Abysmal Knights, that Tirfing won't cover, so you'll need Hodremlin if taking on these).

Still, it's a fairly cheap build and you don't need fancy tactics with it.

Important Note: you don't want Aspersio with this build. You want to kill everything, or at least, be able to; and Aspersio won't let you kill False Angels.

Violet Fear Lord Knight

With the Brocca build above, one of the few builds that will let you kill everything in that map at your leisure without having to use Cloaking/Chase Walk. The difference is in this two hand sword:

What's all the fuss? It's a sword that has a chance to pierce enemy DEF (of non-boss monsters) on a chance. The thing is that due to the nature of the bonus (autobonus) it works on skills, so you can trigger the ability with Bowling Bash. And from experience, triggers pretty often if you gather a big enough mob (this is one of the few builds that might seek to kill Mini-Demons and Deviruchis, as they make up for great mobbing material).

That means that you'd be able to have a two hand sword that pierces DEF with 2 slots. The ATK of that sword is pretty high too. That means that, without DEF pierce, the sword works, more or less, like a multiple Sword Guardian Carded blade. Damage it's a bit lower, but not much. Once it pierces DEF, you will pierce through enemy monsters like a hot knife through butter.

And you retain Parrying and Two-Hand Quicken, meaning that you can spam the skill.

Sample gears would be these:

  • Headgear: Lord Kaho's horn
  • Mid Headgear: STR mid with Bloody Knight Card or Dark Illusion Card if using Dark Lord Card.
  • Lower Headgear: Samurai Mask, Chewing Bubblegum, Rock Replica, Pirate Dagger, Iron Cain, Pussy Cat Bell.
  • Armour: Bathory, or if you feel like risking a bit to kill faster, Gloom Under Night Card. It's recommended to stick to Bathory, as you won't one shot the monsters anyway and you'll be immune to the Shadow property magic.
  • Weapon: +4 Violet Fear with Sword Guardian Cards or Turtle General Cards. Make the sword as general as possible, as it can be used in other places too.
  • Shield: your blade.
  • Garment: Deviling Card.
  • Footgear: Dark Lord Sleipnir/Shoes, General Egnigem Cenia Sleipnir/Shoes, Lady Tanee Card could be nice with all that VIT.
  • Accesories: The Sign, Celebration Ring, Mantis Ring, Brisingamen, Megingjard. Hell Poodle to spam meats.

It works in the same way as the Brocca build above, but you need to make a mob as big as possible. The bigger the mob, the more chances to trigger DEF pierce when you hit. Nothing fancy, just mob and kill.

A sample build of this could be this one:

Now, compared to the Brocca build:

  • It's more expensive. You can get a Brocca from Reward Guru for 10 TCs. A Violet Fear is gotten through an Eternal Tower run, and that's if you got a Red Naght Seiger Twin Blade and a Blue Naght Seiger Twin Blade with you.
  • It's a bit harder to handle. You need to make big mobs to proc the skill, and sometimes luck isn't with you in that matter.
  • Damage output is higher if you proc it, it can kill a mob of Abysmal Knights in no time, something that the Brocca takes a bit longer.
  • You get to use Parrying and Two-Hand Quicken, so the damage you get is lower and you can spam Bowling Bash faster. Seems stupid, but these 2 things can make a difference.
  • It's cooler. Have you seen the Violet Fear weapon sprite?

What to get? It depends on your style, as always. A suggestion would be starting with a Brocca build to see how you can handle the place.

Important Note: as above, this build doesn't require Aspersio. In fact, better if you don't have it.

Paladin

Paladins got a few tricks in their sleeve when dealing this place. While Grand Cross is not too viable here, due to the False Angels and to the fact that you won't mob much, they still got a few ways of dealing the monsters here:

  • Shield Boomerang: moreover if it's linked. You can deal a lot of damage with it.
  • Shield Chain: ranged skill that throws your shield at an enemy multiple times, good too one shot targets or leave them damaged (you'd need to give them the last hit).
  • Holy Cross: it's like Bash, but double hit and Holy property. Use a proper weapon, like an Ice Pick or a Brocca with this and you're set to go too.

A few things to consider about Paladins:

  • They got Defender and Auto Guard skills. That means that you can be almost impervious to ranged fire. You can stand in a place and throw your shield around like a turret.
  • They can Heal, no need to carry meats around.
  • Can get a decent SP pool, consider using Kaahi to increase the survival rate.
  • They only have single target skills, and none of them pierces DEF. Either you compensate that with gears or you use Provoke and then spam the skills. Try not to get mobbed.

Note regarding usage of Ice Pick with Shield Boomerang and Shield Chain. While you get the Ice Pick effect with these skills, it shouldn't work like that. Only % damage cards will have effect on Shield Boomerang and Shield Chain damage. After consulting with a GM, he confirmed that it shouldn't work like that and that it will be fixed.

Shield Boomerang Paladin

This build works if you're using Crusader Spirit skill, so you need to buff. That link allows you to always hit and deals double damage with Shield Boomerang, while the After Cast Delay is reduced by half. If you aren't linked, the build isn't as good.

  • Headgear: Lord Kaho's horn
  • Mid Headgear: STR mid with Bloody Knight Card or Dark Illusion Card, your choice.
  • Lower Headgear: Samurai Mask, Chewing Bubblegum, Rock Replica, Pirate Dagger, Iron Cain, Pussy Cat Bell.
  • Armour: Bathory Card, or if you feel like risking a bit to kill faster, Gloom Under Night Card.
  • Weapon: +10 Pike (or Main Gauche) with 2 Doppelganger Cards and 1 Turtle General Card.
  • Shield: +7 Bradium Shield with Tirfing Card.
  • Garment: Deviling Card.
  • Footgear: Dark Lord Sleipnir/Shoes, General Egnigem Cenia Sleipnir/Shoes, Lady Tanee Card could be nice with all that VIT. Eddga isn't bad if you want to walk around with Defender without being bothered by those pesky Violies. Sure, it will be slow.
  • Accesories: The Sign, Celebration Ring, Mantis Ring, Brisingamen, Meginjard.

As you won't need the DEX and the ASPD is gotten with Doppelganger Cards, you can put the rest of your stats to INT, so that you get a decent pool of SP (good too to Heal and to recover SP with Grape Juices). Remember to use Provoke first before using Shield Boomerang, you need that DEF reduced. This is a sample build:

Main advantage of this build is that it doesn't require Aspersio, as Shield Boomerang is always Neutral. That also means that you can hit everyithing you see around, like a machine gun.

Shield Chain Paladin

This is similar to the build above, but uses a one shot skill, Shield Chain. Main advantage of this is that you don't need to have a Soul Linker around. The disadvantage is that in some builds, you need to get the Gloom Under Night Card, leaving you open to magic attacks.

  • Headgear: Lord Kaho's horn
  • Mid Headgear: STR mid with Vanberk Card or Permeter Card. Bloody Knight Card doesn't work with Shield Chain.
  • Lower Headgear: Samurai Mask/Rock Replica, Pirate Dagger, Iron Cain, Pussy Cat Bell.
  • Armour: Gloom Under Night Card to one-shot, Bathory if you prefer to be able to avoid magic. You can always use Shield Reflect to get that last damage.
  • Weapon: +10 Mace with 4 Turtle General Cards. This if you're going to kill everything you see, other option is aiming at Shadow/Demon types and going for a mix of Santa Poring, Strouf and Skeleton Worker Cards. It's waaaay cheaper.
  • Shield: +7 Cross Shield with Tirfing Card, Aegis Shield.
  • Garment: Deviling Card.
  • Footgear: Dark Lord Sleipnir/Shoes, General Egnigem Cenia Sleipnir/Shoes, Lady Tanee Card could be nice with all that VIT. Eddga isn't bad if you want to walk around with Defender without being bothered by those pesky Violies. Sure, it will be slow.
  • Accesories: The Sign, Celebration Ring, Mantis Ring, Brisingamen, Meginjard.

The tactics are the same as in the Shield Boomerang build above, you can just enable all the skills (Defender and Autoguard, use Shield Reflect if you need that extra damage). This is a sample build:

Holy Cross Paladin

This build takes advantage of one of the Paladin's skills, the Holy Cross. Main advantage is that you get a Holy attack that let's you use other weapons, like a Spear or an Ice Pick. There are different kind of weapons to consider:

  • Ice Pick: should be the first thing that comes to your head. It will do awesome damage on Incubus and Succubus, but moderate success versus others. You could consider switching weapons when facing False Angels, Mini-Demons or Violies.
  • Brocca: you keep the shield and are able to pierce enemy DEF. Not a bad tradeoff. It will also work on other monsters, as it is DEF dependant, not DEF+VIT.
  • Ahlspiess: DEF piercing two handed Spear. You forgo the shield but in exchange, you get to use Spear Quicken, so you reach maximum ASPD.

So, what's a proper Holy Cross build? You need the ASPD to spam the skill fast, and with these weapons, that can only be reached through a Berserk Potion and AGI stat (if you're using the Ahlspiess, then you get Spear Quicken too).

You still need the AGI to get enough Flee to move around the map without being bothered. You aren't a mobber, so you don't need the VIT that much (use an Evil Druid Card instead and then switch when you want to get healed). Consider using similar tactics as Spiral Pierce Lord Knight above, but you don't have area attacks. Get enough DEX to hit 100% and rest goes to STR. Don't forget that, unlike Lord Knight, Paladins have some decent shield skills, like Autoguard, Defender and Shield Reflect, that can cover you better.

  • Headgear: Lord Kaho's horn.
  • Mid Headgear: STR mid Stormy Knight Card.
  • Lower Headgear: Samurai Mask, Chewing Bubblegum, Rock Replica, Pirate Dagger.
  • Armour: Evil Druid Card to avoid status ailments while having low VIT. Will protect you from magic too.
  • Weapon: see above.
  • Shield: Hodremlin is best as it has a chance of giving you Perfect Dodge +30, something that is good when you're in a hot area (and need to Hide/Cloak fast). It will also protect you from all monsters, and with Autoguard, you can get a decent protection. If not, Tirfing is best for Violies, Succubi, Incubi and such.
  • Garment: Deviling Card (with Diablos Manteau, Mufler...). Consider getting Skin of Ventoss or Dragon Vest/Manteau. Frilldora Card is good to to bring the enemies to a wall, kill what you need and disappear from that place.
  • Footgear: General Egnigem Cenia Carded footgear would be best to be able to spam the skill, but you might want a Lady Tanee Card or Mysteltainn Card (for Flee).
  • Accesories: things that increase damage or general purpose stuff, like Celebration Rings and Brisinghamen. STR increasing things are good, but you prefer the AGI/Flee. And Smokie Card would be good if you don't have Frilldora Card.

Here are some sample builds:

A few issues with this build would be the need to spam Grape Juice. As you need the Flee, you can't use General Egnigem Cenia Carded footgear, so you need other way of getting your SP. When facing False Angels, you can switch to Bash while using Cursed Waters. Or just avoid them alltogether, as they don't drop anything decent.

Remember the Cloaking/Hiding/Teleporting if things get too mobby.

Martyr's Reckoning (Sacrifice) Paladin

Probably a strange build to use in Ragnarok Online, due to the maintenance costs required to use the skill. I will use the iRO designation, as Sacrifice sometimes gets confused with Devotion due to iRO calling that skill Sacrifice (sigh).

First, let's talk about the skill:

  • Martyr's Reckoning is a skill that "charges" you with 5 powerful hits.
  • Each hit deals damage based on your total HP and the skill level. The weapon you use doesn't matter. The hits spam based on ASPD, so get that one decent.
  • Each hit drains 9% of your total HP from you, unavoidable, for a total of 45% per use of this skill.
  • The damage can be modified by % damage cards, such as Turtle General Card or Santa Poring Card. Gloom Under Night affects this too.
  • The 5 attacks pierce DEF and Flee and they are always Neutral.
  • Don't bother with Blessing (STR and DEX don't matter here), Impositio Manus (not ATK based) or Aspersio (as said, always Neutral).

For more info, here, but it's good to set some base premises about it.

Now comes the HP and recovery. Sure, the skill is powerful, but you need the HP back, and fast, because you need to kill the next monster (or avoid dying). Let's consider how Recovery Items work:

  • Each item has a base recovery, a random minimum and maximum value. You will see it on the Item Script as://[itemheal rand(min,max),0;], [], []//
  • That value is modified by your VIT (+2% per VIT), the HP Recovery skill (+10% per level) and the different modifiers (such as Cards).
  • The formula and explanations are here.

This brings the following matters:

  • The more HP you have, the more damage but also more drain (more HP needed to recover per hit).
  • VIT helps a lot, you want VIT, heaps of VIT, tons of VIT.
  • You want % damage increasing cards, as many as you can.
  • The cheapest Recovery Item in TalonRO is MEAT, with 2 Hell Poodle Cards, the power gets tripled.

So, the build would be about maxing VIT, maxing AGI (for more ASPD), rest goes to STR (carry meats). We would be looking for % damage increasing cards and VIT, rather than HP. This is a tentative list of gears to use:

  • Headgear: any would do here. Use Lord Kaho's Horns if you got them (those 20 INT will help with Grape Juice recovery for SP), though best is Valkyrie Helm (> +20 VIT and AGI). Good cards for this are either Dark Illusion Card (if using the combo, check later), Stormy Knight Card (your AGI is pretty high already and this helps)
  • Mid Headgear: STR mid Dark Illusion Card if you're using the combo (alternative to upper) or AGI mid Stormy Knight Card if not. Evil Mask is good if you are not sure what to put on the upper headgear and aren't using Dark Illusion Card combo either, you get lots of ASPD with Succubus Horn/Incubus Horn and this.
  • Lower Headgear: Samurai Mask, Chewing Bubblegum (both got +1% damage), Rental Crunch Toast (more HP, it gives something to do to your BCs), Donut in Mouth (more HP), Spiked Scarf (VIT), Umbala Spirit (VIT, and chance to get a meat from time to time).
  • Multiple Headgear slots: Hoplite Helm (UML; extra HP, has a slot, use with a Pike), Secret Society Hood (UML; has a slot, has 500 more HP)
  • Armour: Evil Druid Card to avoid status ailments while having low VIT. Will protect you from magic too.
  • Weapon: see above.
  • Shield: Hodremlin is best as it has a chance of giving you Perfect Dodge +30, something that is good when you're in a hot area (and need to Hide/Cloak fast). It will also protect you from all monsters, and with Autoguard, you can get a decent protection. If not, Tirfing is best for Violies, Succubi, Incubi and such.
  • Garment: Deviling Card (with Diablos Manteau, Mufler...). Consider getting Skin of Ventoss or Dragon Vest/Manteau. Frilldora Card is good to to bring the enemies to a wall, kill what you need and disappear from that place.
  • Footgear: General Egnigem Cenia Carded footgear would be best to be able to spam the skill, but you might want a Lady Tanee Card or Mysteltainn Card (for Flee).
  • Accesories: things that increase damage or general purpose stuff, like Celebration Rings and Brisinghamen. STR increasing things are good, but you prefer the AGI/Flee. And Smokie Card would be good if you don't have Frilldora Card.

Archer class

Archer classes don't have it easy on Geffenia. Sure, they got the Flee (AGI/DEX types) and they can get the Criticals, but not both unless they bring out proper gears. Even if they can dodge, they still lack enough Flee to take care of a mob (making the mob, not tanking it outright); moreover when you have Violies hitting you, as they don't move from their position.

Archers in this place need to be careful, killing everything and "securing" areas before stepping in. Cloaking/Hiding gears aren't bad, and Eddgas might be necessary to avoid flinching.

Main advantage of this class is that, apart from the raw damage, you can switch elements with ease, letting you kill everything you see around.

This class is good for buffing yourself, Increase AGI is good.

Sniper

Snipers have a few skills to kill these guys:

  • Double Strafing: old method. Just spam it and kill everything. No mercy, no remorse.
  • Critical hit spam: put stats into LUK, proper gears and just spam hits. Sadly, it's a one target skill.
  • Sharp Shooting: it has a chance of dealing Critical damage and is area. The problem is that it has some After Cast Delay and that works better if you mob.

First two ones are pretty straightforward, you're a machine gun and you have to kill everything on sight, either with Double Strafe or critical/falcon spam. Second one requires some mobbing ability, but can yield great results. Both would use similar set of gears, as they need the criticals.

  • Headgear: Lord Kaho's Horn, Valkyrie Helm with Gryphon Card.
  • Mid Headgear: AGI mid with either Stormy Knight Card or Gryphon Card.
  • Lower Headgear: Chewing Bubblegum (or whatever headgear suits you)
  • Armour: Sniping Suit or Dragon Vest with Gloom Under Night Card. You can switch with Evil Druid to mob until you want to hit down the enemies.
  • Weapon: +10 Composite Bow with Doppelganger Cards and Turtle General Cards (suit yourself with the proportions), +10 Composite Bow with Archer Skeleton Cards and Alligator Cards (for Critical/Sharpshooting spam, it's a cheap one), +4 Artemis Bow with Doppelganger and Turtle General Cards (same as Composite Bow).
  • Garment: Skin of Ventoss or Dragon Manteau with Deviling Card; you could pick Kavach Icarus Card, but it will hurt when you get hit. Frilldora Card if you need Cloaking, sometimes it might save your life.
  • Footgear: General Egnigem Cenia Carded footgear, Mysteltainn Carded footgear.
  • Accesories: Celebration Rings, Brisinghamen with Ifrit Card, Expert Rings with Sting Card or Ifrit Card. Don't leave out a Hell Poodle Card for recovering. Joker Card might be good too, if you're able to use Steal 1 on them. Smokie Card if you aren't using a Frilldora, things can get mobby.

Most gears are common, but it depends on what you really want to pick your build:

Double Strafing Sniper

You want AGI and DEX with this one, dealing raw damage to overcome the enemy's HP. Forget about Critical and LUK and just get those stats. This would be a good build for that:

As you see, this build is all about killing them one by one. It takes 5-6 hits to kill a Succubus, but if you're good with your fingers, the kill is fast. Best thing is that you can take care of everything if you need to, but it's better if you stick to Demons with Cloaking/Hiding and then strafing them to death.

Critical Sniper

This and the next build are pretty similar regarding stats, just that this one relies more on offensive and it's a glass cannon. It tries to minimize that with some Perfect Dodge and Deviling, but it isn't enough, so this is a build that needs to kill every little thing around.

Not the most recommended of the builds. While it's easy to use, you don't have much defense, and as Flee is pretty low, you can't Hide if mobbed.

Sharpshooting Sniper

You can kill hordes of monsters with it, as long as you have in mind that:

  • You got Holy and Shadow Property monsters there, you will need double or triple Sharpshooting uses to kill all the mob due to that.
  • You need to mob, Violies are a pain for this, try to bring the mobs near them to take them along the mob.
  • Consider bringing Eddga Card and Evil Druid Card to switch while gathering the mob, then switch back to the other cards and spam the skill until no one moves. Your Flee should do the job, but you never know.

Stats are AGI and DEX, rest to LUK. You try to get Critical stat through gears, like the Sniping Suit, Gryphon Card, Alligator Card and others. There are a few variants for this build.

As you see, proper one shot Sharpshooting gets expensive as Hell. As always, consider using Cloaking or Hiding if things get too ugly (mainly because you're surrounded by Violies).

Gypsy/Clown

Gypsies and Clowns, even if they are intended to be support characters, got a few offensive skills that allow them to deliver high damage to a target.

  • Arrow Vulcan: with this you can almost one-shot a Succubus without Super Quest Item grade stuff. It deals a lot of damage, but has a 3 seconds After Cast Delay. You can use a Song/Dance or skill like Attention Concentrate after 1 second or so, as long as it isn't targeted.
  • Throw Arrow/Musical Strike: both of them work the same way. You throw an arrow using your instrument, dealing more damage than a Double Strafe. Has the advantage of being able to use it while a Song/Dance is on, so you could combine this with skills like Please Don't Forget Me or Apple of Idun while spamming the arrows.

Both classes would use similar gears, only changing their instruments. Gypsies got the advantage of having more bonus DEX, so they can deal higher damage. In fact, they are almost "there" when it comes to one shots. The gears proposed try to reach to the next multiple of 10 for DEX, but you need to use food to reach the highest levels.

  • Headgear: Lord Kaho's Horn.
  • Mid Headgear: AGI mid with either Bloody Knight Card, Robo Eye if you need that DEX point.
  • Lower Headgear: Chewing Bubblegum (or whatever headgear suits you).
  • Armour: Dragon Vest with Gloom Under Night Card. You can switch with Evil Druid to mob until you want to hit down the enemies.
  • Weapon: +8 Chello with 3 Turtle General Cards, +7 Queen's Whip with 2 Turtle General Cards. Of course, with their respective Super Quest Items you will one shot without problems.
  • Shield: pick either Golden Thief Bug Carded shield or Tirfing or Hodremlin Carded one.
  • Garment: Skin of Ventoss or Dragon Manteau with Deviling Card; you could pick Kavach Icarus Card, but it will hurt when you get hit. Frilldora Card if you need Cloaking, sometimes it might save your life.
  • Footgear: General Egnigem Cenia Carded footgear, Mysteltainn Carded footgear, Moonlight Flower Carded footgear.
  • Accesories: Celebration Rings, Glove or Brisinghamen with Sting Card . Don't leave out a Hell Poodle Card for recovering. Joker Card might be good too, if you're able to use Steal 1 on them. Smokie Card if you aren't using a Frilldora, things can get mobby.

Tactics are similar to Snipers, shoot everything, take advantage of your AGI, lure Demon Race enemies to you using Cloaking next to a wall or Hiding to disperse the rest of the monsters. Avoid getting in the middle of a lot of monsters, try to build up "safe" terrain while killing everything. If you use Songs/Dances with Musical Strike/Throw Arrow skills you will find yourself in a static position, though advantageous (reducing the ASPD and Move of the monsters gives you more time to kill them).

Don't forget the meats and teleport away if things get too bad and you can't Hide.

Here are 2 sample builds. As you see, Arrow Vulcan gets near, but won't finish it, if you're one on one, it's good to use Musical Instrument/Throw Arrow while they are approaching and then kill them with Arrow Vulcan.

Sadly, both characters are on the squishy side, so you have to be careful with them.

By the way, to get +5 DEX food to use here (Green Salad), refer to this guide:

Green Salad Farming Guide

Merchant Class

Merchant classes can fare pretty well in Geffenia, as long as you're ready to pay the price (in some cases). One of the main advantages of such classes is their ability to carry a lot of supplies and loot, so they have longer staying power here.

Don't forget to buff yourself, Increase AGI is good.

Whitesmiths

Whitesmiths got a few builds available for them. One of them uses Ice Pick and Cart Termination to kill, while the other is the Vampire build. One of the main advantages of this class is the skill called Greed, allowing you to gather your loots fast. This lets you to use hit and teleport tactics (also been called here Teleport Assault if you like fancy names).

Cart Termination Whitesmith

This one uses the Cart Termination skill, a skill that deals high damage to a single target at the cost of 1,500 zeny at highest level. So, the trick is to deal the highest possible damage with a single shot. Gears to use with this:

  • Headgear: Lord Kaho's Horn.
  • Mid Headgear: STR mid with either Bloody Knight Card.
  • Lower Headgear: Pirate Dagger (or whatever headgear suits you).
  • Armour: Bathory Card or Evil Druid Card if you are not using Aspersio. Remember that Cart Termination isn't affected by %Damage Cards, so Gloom Under Night Card won't work.
  • Weapon: Ice Pick, you can put a Incantation Samurai Card on it if you got a slot.
  • Shield: Tirfing or Hodremlin Carded one.
  • Garment: Deviling Card. Frilldora Card if you need Cloaking, sometimes it might save your life, but in most cases, you will be Teleporting.
  • Footgear: Eddga Carded footgear is good, if not, General Egnigem Cenia Carded footgear comes in handy to keep that SP up.
  • Accesories: Celebration Rings, Brisinghamen, Megingjard. Don't leave out a Hell Poodle Card for recovering. Joker Card might be good too, if you're able to use Steal 1 on them. Smokie Card if you aren't using a Frilldora, things can get mobby. You might want to keep a Creamy Carded accesory up at all times to Teleport fast.

So, this goes like this: teleport, look for target/s, kill whatever you need, greed, teleport out. One shotting is important, as each use of the skill costs 1,500 zeny. You will need Aspersio in most cases.

Vampire/Niffling Whitesmith

Vampire Whitesmiths are explained in this guide:

Vampire Whitesmith Guide

It's a good build, it's a variant from the traditional Niffleheim Whitesmith build:

  • Headgear: Hermose Cap or Chicken Hat with Vanberk Card, Soul Ring, Lord Kaho's Horn.
  • Mid Headgear: STR mid with Vanberk Card.
  • Lower Headgear: Pirate Dagger (or whatever headgear suits you), Rock Replica... check above.
  • Armour: Bathory Card or Evil Druid Card. Extra ASPD armours are welcome too.
  • Weapon: Orcish Axe with Doppelganger Card, Baphomet Card and 2 Incantation Samurai Cards. Maces are usable too, but axes give you better ASPD.
  • Shield: Tirfing or Hodremlin Carded one.
  • Garment: Deviling Card. Frilldora Card if you need Cloaking, but you will probably mob.
  • Footgear: Eddga Carded footgear.
  • Accesories: 2 Hell Poodle Carded accesories, you need the recovery and to spam meats. High Priest Card for Assumptio 1 autospell when hit. If one of them is a Bradium Brooch, you will meet 190 ASPD with Chicken Hat.

The main issue with the Vampires is that they got higher survival rates once they start with the killing (you need to spam recovery items while mobbing), as they get enemy HP thanks to the Sniper Card and Rideword Hat.

Actually, if you haven't made your weapon yet, go straight for a Vampire Whitesmith build, you will cut on meat usage. The Niffleheim build was given in case you got one already and are considering using it there. Give it a go if you want.

A few pointers about these builds:

  • The most important card of these builds in Geffenia is Vanberk Card, it's the card that let's you break the high DEF of your enemies.
  • You need to gather a somewhat big mob. As in the case of Violet Fear Lord Knights, Mini-Demons are your friends, as they come 3 in a set and they are fast following you. Fake Angels are the same. Don't bother gathering Violies and you might want to consider ignoring Abysmal Knights.
  • Swapping is important:
    • Soul Ring - combat headgear: you gather mobs with Soul Ring on, but before the killing, swap to Vanberk headgear/Kahos.
    • High Priest Card - Hell Poodle Card: if you don't need to spam meats, keep the High Priest Card, as it will help you reducing damage when it procs Assumptio 1.
    • Vanberk headgear - Lord Kaho's Horn: if you see that you have procced Vanberk Card, you can consider switching to Lord Kaho's Horns for extra damage.
  • Don't be afraid of spending money, Maximum Overthrust should be used if possible, it will make your farming faster.
  • Use Hammerfall before starting to kill, even if it's useless for many monsters here (don't bother with Succubi and Incubi), it might stun a few of them and also proc Vanberk Card effect (works with skills).
  • If you kill most of the monsters and are left with a few and no Vanberk Card effect, use Greed, get your loots and gather a mob again, even with those "survivors". You'll take too long to kill them without Vanberk.

Examples of Niffling Whitesmiths will be shown here. Refer to the Vampire Whitesmith Guide for ideas about them.