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New page: I used to be an HA+Scythe cleric, so just jotting down a few things about HA clerics in case I want to make a guide. First off, make sure that you know what you are doing. You'll actually...
 
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I used to be an HA+Scythe cleric, so just jotting down a few things about HA clerics in case I want to make a guide.
{{Legacy user page}}
==Foreword==


First off, make sure that you know what you are doing. You'll actually want almost 7 stat points per level after 70 (which can be near impossible or at least absurdly expensive) or 6.1 at earlier levels. Every 10 levels, you want +11 in addition to natural stats you have. Now this build can be absurdly expensive. You'll be putting about 5 strength, 1 dex, and about 6.2 mag per 2 levels. So every 10 levels, that is 25 str, 5 dex, and 31 mag. If you want to use a melee weapon though, it is very different.
This guide applies to Venos, Clerics, Wizards, and possibly Psychics.


Axe:
Note that this is going to focus on a build heavily reliant on money. It is not suggested for a first character but rather as a character after already having a level 100+ character (level is an example, but key is to be able to make money).
2.91-2.95
0.55-0.56
So every 2 levels, 5-6 str, and 1-2 dex and whaver left over as mag.
10 levels=29.5 str (30 str), 5.6 dex (6 dex), 25 mag


Do note that the values are guidelines to give a general idea of what the stats will look like.


Scythe:
==HA side==
2.47-2.49 str/lv
First off, make sure that you know what you are doing. You'll actually want almost 7-8 stat points per level after 70 or 6.1 at earlier levels. Every 10 levels, you want +11 in addition to natural stats you have. Now this build will be absurdly expensive. You'll be putting about 5 strength, 1 dex, and about 6.2 mag per 2 levels. So every 10 levels, that is 25 str, 5 dex, and 31 mag. If you want to use a melee weapon though, it is very different.
1 dex/lv


So that means 5 str, 2 dex, 5.2 mag per 2 levels.
10 levels=25 str, 10 dex, 26 mag


Sword:
HA=2.5 STR/LV, 0.5 DEX/LV
1.93-1.95 str/lv
1.54-1.55 dex/lv


2 levels= 5 str, 3-4 dex, 3 mag. (HA needs 5 str)
Axes, Scythes, Swords, and Magic weapons are relatively compatible for an HA build to use.
10 levels= 25 str, 16 dex, 20 mag


Magic weapons:
0.45-0.46 str/lv
2.98-3.02 mag/lv


2 levels=5 str, 1 dex, 3-4 mag + 2-3 extra
(The STR/LV and DEX/LV here specifically refer to the stats needed to equip the weapon set (estimated))
10 levels=25 str, 5 dex, 30 mag + 1 extra (31 mag)
{| {| style="background:#291a0e" border="1"  <-- color of table and size of border, keep the color consistent please
|+ Listings of Weapons and suggested stats for HA
|-
! Weapon
! STR/LV
! DEX/LV
! STR/2LV
! DEX/2LV
! STR/10LV
! DEX/10LV
! MAG/10LV
|-
! Axe
| 2.95
| 0.56
| 5-6
| 1-2
| 30
| 6
| 25
|-
! Scythe
| 2.49
| 1
| 5
| 2
| 25
| 10
| 26
|-
! Sword
| 1.95
| 1.55
| 5*
| 3-4
| 25
| 16
| 20
|-
! Fist
| 1.55
| 1.94
| 5
| 4
| 25
| 20
| 16
|-
! Bow
| 0.49
| 3
| 5
| 6
| 25
| 30
| 6
|-
|}
*(1.95*2 is about 4, but HA uses 5)




{| {| style="background:#291a0e" border="1"  <-- color of table and size of border, keep the color consistent please
|+ Magic weapons are the numbers stated earlier
! MagWeap
| 0.55 str/lv
| 3.02 mag/lv
| 5 str/2 lv
| 1 dex/2 lv
| 25 str/10 lv
| 5 dex/10 lv
| 31 mag/10 lv
|-
|}


This is just a quick estimate. I honestly just put stat points into mag and then when I got an armor that had enough +Stats to wear, I upped str and dex appropriately.
Weapons from most mag to least mag: Magic Weapon, Scythe, Axe, Sword


Ah yes, benefits and disadvantages.
Fist and Bow are not worth using as they give far too low mag


Quick list of benefits off the top of my head (not a complete list).


Benefits:
===Benefits and disadvantages.===
1) You can tank physical damage more easily
2) You can melee mobs that get close
3) You can keep killing after running out of mp by switching to melee
4) Plume Shell drains less mp since you take less physical damage.


Cons:
Quick list of benefits (not a complete list).
1) You need to refine gear and get +hp, +mag, +mag def shards
 
2) You will need mana potions or charms
 
3) You will likely need hp potions and charms since healing can be difficult
====Benefits:====
4) You will take more elemental damage
 
5) Players will yell at you and some will kick you out of their squad if they realize you are HA.
#You can tank physical damage more easily
6) If there is a party wipe, they will blame you even if it isn't your fault. (like when the barbarian rushes through a room and draws the aggro of about 10-30 mobs with a speed booster. I swear that sometimes they die on purpose just to prove their point that HA clerics are "useless"...)
#You can melee mobs that get close
7) Mp recovers slower (at least it seems to)
#You can keep killing after running out of mp by switching to melee
8) Barbs get mad if you take their job (tanking). Especially if your build still manages to do higher damage than they do.
#Plume Shell drains less mp since you take less physical damage.
#Refined gear can give decent HP bonus
 
 
====Cons:====
 
#You need to refine gear and get +hp, +mag, +mag def shards
#You will need mana potions or charms
#You will likely need hp potions and charms since healing can be difficult
#You will take more elemental damage
#Players will yell at you and some will kick you out of their squad if they realize you are HA.
#If there is a party wipe, they will often blame you even if it isn't your fault. (like when the barbarian rushes through a room and draws the aggro of about 10-30 mobs with a speed booster. I swear that sometimes they die on purpose just to prove their point that HA clerics are "useless"...)
#Mp recovers slower (at least it seems to)
#Barbs get mad if you take their job (tanking). Especially if your build still manages to do higher damage than they do.
#No real room to put any stats into vit
 
 
===Side notes:===
*It is possible use lower level HA gear to reduce the stat requirements and thus raise mag more.
 
==LA+Arcane or LA+Melee side==
Now, a LA+Arcane build is focused on making an arcane character that combines the defensive power of an LA with the damage/healing of an Arcane. A LA+Melee build is focused on making a character that can switch between magic and melee rather smoothly.  Both of these builds expect 6.1-8 stats per level. 
 
LA=1 STR/LV, 1 DEX/LV
 
(The STR/LV and DEX/LV here specifically refer to the stats needed to equip the weapon set (estimated))
{| {| style="background:#291a0e" border="1"  <-- color of table and size of border, keep the color consistent please
|+ Listings of Weapons and suggested stats for LA+Melee
! Weapon
! STR/LV
! DEX/LV
! STR/2LV
! DEX/2LV
! STR/10LV
! DEX/10LV
! MAG/10LV
|-
! Axe
| 2.95
| 0.56
| 6
| 2
| 30
| 10
| 21
|-
! Scythe
| 2.49
| 1
| 5
| 2
| 25
| 10
| 26
|-
! Sword
| 1.95
| 1.55
| 4
| 3-4
| 20
| 16
| 25
|-
! Fist
| 1.55
| 1.94
| 3-4
| 4
| 16
| 20
| 25
|-
! Bow
| 0.49
| 3
| 2
| 6
| 10
| 30
| 21
|-
|}
 
 
{| {| style="background:#291a0e" border="1"  <-- color of table and size of border, keep the color consistent please
|+ Magic weapons (LA+Arcane build)
! MagWeap
| 0.55 str/lv
| 3.02 mag/lv
| 2 str/2 lv
| 2 dex/2 lv
| 10 str/10 lv
| 10 dex/10 lv
| 41 mag/10 lv
|-
|}
 
 
 
Weapons from most mag to least mag: Magic Weapon, Scythe, Sword/Fist, Bow/Axe
 
===Quick Weapon comparison between HA and LA+Melee===
In terms of mag, in the HA build, Axe is better and Scythe is the same while the other weapons are better for LA+Melee builds.
 
 
===Benefits and disadvantages.===
 
Quick list of benefits (not a complete list).
 
 
====Benefits:====
 
#You can take physical damage
#You could switch to melee if needed
#You can keep killing after running out of mp by switching to melee
#Plume Shell drains less mp since you take less physical damage.
 
 
====Cons:====
 
#You need to refine gear and get +hp, +mag, +mag def shards
#You will need more mana potions or charms
#You will take more elemental damage than an arcane
#Mp recovers slower (at least it seems to)
#Melee is not as effective as it would be with a HA build
#No real room to put any stats into vit
 
 
===Side notes:===
It is possible to use lower level LA gear to save more points for mag
 
==Quick idea of a normal Arcane build==
Robe=0.49 str/lv, 1.49 mag/lv
 
 
{| {| style="background:#291a0e" border="1"  <-- color of table and size of border, keep the color consistent please
|+ Magic weapon
! MagWeap
| 0.55 str/lv
| 3.02 mag/lv
| 1 str/2 lv
| 7 mag/2 lv
| 6 str/10 lv
| 44 mag/10 lv
|-
|}
 
As one can see, an LA+Arcane build is still 3 mag down every 10 levels and HA build is down 13 mag every 10 levels (thus why after level 70, it switches from 6.1 stats/level to 7 stats/level or 8 stats/level.  With work though, it is easy to catch up to a standard Arcane.
 
==Quick idea of boosted Arcane build==
{| {| style="background:#291a0e" border="1"  <-- color of table and size of border, keep the color consistent please
|+ Magic weapon
! MagWeap
| 0.55 str/lv
| 3.02 mag/lv
| 1 str/2 lv
| 7 mag/2 lv
| 6 str/10 lv
| 55 mag/10 lv
|-
|}
 
 
An extra 11 mag every 10 levels might not seem like much, but by level 70, that is about 75-77 mag difference. (roughly 15 levels worth of pure mag boosting)
 
==Quick stats comparison==
 
{|style="background:#291a0e" border="1" class="wikitable sortable"
 
|+ Quick stats list (Based off level 71)
! Build
! STR
! DEX
! MAG
|- 
! Boosted Arcane
| 47
| 5
| 390
|-
! Arcane (non-boosted)
| 47
| 5
| 313
|-
! LA+Arcane
| 75
| 75
| 292
|-
! HA (Magic Weap)
| 180
| 40
| 222
|-
! LA (Normal)
| 75
| 75
| 215
|-
! HA (Scythe)
| 180
| 75
| 187
|-
! LA+Melee (Scythe)
| 180
| 75
| 187
|-
|}
 
 
These would be average stats (with 5 vit in all of these)
 
Scythe would probably be the only melee weapon worth using as any other melee weapon would have even lower mag.

Latest revision as of 08:46, 3 November 2026

Foreword

This guide applies to Venos, Clerics, Wizards, and possibly Psychics.

Note that this is going to focus on a build heavily reliant on money. It is not suggested for a first character but rather as a character after already having a level 100+ character (level is an example, but key is to be able to make money).

Do note that the values are guidelines to give a general idea of what the stats will look like.

HA side

First off, make sure that you know what you are doing. You'll actually want almost 7-8 stat points per level after 70 or 6.1 at earlier levels. Every 10 levels, you want +11 in addition to natural stats you have. Now this build will be absurdly expensive. You'll be putting about 5 strength, 1 dex, and about 6.2 mag per 2 levels. So every 10 levels, that is 25 str, 5 dex, and 31 mag. If you want to use a melee weapon though, it is very different.


HA=2.5 STR/LV, 0.5 DEX/LV

Axes, Scythes, Swords, and Magic weapons are relatively compatible for an HA build to use.


(The STR/LV and DEX/LV here specifically refer to the stats needed to equip the weapon set (estimated))

Listings of Weapons and suggested stats for HA
Weapon STR/LV DEX/LV STR/2LV DEX/2LV STR/10LV DEX/10LV MAG/10LV
Axe 2.95 0.56 5-6 1-2 30 6 25
Scythe 2.49 1 5 2 25 10 26
Sword 1.95 1.55 5* 3-4 25 16 20
Fist 1.55 1.94 5 4 25 20 16
Bow 0.49 3 5 6 25 30 6
  • (1.95*2 is about 4, but HA uses 5)


Magic weapons are the numbers stated earlier
MagWeap 0.55 str/lv 3.02 mag/lv 5 str/2 lv 1 dex/2 lv 25 str/10 lv 5 dex/10 lv 31 mag/10 lv

Weapons from most mag to least mag: Magic Weapon, Scythe, Axe, Sword

Fist and Bow are not worth using as they give far too low mag


Benefits and disadvantages.

Quick list of benefits (not a complete list).


Benefits:

  1. You can tank physical damage more easily
  2. You can melee mobs that get close
  3. You can keep killing after running out of mp by switching to melee
  4. Plume Shell drains less mp since you take less physical damage.
  5. Refined gear can give decent HP bonus


Cons:

  1. You need to refine gear and get +hp, +mag, +mag def shards
  2. You will need mana potions or charms
  3. You will likely need hp potions and charms since healing can be difficult
  4. You will take more elemental damage
  5. Players will yell at you and some will kick you out of their squad if they realize you are HA.
  6. If there is a party wipe, they will often blame you even if it isn't your fault. (like when the barbarian rushes through a room and draws the aggro of about 10-30 mobs with a speed booster. I swear that sometimes they die on purpose just to prove their point that HA clerics are "useless"...)
  7. Mp recovers slower (at least it seems to)
  8. Barbs get mad if you take their job (tanking). Especially if your build still manages to do higher damage than they do.
  9. No real room to put any stats into vit


Side notes:

  • It is possible use lower level HA gear to reduce the stat requirements and thus raise mag more.

LA+Arcane or LA+Melee side

Now, a LA+Arcane build is focused on making an arcane character that combines the defensive power of an LA with the damage/healing of an Arcane. A LA+Melee build is focused on making a character that can switch between magic and melee rather smoothly. Both of these builds expect 6.1-8 stats per level.

LA=1 STR/LV, 1 DEX/LV

(The STR/LV and DEX/LV here specifically refer to the stats needed to equip the weapon set (estimated))

Listings of Weapons and suggested stats for LA+Melee
Weapon STR/LV DEX/LV STR/2LV DEX/2LV STR/10LV DEX/10LV MAG/10LV
Axe 2.95 0.56 6 2 30 10 21
Scythe 2.49 1 5 2 25 10 26
Sword 1.95 1.55 4 3-4 20 16 25
Fist 1.55 1.94 3-4 4 16 20 25
Bow 0.49 3 2 6 10 30 21


Magic weapons (LA+Arcane build)
MagWeap 0.55 str/lv 3.02 mag/lv 2 str/2 lv 2 dex/2 lv 10 str/10 lv 10 dex/10 lv 41 mag/10 lv


Weapons from most mag to least mag: Magic Weapon, Scythe, Sword/Fist, Bow/Axe

Quick Weapon comparison between HA and LA+Melee

In terms of mag, in the HA build, Axe is better and Scythe is the same while the other weapons are better for LA+Melee builds.


Benefits and disadvantages.

Quick list of benefits (not a complete list).


Benefits:

  1. You can take physical damage
  2. You could switch to melee if needed
  3. You can keep killing after running out of mp by switching to melee
  4. Plume Shell drains less mp since you take less physical damage.


Cons:

  1. You need to refine gear and get +hp, +mag, +mag def shards
  2. You will need more mana potions or charms
  3. You will take more elemental damage than an arcane
  4. Mp recovers slower (at least it seems to)
  5. Melee is not as effective as it would be with a HA build
  6. No real room to put any stats into vit


Side notes:

It is possible to use lower level LA gear to save more points for mag

Quick idea of a normal Arcane build

Robe=0.49 str/lv, 1.49 mag/lv


Magic weapon
MagWeap 0.55 str/lv 3.02 mag/lv 1 str/2 lv 7 mag/2 lv 6 str/10 lv 44 mag/10 lv

As one can see, an LA+Arcane build is still 3 mag down every 10 levels and HA build is down 13 mag every 10 levels (thus why after level 70, it switches from 6.1 stats/level to 7 stats/level or 8 stats/level. With work though, it is easy to catch up to a standard Arcane.

Quick idea of boosted Arcane build

Magic weapon
MagWeap 0.55 str/lv 3.02 mag/lv 1 str/2 lv 7 mag/2 lv 6 str/10 lv 55 mag/10 lv


An extra 11 mag every 10 levels might not seem like much, but by level 70, that is about 75-77 mag difference. (roughly 15 levels worth of pure mag boosting)

Quick stats comparison

Quick stats list (Based off level 71)
Build STR DEX MAG
Boosted Arcane 47 5 390
Arcane (non-boosted) 47 5 313
LA+Arcane 75 75 292
HA (Magic Weap) 180 40 222
LA (Normal) 75 75 215
HA (Scythe) 180 75 187
LA+Melee (Scythe) 180 75 187


These would be average stats (with 5 vit in all of these)

Scythe would probably be the only melee weapon worth using as any other melee weapon would have even lower mag.