KingBahamut's In-depth Dark Dragon Guide
Version History:
1.0: Finished guide up to 2nd job skills.
1.1: Added Skill Build for 2nd job.
1.2: Added Leveling guide
1.3: Minor Edit in 1st Job skill build
1.4: Temporarily removed 2nd job quest.
Table of contents:
1.Introduction
2.Pros and Cons
3.Stat Builds
1st Job:
4.Skills
5.2nd Job Quest [temporarily removed]
2nd Job:
6.Skills
7.Leveling Guide
8.Closing Word and Credits
1.Introduction
Hello! Welcome to KingBahamut's Indepth Dark Dragon Guide! I know many of you will not read this and just go straight down to the skills section, but if you are....then here's a cyber cookie =D The reason I'm making this guide is to get my opinion out there and share it with beginning dragons. I also want to have a chance at writing a guide instead of always reading them. So here it is, my guide for the leet dark dragon. All criticism and praises are welcome =D And if you find any mistakes don't be afraid to point them out.
So you just heard about this wonderful game called Trickster. The first you'll be doing is creating a character. In Trickster there's 4 different types of characters: Power, Magic, Sense and Charm with a male and female character for each type. However unlike other MMO's, choosing a male character over a female or female over a male
DOES matter. I'm not just saying that you will look different physically, but your class and your skill will differ from your opposite gender's. So with this in mind there are no dark sheeps in this game. If you're really worried about playing a character of the opposite gender... well dragon looks like a girl anyway so it doesn't matter that much does it?
Also this guide will focus on Dark Dragons, if you didn't already read the title. Please refer to another guide for Light Dragons because what I will say here about certain skills may not be true for Light as it is for Dark.
2.Pros and Cons
Dark Dragons are the most powerful character in the game. And I'm not just saying that, the damage they deal is tremendous. You can easily kill a magic weak monster in one hit ( depends on your level of course ). This makes training very easy, allowing you to take out higher level monsters at a lower lvl. Cure lets us heal without the need for hp pots. And the amount we heal is a percentage of our max hp, so it becomes more useful as we get stronger. We are also ranged which means we can kill the monster before it comes towards us. As they say a good defense is a good offense.
But every character has its own faults, ours is that being a mage means we are very fragile. We either take no damage or die. This is slightly remedied with HP shields and Dark Barrier which reflects physical damage back to its owner. Our skills are also very easily countered. Charms with their Mana Reflector, Sense with their Lucky Seven ( LK is the accuracy of spells, the more LK you have compared to your opponent the more accurate your spells will be ), Power with their Luck Breaker, although we can probably kill them before they can use it. We are also the slowest character in the game. Hard Gravity with a whopping 3 second charge time! We are sitting ducks while charging and there is nothing we can do about it.
Pros:
- Deals tremendous damage
- Very easy to train
- Being ranged means taking no damage at all
- Takes out higher level monsters at a low level
Cons:
- Very fragile
- Skills are easily countered
- Very slow cast time
As you can see the pro's outweight the cons. But the cons are much more lethal, but if you play smart and are quick with your fingers, then you'd truly have a force to be reckoned with.
3. Stat Builds
As with the characters, there are 4 different types of stats: Power, Magic, Sense and Charm. Each with their own sub stat. Here's what they all are.
Power:
AP: You'll only need this at the very beginning when you don't have mana arrow yet. Otherwise it's useless.
AC: If you don't need AP you don't need AC.
DX: Again if you don't need AP you don't need DX.
Magic:
MP: Being a mage means you'll be relying on your spells and with an ample supply of MP means SPAM SPAM SPAM! You won't have to worry about this stat as your normal leveling will cover it very well.
MA: Your most important stat, this is where all your damage comes from. The more MA you have the better. Having said that every single bonus point you get should be put into this stat there are no exceptions and unless someone have a good enough reason as to why we shouldn't put it all in MA, then that will be the way it is forever.
MD: Ehh, not as important as the two other Magic stats, but then again you'll have a better chance of surviving other mages spells especially other dark dragons.
Sense:
WT: This stat determines how many items you can carry with you. Not that important, but it certainly allows you to train faster by allowing you to carry more pots.
DA: Useless, unless you really like drilling for some reason O.O
LK: Your second most important stat. As I mentioned above, LK is your accuracy. In the beginning it doesn't really matter as nearly all of your attacks will hit. But later on you'll notice that you're start missing those monsters much more often. So you're going to need lots of it.
Charm:
HP: HP is the total amount of hits you can take. Being the fragile little mage that you are, the more HP you have the better.
DP: There's really no point in this stat. You're already extremely fragile. Increasing your DP by 200 with DP hats or shields isn't going to make a difference compared to the 2000 damage your opponent's doing.
HV: Instead of taking hits and surviving them, why not take no hits at all? But then again this is all by chance. I'd rather increase my HP because it's always there.
Now without a doubt Power is the most useless stat so we'll leave that at 1. Magic is your most useful stat as that's where all your damage comes from. So we're going to leave it at 4. Now the question is, what about Sense and Charm? Well lets look at the 4 different kinds of builds.
1441: The most recommended build for dark dragon. This build lets you have nearly perfect accuracy, gives you plenty of room for pots so easier training, allows you to drill a little easier and be able to compound things by yourself and get decent results. The drawback? You're going to die very very easily. Meaning You are going to kite your ass off with this build. Don't try soloing any bosses by yourself because you are sure to die. The good thing is you're probably going to be able to kill the thing before it kills you, hopefully.
1432: This is my build. I am somewhat regretting not going 1441, but there are many times where that 2 charm saved my life. This build is good if you aren't very confident in your skills to survive, but still be able to actually hit the enemy. However 2 charm is only slightly better than 1 charm. And in a one on one fight with a 1441 build, you are most likely to die because your enemy has more accuracy than you ( although the accuracy is a percentage so you may get lucky ). But of course anything that's not a 1441 mage or a sense type will definately have less LK than you. Perhaps what would've OHKO'd a 1441 mage, you will survive with a tiny bit of HP allowing you to release that Arrow Rush killing your opponent.
1423: Not very recommended for a dark dragon. This build lets you survive much better, but you'll be missing a lot more, so your training will be slower. Once again Power and Charm types will have less LK than you so your accuracy will be higher, but since dark dragons rely on OHKO's so much, that 2 Sense may backfire on you at anytime. Going as far as not hitting the enemy at all and giving your opponent the upper hand. Make sure you can get all the LK equips that you can or else you may get very frustrated seeing all those words that pop out of your enemy's head saying "miss".
1414: The least recommended build for a dark dragon. With this build you won't be able to hit much or not hit at all. Although you do have 4 charm which lets you survive so much easier. But then again, what's the good of so much defense if you have no offense? Surely your opponent will break through that brick wall at one point. But the thing is that your cure skill will have increased potential because cure heals a percentage of your max HP, so you may not die at all. With a lot of LK equips it may not be so bad. Only go this build if you have godly LK equips and is funded very well.
1st Job
4.Skills
The skills you get while you're a shaman are very important. In fact some of the most important skills you get will be in 1st job. Here's a list of all the skills:

Mana Arrow (TM LVL 1): The most basic and later on will be your most powerful spell ever. This is your first spell and skill that you will learn, learn to love it. Only get one level of this skill for now. When you start training on aggressive monsters then you may increase it to lvl4 for that extra range. One thing you should know is that when mastered, Mana Arrow will ahve a 1.5sec casting time. That may not sound like a long time, but it is and it becomes a big problem later on.

Cure (TM LVL 10) : Very important skill for your survival. You can not only cure yourself, but others as well. The thing about cure is that when you first get it, it doesn't seem to heal very much. Even if you do master it, it would only heal about 100 hp ( if you went with 1441 or 1432 ) And with a mana cost of 160 when mastered it's not very worth it. However later on when your HP is 5000, a mastered cure can heal 1500! For 160MP that is a very good deal. With cure you won't be using HP pots ever again after you get your first HP shield saving you a lot of money overtime definately get this skill to lvl10 and master it later.

Invincible Casting(TM LVL 10): The first thing you will notice when starting off as a mage is that while you're casting spells, if the opponent hits you, you'll stop charging. Now you won't lose MP because you didn't actually cast the spell yet, but nevertheless it can get very annoying. With this skill you won't be interrupted while casting spells. Get this skill ASAP! If you're lvl50 and
still didn't get this, then I would give you a cyber slap right now.

Aura of Mana(TM LVL 20): I hear people say how bad this skill is, and to tell you the truth, I don't like it either. But if you look at it differently, then it's not so bad. Am I on crack? Perhaps. But look at it this way. Myshop pets gives you x5mp regen. That is 40MP. Now a mastered Aura of Mana gives you 3.6x MP regen. If you do the math that is 144MP. Woa! 144MP that is more than enough for 1 Mastered Mana Arrow. But, a mastered Aura of Mana costs 300MP so you'd have to wait a few seconds before you get the benefit. Plus you will have to wait for 5 seconds after being hit before you starting regenerating. Not only that, but not everyone has myshop and without that x5 MP regen you would only be regenerating 28.8 MP. So it can be useful, but it's definately not a skill you'd want to get until you have all the skills that you need. On another note, with this new patch, when you're sleeping you'll regain 30mp without any multipliers. So what's 30*5*3.6? 540MP. That's right, in one second you regen 540MP. Still think this is a crappy skill? Of course this would only be good when grinding because in GvG's you don't have the time to go back, sleep, and return to continue fighting.

Bottle of Mana (TM LVL 20): You already have so much mana why would you need more? Only get 1 lvl of this as it's a pre-requisite of a much more useful skill.

Rust (TM LVL 20): The most useful skill out of all of the TM LVL 20 ones, what it does is it decreases your opponent's AP depending on your MA. And guess what? You have lots of MA! This skill is perfect for boss killing and PVPing and in monster quests. Although it is very tempting to get this skill, don't get it until after you've got all the skills that you need first.

Mana Web (TM LVL 20): Completely useless. Out of all the debuffs this is by far the most useless one. DX only affects normal attacks, so basically it does nothing when your opponent's spamming skills. Rust not only makes the enemy's normal attacks useless, but their skills too. I believe Blazing Strike is affected by DX, but I'm not sure. The only reason you would ever get this skill is either you are a water sheep or you've gotten all of the skills that are available to you and will be available to you in the future.

Mana Ring (TM LVL 20): Wow TM lvl 20 is sure full of useless skills huh? There's no reason why you would get this skill as it's not a per-requisite for anything and later it's damage will suck compared to Mana Arrow.

Mana Shield (TM LVL 30): MD is only useful in PVP and some Bosses. So don't get this early on. Later you'll learn a skill that requires you to get it as a pre-requisite so get this when you would need it for that reason.

Mana Storm (TM LVL 35): It helps you train very fast when it's first available to you. But in the long run this skill becomes a piece of garbage. Get it if you want, otherwise wait until it is a pre-requisite of a much more powerful skill.

Mist of Mana (TM LVL 40): Finally a useful skill! Mist of Mana increases your MA by a percentage and the difference of your damage with mist and without mist is huge! This skill is very useful when you first get it and becomes even more useful in the long run. This is also what makes our damage so tremendous. Without it, we're nothing.

Arrow Rush (TM LVL 50): Just as the name suggest, Arrow Rush makes one arrow into multiple arrows. The number of arrows increases as you increase its level. One thing you should know is that the damage of each arrow will decrease as the number of arrow increases. However if all of the arrows hit then you will do way more damage than before. Now that's if all of the arrows hit. You may notice up until now all of your mana arrows hit nearly 100% of the time. However, as soon as you get Arrow Rush you'll start missing a lot more. Which is why from now on we'll need to get many LK equips to maximize the damage of Arrow Rush or else you may do less damage than before.

Mana Ring Booster (TM LVL 50): Just don't get it ok?
Skill Build
1.LVL1 Mana Arrow
2-9.Save points
10.Invincible Casting
11-16.LVL 10 Cure
17-19. Save points
20.LVL1 Bottle of Mana
21-39.Save points
40.LVL10 Mist of Mana,LVL4 Mana Arrow
41-49. Save points
50.LVL 10 Mana Arrow, LVL7 Arrow Rush
51-53.LVL10 Arrow Rush
(I don't know if I added everything right please point out any mistakes)
This should be the most basic build for a dark dragon. Mana Arrow is kept at LVL1 in the beginning because it is very MA dependant so leveling it up in the beginning won't make much of a difference. Invincible Casting is one of the most important skills for a mage so that is gotten before Cure. I've kept Mist of Mana at LVL10 because you'll want a good start on Arrow Rush later on. Plus with LVL10 Mist I'm pretty sure you can OHKO the Ironclad Turtles you're training on. LVL4 Mana Arrow is gotten at the same time as Mist of Mana. The idea here is that you're probably going to start training at Path to Oops Wharf around the time you get Mist. And at Path to Oops Wharf is where you're going to encounter you first aggressive monster (Sand Demons don't count and I don't recommend you to train on Merrows and Torpedo Fish before you get Mist of Mana), and LVL4 Mana arrow gives you more range allowing you to kite and survive much better.
2nd Job
Let me congratulate you for making it this far and having the patience to find all of your items, or not. If you still don't know it yet, this is a guide made for dark dragons, so when buying new skills, please buy Dark Pact, not Light Pact. You can only learn one or the other so don't screw this up.
6.Skills 
Hinder Snare (TM LVL41): Hinder Snare creates a circle around yourself and anyone within that circle will be stunned, meaning they can't attack or move. However the drawback of this skill is that you will be stunned too during this skill. You can move, but the skill will be canceled. Also, if your opponent attacks you ( doesn't matter if it's a block or miss ), the skill will also be canceled. If your opponent already selected a skill before the activation of snare, they can still use it. The last disadvantage is Hinder Snare tends to miss 40% of the time, very annoying indeed. With that said this is only a support skill and has no place when grinding. But, there are a few combos that you can play around with this. The first one is Wicked Flames+Snare. Cast Hellfire on an opponent to burn him/her, then cast Snare. In any one on one situation that is good game right there, except against charms with reflector up. The second combo is Snare+Gravity Crush. Gravity Crush's main disadvantage is the 3second casting time. But if you Snare all of your opponents then your teammate will have a clear shot with Gravity Crush. Next up, Electroshock+Snare. Because Snare is one of those skills that have an AOE around yourself, it's very hard to target with it, Electroshock locks the enemies in place allowing you to position yourself perfectly for a Snare, but Electroshock does not prevent your enemies from using skills, so do it at your own risk.

HellFire (TM LVL55): Your second attacking skill after Arrow Rush, which is also the weakest skill you'll get. So why get it? Read the next skill.

Wicked Flames (TM LVL60): Wicked Flames makes your Hellfire from a weak skill, to an awesome skill. What it does is it makes your Hellfire do damage over time (DOT) after the initial damage. The damage of the DOT comes from the damage of the initial damage. However it doesn't burn the enemy every single time. I believe the chance of burning depends on your LK like everything else. If you leave the map, the monster will stop burning, and when you die, it stops burning. This skill is most effective against Magic Protect monsters or basically any monsters that doesn't die in a single Arrow Rush. Since a mastered Mana Arrow costs 140mp, if you need 2 hits to kill a monster thats 280mp. Now a mastered Hellfire is 230mp. This allows you to stay on the map longer and save more money. I have experimented a few ways to use this skill in PvP. I mentioned the HF+Snare combo above, but this combo is very unreliable because first you would have to make sure the opponent starts burning. And when he/she does start burning, there's still a chance that Snare might not work. But there are other combos you can do with this skill besides that. First open with Hellfire. Say you and your opponent start charging at the exact same time, you both survive. Now your opponent is probably thinking: "ZOMG I'M ON FIRE!" and start spamming pots. However, you should follow up the Hellfire with an Arrow Rush, do not Cure yourself unless you know for sure that you're going to die. You should cure yourself after casting arrow rush. Now your opponent would have maxed out his HP and take the damage from Arrow Rush and the damage from Wicked Flames. If this doesn't kill him then follow that up with a Dark Lance and then another Arrow Rush, until he's dead. I haven't fully tested this combo out, but try it out for yourself and see if it works.

Dark Lance (TM LVL95): Dark Lance is slightly weaker than AR. And unlike Hellfire, it doesn't have a passive skill that gives it a side effect. So what's the point of getting this skill? It has a 1sec casting time. Now 0.5 second may not sound like a lot in real life. But in games, that's very long. You wouldn't believe how much faster Dark Lance casts compared to Arrow Rush. It's your only weapon against Lions because Arrow Rush is just simply too slow. Other than that, there's not much to say about this skill.

Dark Barrier (TM LVL115): Dark Barrier is the opposite of Mana Reflector. Instead of reflecting Magical damage, it reflects physical damage. Physical damage is anything other than Guns or Magic. This includes Shuriken Mastery, Piercing Wave, Tidal Slash etc. I can tell you that with this skill, Charms and Power wouldn't dare attack you. Also if you both start charging at the same time and at the end your opponent fails to kill you, he/she is pretty much dead.

Gravity Crush (TM LVL125): Gravity Crush is an AOE skill. It is also the most powerful skill you can get in 2nd job. But personally, I don't like this skill for the following reasons. First, the AOE is around you. That means you would have to go right up to the opponent's face to cast this. Second, when mastered, Gravity Crush has a 2000MP Mana Cost. Now let me ask you this, which 2nd job skill costs over ONE thousand? That's right, there isn't one. So why make this skill have 2000MP? To prevent spamming? Well I think the 15sec cooldown pretty much guarantees that. And lastly, it has a 3 second casting time, making this the slowest skill to cast. I have difficulty casting Arrow Rush without dying, do you think you can survive with something that takes twice as long to cast? As I have pointed out in the beginning, you have to go right up to the opponent to cast it, which makes survivability even harder. You can combo this skill with Electroshock or Hinder Snare, but don't really count on it because it's very difficult to do a perfect snare and Electroshock doesn't prevent you from casting spells. I have to say that this skill is only good in grinding. Say there's 5 Iciclers. One Gravity Crush takes 3sec and 2000MP to kill all 5 Iciclers. On the other hand you can use 3AR's and 1DL and 1HF which takes 7sec and 944MP. So Gravity Crush is faster, but you waste one Gold Pearl Pot which equals 5-6 more Iciclers. So really it's up to you to decide if you want to get this skill or not. But I personally don't like it.
Skill Build
55-64.LVL10 Hellfire
65-74.LVL10 Wicked Flames
75-76.Save points
77.Master Mist of Mana
78-79. Master Arrow Rush
80.Save point
81. Master Hellfire/Master Cure/Master Mana Arrow
82.Save point
83. Master Hellfire/Master Cure/Master Mana Arrow
84-94. Save points
95-96. LVL10 Dark Lance
97-107. LVL10 Mana Shield
108-114. Save points
115-119. LVL10 Dark Barrier
120-131. LVL10 Mana Storm
132-144. LVL10 Gravity Crush
After that just master whatever skill you want in whatever order. In all honesty, you should just make your own 2nd job build. It's really up to you how you want to play your character. Sort of like building a house. Once you lay down the basic foundation, you can make your house look however you want. If you like PvPing and bossing, then you might want to get rust somewhere in your build. If want to make your Arrow Rush as strong as possible, you may master Mana Arrow or Arrow Rush before getting any dark skills. Just avoid the skills I told you to avoid and you're basically good to go.
7.Leveling Guide
I had a leveling guide all written down before, but the revolution patch destroyed a good chunk of it. And because Ntreev might remove or revamp more maps, I've decided to just point out some nice places to grind and some good quests.
LVL25: Nora Quest. Quest is given by Weeping Nora at Nora Sewers. You need 5 sprayers per cycle and can be done for 25 cycles. If you are funded or have a friend to help you, then you can jump straight from LVL25 to LVL35.
LVL31: Ghost Book TM quest at Gate of Phantom School. Because I was around lvl 50 before they implemented Phantom School, I never really got to do this quest with my dragon, therefore I can't give you my personal opinion on it. However, it is a good quest, and you should be able to lvl your TM at least once every cycle.
LVL31:Path to Oops Wharf. Path to Oops Wharf lies 2 maps west of Megalopolis. Path to Oops Wharf is a nice place to train because it is small, and monsters spawn very fast. There are lots of people who train here so you should be able to find a party fairly easily. Make sure you only hit the Ironclad turtles which are magic weak and you should be able to find an Ironclad turtle card which can be used to complete Card Girl's quest at Southeast Forest.
LVL41: Leaf Bird Quest. Leaf Birds can be found at Path to Caballa. The quest can be obtained from Azteca Monster Guild. I personally never did this quest at LVL41, but people say it's a good idea to do this quest at this Level. Try to lure one Leaf Bird away from the others to prevent them from ganging up on you. If you don't feel you can do this quest, stay at Path to Oops Wharf until you can.
LVL50: Shark/Arachne quest. Somewhat like the Nora Quest. You can get this quest by talking to Card Girl at Gate of Black Swamp and choosing 'Do you have a personal favour?' You need 2 Swamp shark and 2 Arachne cards per cycle. Once again if you have a friend to help you or if you are funded, then you can jump up 5 lvls.
LVL60: Relics 4. Relics 4 lies right below Azteca, although there aren't as many people here, it is a decent leveling spot when you don't know where to go.
LVL70: Swamp 2. First teleport to Gate of Black Swamp, then take the bottom left portal to Swamp 1 and go down into the bottom portal to Swamp 2. I've upped the recommended level to 70 because Sharks can now stun you with Faint. Parties are fairly easy to find here also collect any Shark or Arachne cards you may find for the Shark/Arachne quest at Gate of Black Swamp.
LVL80: LVL80 is an awesome level because it opens up many TM quests. Dancer Michel at Rose Field 1, Mycnoid quest given to you at Carbigal monster guild, Snowkid quest at Path to Snowhill, Leader Toy quest at Gate of Phantom School Annex. The last quest is quite hard, but not impossible. If you see any Kippers around the Leader Toy you're trying to kill, make sure you kill the Kippers first because they are much more dangerous and will only take around 1 or 2 AR's to kill them.
LVL100: Bugbears. Bugbears are found at Path to Snowhill. Keep in mind that you should only train on Bugbears, you may try to Hellfire the Jokers, but mainly, just concentrate on the bears.
LVL120: Techi1. Techi1 is very close to Path to Snowhill, take the bottom portal at Path to Snowhill and then go through the other portal right above the Path to Snowhill one at Path to Techichi2. I suggest you train here when the Laki's can't OHKO you anymore. You should once again, only focus on the Lakis and not the Kilimanjaros unless you are doing the Kilimanjaro TM quest at Gate to Techichi.
LVL140/150: SF3/ Snow field 3. You need to talk to Bunny Maid at the top right of the screen who requires you to get 2 red noses to teleport you to Snow field 2. Then take the bottom left portal to get to SF3. When you're here only kill the Yetis or Iciclers. To get to the bottom Levels talk to Rudolph and give him a bear paw and then he'll teleport you to the Yetis, then get a King comb and talk to Rudolph again to be teleported to Iciclers.
8.Closing Word and Credits
Myself for making this guide
Ntreev for making this game
Various people who made me better understand Dark Dragons
MyTrickster Wiki for providing the numbers, pictures and other information
usopsama for pointing out a mistake in the 1st job skill build
And you for reading this.
This guide is not done yet and I will update it in the near future.
Please post any comments. Any good question will be included in the FAQ section.