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Old 9 Nov 2006   #1
Pentao
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eTrickster Fox Guide

Because I felt that you people weren't getting enough fox guides. I'm reposting my unfinished eTrickster fox guide for all of you who may need it. Who knows, maybe this guide will be useful to you.


Stat and Skill Builds
All stat builds are based on the "Power, Magic, Sense, Charm" graph, so 1243 would mean put 1 power, 2 magic, 4 sense, and 3 charm.
NOTE: This guide does not follow gunner foxes.
Stat Builds
1144 Build: You will have nice damage and defense, but low MP. Later on, your MP will be high enough anyway, and you'll eventually wear DA gear that boosts MP, so in the end it's a win-win situation. Your downside is your bad accuracy, but that afflicts nearly every fox anyway.

Hybrid Foxes should also consider this, though you may want to go pure AC for this.
Should I pick this build? Yes.

1243 Build: Your early levels won't has much of a problem with MP pots, but you will have to have better HP gear as a result. However, in third job, it lets you spam Explosives Mastery without many problems.

2143 Build: You have better accuracy, that's for sure. Your defense and HP is lower, but at least the points are being put to good use. You'll miss still, but not as much, but don't think you'll be doing any worthwhile NORMAL damage. Stone Strike is still your main weapon and Full DA is still the plan. Though the extra AP is a nice boon to the Guerrila skill in 3rd job.
Should I pick this build? It's good, so yes if you want.

If you plan to go hybrid during 3rd job, this build is pretty balanced in terms of attack and defense.

3142 Build: You'll hit near 100% of the monsters you fight, but it's a sacrafice of A LOT of HP. Defense too. Your attack might be enough to harm your leveling target, but it won't be anything special since you should still go full DA or LK... because putting points into DEF or HP is a waste since the point of this build is for high damage to hit, and to get that high damage, full DA! Again, more AP for Sudden Attack, but still, not sure if it's worth it.

Hybrid foxes may want this build for damage.

Should I pick this build? Not reccomended.

4141 Build: Basically a more offensive, less defensive of the previous build, you will need pretty dang good def/HP equips to pull this off. You can hurt your targets pretty decently during the low levels, and you'll be spamming criticals in the later levels due to having good luck and 2 or 3 (depends on 2nd or 3rd job) hits per crit. People like to do this build with pure LK to increase block rate, magical dodge and to do those great crits constantly. However you are likely to die with this build.

Hybrid foxes will have higher damage, but it's not reccomended still. Mostly an extreme build.

Should I pick this build? No, but it does seem kind of fun.

1342 Build: You lack defense, and don't get an aim bonus. More MDEF? Not helpful, you're better off with luck to avoid magic then trying to lower the damage altogether. More MP? You won't need that much. MA is useless. Damage at full DA is STILL equal to other foxes.
Should I pick this build?: No.

1441 Build: Don't. It's chock full of useless stats.
Should I pick this build?: Hell no.

Quick Info
1st Job
+If you accidentally got Invincible Drill, don’t worry about it. 1 TM point is not a huge set back.
+If you need money to get to second job, make sure you’re picking up equipment drops and NPCing them.
+Sticky Foot does not help you level very much.

2nd Job
+Landmine is not a skill you want to use as a primary attack, however it does help kill monsters you can’t OHKO yet if laid properly. It still helps you get multiple kills.
+Sticky Icky is primarily a PvP/Boss Hunting skill.
+On your 2nd job promotion ring, weight is not a bad compound, as it lets you carry a lot more potions or equips that drop.
+The High Tantalums + Crystal of Opal quest in the Snow Hill mines net you a Harkon if done 5 times.

3rd Job
+Explosives Mastery let’s you throw landmines very quickly, and constantly, though targetting is still annoying, and MP cost is high. However it’s stronger and more accurate than stone strike.
+Hard Spirit is mainly a PvP/GvG (Support) skill.
+Sudden Attack is VERY accurate compared to previous attacks.
+Sudden Attack is not a practical leveling skill (Since you have to hide, then Sudden Attack).
+Explosives Mastery can be used to level, but due to the setting up mines take, you should still be Stone Striking (+Shurikens if you have them) your foes. If you're surrounded, it's smart to start spamming the little bombs.

HYBRIDS: You'll basically be like Hybrid Lions. So you should see a Lion guide for such information.

Stat Builds
Full/Pure DA: This is the basic and one of the best builds. You'll have strong attack skills, not much else to say.

DA/LK: You'll crit a bit more with this, at first this isn't too disadvantaging, but in later HIGHER (like 120+ maybe) levels, you'll start noticing your damage is lower then other foxes [depending on gear]. Not what I would reccomend... Since crits are useful PvP and Boss wise, but not for general leveling and relying on crits is a bad idea in general.

Full/Pure LK: Intense crit chance, superb magic dodging, and wonderous ability to block. However, your Stone Strike is a lot weaker and your crits do less damage. And by a lot weaker Stone Strike, it's anywhere from 1.5-3x weaker. You still wear DA equips, for a while, but your block rate will be phenomonal at higher levels. Magic might not even touch you.

Pure DA vs. Pure LK
-Pure DA does more damage with Stone Strike, and Shuriken Mastery, and levels faster.
-Pure LK does more damage with Detonator, but has a better chance of making good compounds. Levels a lot slower.

-Pure DA has a lower crit chance, but higher crit damage.
-Pure LK has a higher chance to crit, but lower crit damage.

-Pure DA gets hit by magic/physical attacks more.
-Pure LK gets hit by magic/physical attacks A LOT LESS [due to block].

DA/AC: You will most likely have bad accuracy due to a 1 in power for most good builds, so the extra faster leveling AC could be useful, but in later levels AC doesn't become a problem. I'm talking much higher levels, in the 150+ range, or maybe even higher, because by then you'll hit your target nearly always (except bosses). Don't put too much into AC and if you can just try to blend DA equips with AC equips. However, though AC does catch up later, it's a pain to get from 80ish-200 with the bad aim. And Gun Booster does still help.

Pure AC: A build for hybrid gunner foxes. It's meant to deal the maximum amount of damage with guns.

AC/LK: A build for hybrid gunner foxes. It gives better dodge rate but less damage. It's pretty balanced.

Where not to put points: Any Magic stat, let charm grow on it's own as well.

Skill Builds

NOTE: When it says Job Change, that ONLY means you're done getting skills from that job. You can job change at 60/50 or 130/120 (or whatever the 3rd job change level is) right away and it will help you get the rest of your skills. The exception here is Heavy Carrier.

JTO Cookie Cutter Build - From the jTrickster Wikipedia
TM 1-12, Get Stone Strike and Master it.
TM 13-25, Get Sixth Sense and Master it. NOTE: Hold off on mastering if you have too low of MP, level 10.)
TM 26-30, Save up TM points, then get Gun Carrier.
TM 31-35, Save up TM points, then get Invincible Reload.
TM 38-50, Save up 3 TM points, get Gun Booster and master it.
TM 51-52, Save up TM points, then get Armor Destructor (Level 1)
TM 53-68, Save up 4 TM points, get Lucky Seven and master it.
2nd Job
TM 69-75, Get Level 5 Aura of Luck.
TM 76-90, Get Landmine (Optional Mastery)
TM 91-98, Finish up Aura of Luck and Master it.
Rest of TM is personal use, save up 14 (17 if you plan to master Explosive Mastery) TM points by TM 120.
(You can get 10 Heavy Carrier and Pouch of Pain Mastered if you want)
JOB CHANGE! [130/120]
TM 120, Get Explosives Expert and if you want, which you should want, master it.
TM 130, Get Hide to level 10, if you want, master it. (Gives you +9 seconds of being hidden)
TM 131-149, save up at least 17 TM points for Sudden Attack. Other 3 are free to distribute as you see fit.
150, Get Sudden Attack, Mastering it is suggested as the damage increase is pretty big (705% -> 840%)

Somewhere along the way you may want to get Shuriken Throw. However it's not needed (unless you PvP, then it's pretty useful).

Alright, now this build is a good build because it gets rid of the accuracy problem of Stone Strike, but you have to spend a lot of TM points, and 2 of the skills you'll never use (unless you're fooling around). So the build works well with 1144 - Full DA.

Shuriken (Assassin) Fox
TM 1-12, Get Stone Strike and Master it.
TM 12-25, Get Sixth Sense and Master it.
TM 26-36, Get Shuriken Master, but do not master it. Get it to level 10.
TM 36-40, Save TM points, get Armor Destructor to level 1.
TM 41-54, Save TM points, get and master Lucky Seven.
JOB CHANGE
TM 55-71, Save TM points, get and master Aura of Luck.
TM 72-90, Save TM points, get and master Landmine
Rest of TM points are personal use (You can get 10 Heavy Carrier and Pouch of Pain Mastered if you want, it’s PREFERENCE).
JOB CHANGE [130/120]

Build is a good one, as Shuriken Master can weaken or finish off monsters and appears to have slightly higher accuarcy then Stone Strike. It also helps you master Lucky Seven earlier then usual, and is overall strong. You normally don't master Shuriken Mastery because most people consider it a waste of TM Points, but it's preference really. If you master it, you can get Precise Pitch too, but make sure you're using some of the better throwing items, otherwise the skill doesn't give much of a boost.

Other Skills
Armor Destructor:

While shown in the skill builds, it's not shown anywhere higher then level 1. At level 10 it's GREAT... against bosses... it's a very impractical skill that doesn't last too long, and in the time you could try to Armor Destruct a player, you could have hit them twice with Stone Strike + Shuriken Throw, or even add a Landmine into the mix. It's cooldown is 3-5 seconds longer then Stone Strike after all.

Sticky Foot: An excellent skill, helps your lack of accuracy A LOT! Plus it tends to last a decent amount of time. You probably won't need it while leveling though, but it helps when fighting against pure HV foes, especially against High Kickers as it lowers their damage as well.

Invincible Drill

Useful if you drill in aggressive places, but I don't think you're gonna want to sit there and drill while monsters cut loose on you. Unless you're drilling at a high level in a lower level area.

Basic Detection

Useful IF you have the spare points, but if you don't it's not worth it. Dowsing is just this skill but at deeper lengths.

Precise Pitch

This is a buff for Shuriken Throw... It doesn't add a lot, and is a rather meh skill... you can get it if you have spare points but isn't really all that useful. However using high AP throwing weapons makes this skill boost your damage by a ton, therefore, you may still want to get it.

Heavy Carrier
Mainly used to get Pouch of Pain, but it's a pretty useful passive skill. Just lets you carry more, and that's always nice.

Pouch of Pain

It's a small-ranged AoE attack, based on Weight. It could be pretty powerful, but since it's based on current weight, it probably weakens as you level, unless you pick up drops. Still, it might be nice to have as another choice for attacks.

Sticky Icky

Another debuff for Foxes. This is a massive debuff, since it's 3 stat reductions in one (HV, Defense, and Luck). Sticky Foot is better at reducing HV and lasts longer, but it's still better than armor breaker, since armor Dest doesn't last very long. It's seems great to take down that hard boss you may be having trouble on, or maybe just one target in GvG. Though it's requirement of level 10 Armor Breaker is a shame, since Armor Destructor... really is horrible.

Compound Mastery

So long as the servers compound rates suck, this skill isn’t much help, but when the compound rates are good, this skill is useful in compounding. Foxes and Lions are, after all, the best compounders due to their luck advantage.

Gas Mask
It's a nice PvP/GvG skill, but you won't use it for leveling. Since there are A LOT of charms, you may as well get this if you're an avid PvP/GvGer.

Lightning Rod
Electroshock isn't a huge problem, unless you're at iciclers, and even still it's not that bad. It's not really worth the TM if you ask me though.


Leveling Spots
General Leveling Info:
If you have sixth sense, don't use it if it doesn't change the number of hits of a kill. Try to buy enough pots to last you a level at minimum. Always try to find a royal or special party because leveling alone sucks and it's slow. DO QUESTS. I CAN NOT STRESS THAT ENOUGH. ALWAYS DO FREAKING QUESTS!!

Leveling up a fox from 5-30
Generally, you should just be doing episode quests, and quests from NPCs in Coral Beach. Any of the monsters can be killed pretty easily, especially with Stone Strike. Just try not to force yourself to use potions early on, unless this is NOT your first character and you have extra money. From Coral, just move on to Desert Beach and do quests there, if you can find a party, join one for bonus exp. The monster quests should also help things move along pretty quickly. If MP is a real issue for you, don't master Stone Strike right away, but make sure you do master it. Oh, and avoid physical resist monsters if you can.

Level 30-39

Queen Yamus give TONS of experiance. Get a royal party in SouthEast Forest and you'll be 39+ in no time. Also the money you make from selling the drops is excellent. Don't bother with PoPos however, they take a beating before finally dying :\
<Southeast Forest>

Level 36-40
Path to Oops Wharf (Royal/Type/Gender[Special]) Parties. EXCELLENT EXPERIENCE. Depending on the damage you take you may lose or make money. The Tiger Seals are weaker defense-wise then the Turtles and also the turtles are harder to kill despite being 3 levels lower.
<Path to Oops Wharf>

Level 40-50
It's still Path to Oops Wharf, but now you should have new armor, and should be able to 2 hit Gomas with Sixth Sense. You will great money now (if you weren't before) from the Gun Type 2 drops, and Bronze Bucklers. Goma drops easily cover potion cost and give you about 12k-20k extra to play around with.
<Path to Oops Wharf>

Level 50-60

Now it's the Path to Phantom School. Gallis and Hallis await you here. At earlier 50s you might want to kill the Blue dudes first because they do less damage. At this point you should 2 hit or OHKO these guys. If you have a lot of DA equips, you should be able to OHKO the red guys. You will make income here, my first run here I made about 50kish and spend around 27k on potions. Speaking of potions, you may want to use HP Potion Cs now as these guys hit HARD. Oh and by the way, the daggers they drop suck, NPC them. You should OHKO the red guys with 60 DA.
<Path to Phantom School> [Min DA for OHKO: 60]

Level 60-You finish the quest 25 times.

Electric Snails! These guys are wonderful experiance, and you will most likely 2 hit them. They are rather weak damage wise, 100-300 damage with DA equips, so go ahead and let loose your pure DA damage! They also have wonderful and useful drops. Partying here shouldn't be too much of a problem, just depends how low of a level you came at. There's even a 380,000 exp Monster Quest from this that also gives 2 #2 Snail cards AND 1000 geldar. You may want to save the quests and just grind until you can OHKO (Somewhere around 75ish DA?), and quest until around 80.
<Path to Black Swamp> [Min DA for OHKO: 75?]

80+

Arachnes are great experiance. They can be started anytime you finish the quests for Electric Snails, but yeah, level 80 is the typical level for Arachnes. They have good money drops and make sure you pick them all up. I can not stress that enough. Depending on how much you spend on pots which can range from 16-30k, you should be making 46k+. Once you are able to, do the Arachne Quests, because after you're done with them, chances are you won't be getting very good exp off Arachnes anymore.
<Swamp 6 - Lake of Illusion>


Jokers are also good for exp, as royal/special parties at bugbears can usually net you a great .5% per 2 jokers around level 100 in a 2.5x party. Also the TM experience is freaking good. They're easier to OHKO then Arachnes as well, and if you can two hit them, you can also go ahead and strike down the bugbears. You can train here for quite a while. Just becareful, Jokers crit a lot.
<Path to Snow Hill>


Blue Goblins are slightly better exp-wise, BUT it has more downsides. Mainly the offset of the fact nearly nobody ever parties here. Cursed Straws are pretty weak so don’t worry about them.
<Phantom School 3-3>

[Sidequests Galore]
Do all the quests you can, Arachnes, Swamp Sharks, Monkeyas, Mud Bigfoots, Haros, Tango, etc, whatever, do them. Don't neglect your TM level either!

[Level 120+]
Though you can still level on Jokers it will get pretty slow... soo, new options show up.

Dazes

If you can get a party for the music room, Dazes are rather good exp, but they deal high damage, try to avoid the acordians. If you're feeling gutsy and you're confident in your equipment, you can come here at level 110, but it will take two hits to kill the Dazes for a while. I've trained here in a 2.5x Special Party with equal share on, and man the leveling goes by fast. With everyone constantly hitting SOMETHING (Sheeps for some reason were there killing the Arccomons), the exp will constantly come in. However, as stated before, IT IS VERY HARD TO GET A PARTY HERE. Also.. don't train here unless you have an HP shield, DP won't save you from their attacks like HP would. Their attacks do 1.1k normal, 1.9 crits at around level 114, easily. Sometimes they do 2.1k too, so be careful. Coming here with no HP equips at all is a deathwish.

Snow Field 3

Ah, SF3. This area is pretty awesome for leveling. It’s MUCH easier to get a party here, and a lot less lethal than Dazes. However, you probably won’t OHKO anything without a landmine or landmine critical. The Santa Bears are easy to get to, and weakest to kill. Nice exp, very simple. The problem is that these guys are crowded as heck. Many people will end up KSing you on accident. The next level of SF3 are Yetis. Less crowded, but they hurt a bit more. Either way, getting mobbed by Bears or Yetis sucks. However the final level, Iciclers, which are the weakest HP-wise, are probably the most deadly. They attack the fastest, and for some reason cast magic. You’ll probably be unable to move at times if they gang up on you. I recommend you stay away from them, even though you’ll probably OHKO them with a stone strike crit.

A money tip if you need it, is to pick up the many drops people leave littered around. You have more weight than most classes, so go right ahead and get those paws or combs. They sell for about 1k each and you can usually pick up to around 50 after your pots are all gone, which is not too bad for money. It’s not exactly 1k each, FYI. Equip drops are pretty common with Santa Bears too. The Artisan Main Guaches should be checked before NPCing though, you never know when you might get a good 2 slotted one.

[Level 140+]

Aabons and Dekumanus

Aka: Tech Field 4. The exp here is pretty good. The TEXP is also good as well. You can come here around level 140 since you are able to explosives mastery these guys in one shot. Stone Strike should be 2 normal ones, 1 if critical.
<Techichi Field 4>

Flame Moths
A tad harder to One shot, but you should still be able to do so will all your buffs + bombs. You'll probably two-three shot them with stone strike. Still, these guys are not very tough, but they'll hit you more often than the monsters at Tech 4.

All Levels
Don't forget about Mel's Card Quest. These quests keep your TM up to par with your Base one. They'll ensure you get the skills you want when you need them... probably.

Equipment Advice
Equips
Level 10- Sensible Bronze Sword: A lot of player shops seem to have these, and it's useful until level 20, as it adds 2 DA. If you plan on getting a Sensible knife it's great and it's also good for saving money, but it'll make you look like a noob until you get a new weapon :x Also the increase in DA isn't a huge difference at this level.

Level 30- Craft Ornamental Silver Knife: Dug in Poppuri Dungeon (All I think), you can try to make something better then a sensible, but in my opinion, just go with Sensible (unless you're already rich and making another fox)

Level 45- Sensible/Craft/Custom Dagger: Sensible is dropped from Gianas, Craft Daggers are found inside Phantom school, same comments about the Silver knife.

Level 60 - Sensible/Craft/Custom: Craft & Custom are in Phantom School. Unlike previous weapons, you may want to compound these, as they do prove to be quite beneficial, but a sensible is good enough if you're a penny pincher.

Level 75 - Craft/Custom Gladius: Sensible Glads are dropped from one of the Captains I believe, but it's not worth it really. Craft and Custom ones are better, always. Dug in Phantom, and Swamp Fields.

Level 90 - Craft/Custom Kaldo: See above. Dug in Megalopolis Northwest Fields, Phantom School.

Level 105 - Craft/Custom Kukuri: See above. Dug in Swamp D6, Rose Field 4, and Phantom School Art/Music Rooms.

Magic Amulet (Level 20): This is a useful item for 1144 Foxes as it adds 80 MP. Better early on, but eventually it's not that important.

Amulet of Mana (Level 10): Better then the magic amulet, it adds 100 MP, but you have to do Pharaoh Boy's quest for it, and I think it's a chance you get it. Still useful.

UFO Pet (Level 50): With it's +5 DA/HV it's quite useful for OHKOs and higher damage. The exra evade helps too, but you don't notice the different a lot, unless you explore higher leveled areas a lot :P

Steel Health Band (Level 40): +80 DEF is quite useful after all. It's not like you really have better inner wear anyway.

Duo Doctor (Level 42): Adds nice amount of stats, compound it for defense to get a range from 80-128 DEF.

Blue Penguin Pet (Level 40): If you really need defense, these guys can help you quite a bit . However I didn't get one because I felt that DA is more important, so I stuck with a Baby Fox until UFO. None the less, it would make Hallis and Gallis easier to withstand.

Stout Iron Cap (Level 40): You won't need to buy the standard level 50 Trendy Steel Cap with this, AND it adds HP, so it's nice . I prefer this over craft leather head gears, as those are pretty much not needed at this level.

Craft/Master(2s+) Felt Hood (Level 50): Compound it for DA (Or DP >_>). From here on, you're gonna want basically all the craft, custom and master (2 slotted or more) magic hats and compound them for DA/DP. So it would go, Felt Hood -> Beret -> Hunting Cap -> Turban -> Soft Hat -> Cowboy Hat -> Witch Hat -> Silk Hat -> Crown -> Mitra.

Possessed Fork (Level 42): An awesome accessory. Adds 7 DA (-1 DX, +2 LK), and you can compound some AC into it, which is nice.

Feel-More Ring (Level 50): This little trinket will add 8 DA and some weight, and allows you to compound more DA onto it! It can easily bolster your power, and the 'good Feelmores' are apparently 12-14 DA ones. Worth it.

Excavation Ring (When you job change, you get this. I think it requires level 60 to wear): Your job change gift, and a useful one too, like the fork, it adds 7 DA, but you can compound luck or weight onto it. Personally, I'd suggest weight, as you can train longer, however, at later levels (if you're still using this), you may want to have compounded luck in order to increase landmine damage, slightly.

Golden Mole Vest (Level... forgot): This vest rocks. It's better then the Duo Doctor since you can add luck (for landmine power) or HP, OR DP. Personally I'd go with HP since lasting longer is always nice. DP is kinda eh and unesscessary. Luck is fine though.

More on Weaponry
Attention LUCK Foxes! Your Landmine damage is great and you may want to switch to a luck staff, just to throw your landmine. After that you can go back to using a dagger to stone strike/shuriken throw your enemies.

Picking the right Dagger-
Now... you're going to want a good weapon for leveling... So the basic pick is a craft or 2s custom weapon. In my opinion, these are pretty average and are only useful because it's better then using sensible weapons. Now if you're not going to use those, what are you going to use? 3 slotted customs of course! But you can't always find/dig those up, now can you? Well then you can hunt bosses for a 2s Masters dagger! These are usually higher in base DA anyway. Keep in mind though, some types of daggers don't have a Master version.

Luck Foxes + Master Staves = MOAR LANDMINE POWAR
Since Master Staves come with luck on em', you may want to use one and then compound it with more luck to increase landmine damage, though, remember, this won't serve your stone strike or shuriken throw any good, other then adding a higher crit rate.

Also know that pretty much NONE of the physical hats are worth wearing as a fox, since you aren't really in need of it's HV, DX or MD compound bonuses and you could get more DP off compounding a DP magic hat. If you don't know what a physical hat and a magic hat is, then it's basically hats that come with DP or MD. IF it gives DP without a compound, it's physical, if it gives MD without a compound it's magic. Magic Hats usually have the following compoundable stats: DA, MA, LK, DP.

HP Shield or DP Shield?: Depends on what you're killing. If you're fighting high leveled monsters that hurt a lot, you're gonna want an HP shield, but for normal leveling DP usually is fine. But in PvP use an HP shield, because you're probably gonna pot spam. In the end though, HP is more important than DP... and remember, if you're fighting and let's say you have a shield that adds 2000 HP. You get hit for 2000 HP, you can now switch to a DP shield since you'd be at normal HP anyway. Don't forget, YOU CAN HOTKEY EQUIPS. I put this tip twice for emphasis.

General Fox Tips and Strategies

1- Hit and Run: Simple tactic, stone strike the monster, run away, wait until you cool down, stone strike again. Those with SM can SS, run, throw then SS again, but most likely you won't level on something that takes more then 2 hits. Great for exploring around places, attacking monsters with high attack, and in PvP, as it minimizes the amount of hits you take.

2- Wear Appropiate Equipment: Seems obvious. When leveling you only need a certain amount of DA To OHKO/2HKO, so there's no reason to wear all DA equips against something you can OHKO/2HKO without some of them. Replace the equips you don't need with DP, LK, or Weight Gear, Perhaps even AC gear if you need to. The only times you shot be wearing full DA equips are in either PvP or Boss hunting. Also in PvP, you may or may not want to wear full DA anyway.

3- Kiting (Requires Shuriken Throw OR LANDMINE: Basically attacking from a distance, and keeping that distance. You can also have the monster get stuck in between two spaces (walls, rocks, etc. A good example is the Slug Gs in Swamp 6), or even someone to tank for you while you just keep tossing your items at the target.

General Tips to Making Money

1. Since Foxes have exceptionally high DA, you'll easily hit the mark where you have 90 DA and never be able to drill unless an item is to be found, thus you have a 100% (Unless you mess up while drilling) chance of getting an item always, so use this to your advantage and try to find equips. You'll generally find more equips, more often, due to your drill chance. You'll also make the most out of every drill, as you won't have to deal with any annoying times where you drill, drill and drill, and there's nothing.

2. : Most foxes generally have decent LK. You can compound some pretty sweet items at times, and sell them as well. It's a gamble though, since the money you make from selling the item has to be more then the compound price and the price it cost to get the item if you bought it. If you're really good at compounding, you can compound stuff for others and charge tax :\. Or, like tip 3 says, compound good items on your own and sell them at a profit.

3. : Leveling, leveling, leveling. Equips drop pretty frequently. Through one good run you may find from as little as 1, to as many as 20+ equips. NPC, or Player Shop them. Also, quest items, and compound items are good for selling as well. Sometimes, you may just want to pick up some of the etc. items because they sell well.

Get your own ideas of how to make money, like selling potions, overpriced, at Gate of Vampire Castle.

Player Versus Player (PvP) Strategies

IF you can, use two shields.: There are usually two types of shields, HP and DP. Now, knowing that you CAN hotkey equipment, you can switch between the shields mid-fight (I'm talking about FFA PvP), which allows you to first use your HP shield to benefit from extra HP, then once you've lost however much HP the shield adds, switch to your DP shield to defend the rest of your health. This allows you to take a greater amount of hits, then going defensive, overall increasing your longevity. THIS IS FOR NO POTIONS BATTLE ONLY.

Hit and run! (AGAIN!): Hit and run is useful as it allows you to minimize the hits you take, and since you don't attack normally anyway, there's not point in STAYING in your opponenets face.

Bring AC Equips.: You're probably gonna miss a lot on players, and that's probably gonna make you lose a lot more, but since your damage is already pretty dang sweet, just wear some AC equips to make things easier, but don't make HUGE drastic equip changes unless you know what you're doing.

You have better accuracy in the 1v1 Arena: Tested by me with Ryushi. In the FFA Rooms I'd miss pretty often against him with Stone Strike, but moving into the 1v1 Arena [The Duel Arena] made me nearly hit him all the time! Also remember the Duel Arena gives you true damage as well.

Fox Vs. Bosses
A major part of Trickster Online is the boss battles, since they drop great and rare items, and it is pretty fun soloing them or fighting em' off in a party. Now then, the boss guide!

Boss of Coral Beach: Master Mong
Required Entry Item: Little Cora Card (Used Up, Only one needed)
Reccomended Level: 40-80
Minimum Level: 1
Cut Off Level (This is the LAST level you can enter at): 80
Strategy: The first and weakest boss is BOUND to be easy since it's Physical Weak (though Magic DOES have a tough time against him). Your stone strike will DROP his HP, and if you're fighting at 80, you can probably drop a full bar. Mong's drops are nothing special though. NPC if you're low on money at the low levels, but keep the 2s Master Prick Shields and Master Felt Hoods. Watch out for the Sppos he summons! Boss currently unavailable.

Boss of Desert Beach: Tutankhaman
Required Entry Item: Apron, Earrings of the Subject, Mask of Subject (Each 1, but the Apron is used up upon entry)
Reccomended Level: 50-80
Minimum Level: 1
Cut off Level: 80
Strategy: You know, even though he's one of the easiest bosses, he's quite a step up from Mong. His summons are threatening (at least the harpies are), and he uses Mana Arrow a lot. Focus on your Stone Strike hit and run tactic and heal while running toward and away from him, and just do so whenever you can. Shuriken Throw helps too, and you can use it to lure him away from his mobs. Though becareful, there's a bunch of them on the map. His items are also rather meh, except for maybe the 2s Master Berets.

Boss of Oops Wharf: Captain Skull
Required Entry Item: Master Foe Card (x1, used up)
Reccomended Level: 100+, otherwise go with a party.
Minimum Level: 60
Cut off Level: 120
Strategy: Wow, another huge step up. Captain Skull is PHYSICAL PROTECT and he's got tough criticals. Without proper HP+ gear, you won't be able to take him alone (ESPECIALLY AT LEVEL 60), so you may want to hold off on him. By the time you can hold off Skull, his mobs won't be a threat though, which is a relief. Remember HE DOES HAVE A POWER BLOW attack. If that connects a critical on you heal if you're alive. If that OHKOs you though, you may want to reconsider this boss. Coming with a party and having a tank is much much nicer.Despite his phys. protection though, you can still do thousands of damage. His shield drops are worth picking up, but otherwise, like many previous bosses, eh.

Boss of Caballa Relics: Tombeth
Required Entry Item: Rosemary Card, Bead Necklace (Rosemary card used up, each x1)
Reccomended Level: 100+, otherwise go with a party.
Minimum Level: 80
Cut off Level: 150
Strategy: MUCH easier to solo then skull probably, but since there's a whopping 6 Tombeth in that small room, you may want a party. Remember, HP gear IS helpful for soloing, otherwise you're screwed. A Golden Mole Vest (If you have one) combined with an HP shield will probably be plenty. Going here at level 150 is just murder on the poor little beasts. There's also a quest for them that nets you a cool million or so exp, so make sure to do it before you go over 150. Don't know if you'd want to buy 25 Rosemary Cards to do it completely though, those things get expensive. His items aren't anything special, except for the occasional master gold screen. His mobs might intimidate you if you're not prepared. Though at a good level, only Arachnes may pose a threat.

Boss of Carbigal's Black Swamp: Tenter Lion
Required Entry Item: Lotus Flower (x1, only used if you talk to Paster Tau to get out, aka not suicide to leave.)
Reccomended Level: 120+, otherwise, a party is advised.
Minimum Level: 100
Cut off Level: None
Strategy: Ah, good old Tenter. Sadly nowadays he's hunted a lot. Anyway, he's physical weak so foxes get their pick at him. Stone Strike, Shuriken Throw, and Landmine if you have it... all will make poor little Tenter cry. However, get too close without A LOT OF HP EQUIPS and he'll make you cry with his high kick attack, which CAN do 9k damage. Though the damage usually cuts down to 7kish or so... His mobs ARE threatening since he summons Killimanjaro, Yetis and Slug Gs. Stoor Worms are eh. If you're feeling overwhelmed, try to lure him away with ranged attacks. IF you don't have any, sit tight, hold on to your HP shield and pots and wait out each stone strike one by one. His drops ARE good and can be sold to players. From Master Titan guns and Master Battle Staves to equips even you might want like Master Kaldos and Master Kukuris, Tenter is a great source of income... which is why he's hunted so often. Also a nice little tidbit to know, Tenter Lion is the most physically weak boss.

Boss of Vampire Castle and Rose Garden: Count Blood
Required Entry Item: Sun Stone (x1, not used up)
Reccomended Level: 140+, you probably will still need a party...
Minimum Level: 1
Cut Off Level: None
Strategy: The one boss who's resistant to EVERYTHING. His summons are VERY threatening too, as Niwerths HURT... A LOT. Adding more trouble is you probably won't hurt the Niwerths... at all. The Bone monsters however are pretty tame and you can kill them before they cause too much trouble, but those Niwerths... high attack, hard to kill and they move fast, thus allowing them to chase you. As for Count himself, he has some power blow attacks which hurt and his normal attacks aren't anything to scoff at either. Be prepared with HP gear, and hopefully you didn't come alone... because I don't think you could hold him and his summons off like a Raccoon or Cat could. Your attacks will hurt him though, don't be afraid to attack just because he's resistant to everything. His drops are pretty good too.

Boss of Phantom School: Mad Ray
Required Entry Item: Skull Necklace (x1) [Don't know if it's used up.]
Reccomended Level: ...By the time you get in here, you'll be ready.
Min Level: 200
Cut off Level: None
Strategy: How sad. This boss guarded by a level 200 barrier is pathetically easy. He's physical weak and magic weak... there's no class that can't kill him. (Lions can use Pistol Whip). His summons, not too threatening, I mean if you're level 200, not much is threatening except for maybe the next few bosses. Mad Ray does have a couple of things to be wary of, and that's HIS stone strike attack. He's got a lot of DA too you know, and he also has Sixth Sense. You'll be fine against Ray really, and his drops are EXCELLENT... but probably not for a level 200. Master Stiletto, anyone? And if you still don't believe he's weak, he's got the same physical weakness as Tut and Mong.

Boss of Techichi Volcano: Soki
Required Entry Item: Stone Ball (x2... used up. ...<_<;
Reccomended Level: 200+, but I'm pretty sure you're gonna want a party.
Minimum Level: 150
Cut off Level: None
Strategy: Hoo boy, this is a physical tolerance boss, not good. In fact he's tied with Odiena for most physical tolerance out of bosses. His summons, threatening unless you're 200+. The Fire Golems, be careful of those especially. Now Soki himself has power blows and is powerful. Of course you have your HP equips, but if you could try to blend in some luck equips so you end up blocking a lot of attacks... but like I said, I REALLY doubt you could solo him. With a party you've got a ruster there, a tank, and then you can smash with stone strike and landmine from the sidelines as well as shuriken throw. Your aura of luck is probably benefitting your team! But yeah, Soki's TOUGH for Foxes to beat. At least other classes can use elements. His drops are good too... Master Katar... sold in a store near you, seriously. I see tons of 2s ones with 19-22 DA base >_>.

Boss of the Abyss within Ghost Blue: Predator
Required Entry Item: Shackles, Aqua Blue Potion (Both x1, both used up.)
Reccomended Level: 170+, party only so they can tank.
Minimum Level: 100
Cut off Level: None
Strategy: The Boss who's level 666! Be afraid! His mobs are tough, real tough! Those Coolems hurt and so does his Doppelganger Predators (they're the level 666 ATTACK type Predators). He moves slow, but that's not much of an advantage. He crits, A LOT. He's got stone strike and some sort of fire spell. Luckily for you foxes, he's physical weak. STONE STRIKE AND LANDMINE AWAY! You'll have to don all your HP gear and master hitting and running while spamming elixirs. Along the way, stone strike him and throw a landmine whenever possible (and shuriken throw too!). It's possible to solo him, very possible. However it gets frustrating wasting so many elixirs, shackles and aqua blues killing them alone, so you may want a tanker at the very least. His lair is pretty sweet for drilling (requires Gaos [buy them at Spicy Island]), as it contains many level 200+ gears. His drops are superb! You'll want many of the master equips he drops. Boss currently unavailable.

Boss of the Ice Dungeon: Queen Odiena
Required Entry Item: Tool #2 I think... not sure if it's used up.
Reccomended Level: 200+, bring a party!
Minimum Level: 1
Cut off Level: None
Strategy: Well she's physical tolerant, so there's not a lot you can do for soloing except for (like a certain dragon once did, whose name escapes me), wait until she uses up all her MP on you and just heal up and lead her into a corner away from her summons and just deal with her physical attacks. Otherwise have a party come. That way you can attack safely from the sidelines. Her summons are similar to preds, except she has an Ichysaur in there. Her drops are great, and she drops quest items for a Wisdom Orb thingy. Keep that in mind!

Boss of Tabasco Volcano: Spicy Dragon
Required Entry Item: Spicy Egg (x1, consumed)
Reccomended Level: 200+ Bring a party!
Minimum Level: 1
Cut off Level: None
Strategy: Oooh the toughest boss in the game. He's tough alright, especially with arrow rush. You'd need a lot of luck to dodge them, or have a handy power type with Fall of Luck... His mobs get overwhelming if summoned often, especially the Ichysaurs and Predators. You probably can't solo this. Proooobably... Anyway, he's physical tolerant, but less physical tolerant then Soki and Odiena. In a party, the fox's job would be damage dealer. Pot often, be careful, let others do the tanking. Spicy's drops are obviously really good, and he drops quest items. Good luck!

MORE INFO TO BE ADDED LATER.

~Pentao
Original Link:
http://www.tricksterfan.com/forum/showthread.php?t=679

Last edited by Pentao : 7 Feb 2008 at 09:43 PM. Reason: Update: 1/13/08
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Old 10 Nov 2006   #2
Neli
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Great....
Covers both Shuriken and Stone Strike...
I was just looking for one...
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Old 10 Nov 2006   #3
Arget
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just a heads up but i can kill coral pyups when my fox was 22 and merrow when i was 30 i think the monsters are kind of late because its so close and would be lack of tm
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Old 10 Nov 2006   #4
raisinbun
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Something on the 2143 and 3142 builds: IMO they are added solely for AC; AP and DX are not useful to Fox at all. AC is to compensate the low accuracy of SS.

But then I don't know about the actual hit rates in higher levels.

On skills
1. SM doesn't never miss; it just have a much higher accuracy than SS. When hitting high flee monsters like Gali, SM starts to miss.
2. Why not master SM? If you are a "Shuriken Master Fox", I see no reason why you do not master your main attack skill >_<

On equipments
1. why skip the Lv60 Craft Dirk? It has one straight slot more than Odd Dirk and is 15 levels lower than Craft Gladius.
2. I think there's actually no difference between Beret and Felt Hood as both can only be grown with Lv50 items. As you have suggested a Lv75 dagger, I would instead suggest the Lv70 hat.

Oh and btw, thanks for the nice fox guide :)

Last edited by raisinbun : 10 Nov 2006 at 12:18 AM.
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Old 10 Nov 2006   #5
Pentao
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Originally Posted by raisinbun
On skills
1. SM doesn't never miss; it just have a much higher accuracy than SS. When hitting high flee monsters like Gali, SM starts to miss.
2. Why not master SM? If you are a "Shuriken Master Fox", I see no reason why you do not master your main attack skill >_<

On equipments
1. why skip the Lv60 Craft Dirk? It has one straight slot more than Odd Dirk and is 15 levels lower than Craft Gladius.
2. I think there's actually no difference between Beret and Felt Hood as both can only be grown with Lv50 items. As you have suggested a Lv75 dagger, I would instead suggest the Lv70 hat.

Oh and btw, thanks for the nice fox guide :)

Hah, I was updated the guide just now. I wrote this guide a long time ago, so it's based pretty much JUST after the Swamp & Caballa Patch.
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Old 11 Nov 2006   #6
Pentao
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I've made a ton of updates since I first posted, check it out.
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Old 12 Nov 2006   #7
Arget
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much improvement in the training spots but my fox was killing hali and gali 2hko at lv 40
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Old 13 Nov 2006   #8
raisinbun
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Originally Posted by Arget
much improvement in the training spots but my fox was killing hali and gali 2hko at lv 40
Hali need 33 DA to 2HKO and 62DA to OHKO, which means 23 DA and 43 DA before using mastered sixth sense. At level 40 you have natural DA of 19. And Gali is easier to kill, so ya... it is entirely possible to 2HKO both of them at level 40 :)

Further, to reach 43DA (for OHKO hali), you have many equipments to assist you...

Possessed fork (lv42) gives 7 DA, feel-a-bit ring gives 4 DA, a DA compounded hat gives u 2~4 DA, a DA compounded Craft Silver Knife gives 5~7DA, and a fox/lion gives 2DA. These total 20~24 DA. Base DA needed after Lv42 (for possessed fork) is 19~23 DA.

So, with good equipments, it is also possible to OHKO Hali and Gali at Lv42. If you have no luck at all in compounding, you still hv 23 base DA at level 47.
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Complete Fox Skill List and Skill Tree (1st~3rd Job!)
Fox Skill Formula Digest

Kinda stopped playing TO
jTO - Fox (Lv83/66 1144 DA) 闇舞者.ライシン (shadow dancer - raisin)
jTO - Buffalo (Lv73/58 4114 AP) raisinbun
jTO - Racoon (lv21/21 4114 HV) 魔法老師ライシン
eTO - Foxes: raisinAsashin (Lv65 3142), raisinFoxy (Lv65 1144), raisinMaid (Lv28 1144)
eTO - Racoon: raisinMagister (Lv46 4114 all HV)

Last edited by raisinbun : 13 Nov 2006 at 05:42 AM.
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Old 13 Nov 2006   #9
ikwong
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I'm thinking about gunbooster.
If you think about 2ndJobs and all, would it still end up as a "waste" of skill points?

I'm currently at TM 69, with 25 extra skill points ^____^

If i were to save up, would i be able to master detonator and lucky day immediately (when i reach tm 90 for detonator)?

also, what affects detonator accuracy again? XD

tq in advance
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Old 13 Nov 2006   #10
soysauce
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Great guide, but I still don't understand why Foxes should get Gun Carrying, Invincible Reload, and Gun Booster. Could anyone explain this to me?
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Old 13 Nov 2006   #11
ikwong
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thats for accuracy.

stone strike misses a lot so if you get them, you wont miss that often xD
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Old 13 Nov 2006   #12
soysauce
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Ohh, I see. Thanks XD
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