thanks darkradiance, I wasn't aware of that, I've added it.
this guide gets significantly more complicated at level 50, so I've added a seperate section for it.
Again, this remains the Standard, Easy, I don't want to do any research I just want a powerful build that is tried and tested and will work well for me Guide. This isnt' necessarily the best build for you; it's just one of the more common ones.
STATS:
I. Continue to add DA every single level. This won't ever change with this build.
SKILLS:
II. As you get into the 40's and 50's you will begin to have more skill points than you need for just Stone Strike and Sixth Sense. Following the Standard Build, you can work on skills in the following order:
*Shuriken Master - make sure you master this skill by level 51. It will become invaluable in Path to Phantom School all throughout the 50's, until you have enough defense to survive and enough DA to OHKO (one hit KO) galli's.
*Armor Break - just get this to level 1.
*Basic Detection -
completely and utterly optional, not necessary in any way This skill is invaluble, but only because about 90% of digging areas in the currently released areas are 60m or less in depth. I got this to level 3 and I think it's great; it will be annoying later because I'd rather use those skill points elsewhere, but at high levels it won't matter anymore; it's up to you. If you like to dig, I'd suggest it.
*Lucky 7 - Master this as soon as possible, it's an excellent skill for both compounding and in general PvM.
and as for skills, this will take you to TM 54-58, which is level 80+. I think you'll be fine till then XD
Equipment: By this level, foxes START to have an advantage over other classes when compounding equipment. By level 60 it is absolutely essential that you understand compounding, and you really ought to by level 50. I'll explain it in detail after I list the gears that you will need for level 50 - 59.
GEAR LIST - detailed info on how to get to all these locations is provided below
A Note: Equipment priorities change slightly at this level; defense power is incredibly effective in this game. The only time you should sacrifice DP for DA at this point is when you need the extra DA to oneshot, twoshot, or 3shot something exactly. Therefore you should have two sets of gear, one that maximises DP, and one that maximises DA, and you can mix and match so that you have as much DP as possible while still one or two shotting everything you hunt
DA GEAR:
Level 45 - Custom Dagger - Potentially the best choice for this level, with up to four slots. unfortunately very hard to find; only able to be dug up in abyss 3 & 4 with a gao drill (depth of this area is 160m) Compound with nothing but bat glasses.
Level 45 - Craft Dagger - A very solid choice. compound with two bat glasses and you have an excellent dagger; dig it up in nora's sewer or master mong's map.
Level 45 - Swift Dagger - If you got a Creative O. Silver Dagger and compounded it in the last section of levels, this won't be useful. If not, you can dig it up in abyss 3 & 4.
Level 50 - UFO Pet - Adds 5 DA and 5 Evasion, an amazing pet, either buy one (people sell them pretty cheap now), or do the "environmental protection" quest (bunny maid in blooming cora, north section, 5 torn boots, 5 old bowls, 5 old spoons, 5 old plastic bags) 10 times to get a free one. A must have for any fox.
Levle 51 - Odd Dirk - Compound with bat glasses (when golden bracelets are out, you'll be using those instead, but they can no longer be obtained) Potentially the best dagger you can get at this level, surpassed only by a 4slot custom dagger that got a bit lucky, or a 3 slot custom dagger that got quite lucky (both are very rare), or a craft dagger that got *very lucky*. Generally speaking the easiest dagger to get at this level, and if you get lucky (+2 or +3) your damage will be excellent. Can be dug up in pyramid 1 Hall of the Slave (I beleive it's quite rare in this location) or in pyramid 7, tut's boss room (still pretty uncommon). You should be able to find one of these at a vendor also, or just go to pyramid 7 and yell "B> Odd Dirk 35k pm me!"
ADDENDUM: I wasn't aware of this at the time, but you can get premium pouches by warping to gate to oops wharf and digging there, and compounding bat glasses onto them; aside from feel a bit ring, this is probably the best +DA item you can get at this point. Also erraneously, I didn't mention necklace watches (see below in the "luk gear" section for obtaining these) compounded with bat glasses, another excellent +DA item for foxes. I will modify the original to reflect these changes.
DEFENSE GEAR:
Addendum: I should have mentioned last guide that blue penguin (+50 DP, +15 MDEF) is an absolute must have at 40, and even more important by 50. You have a chance of getting one if you do the nefertiti quest 10 times (explained below), or you can get one *VERY RARELY* from killing blue penguins (W, W, N, E from blooming cora), or you can buy one (I think, after several weeks, the price is down to about 30k, which isnt' too bad. these things rock) I'll add this to the previous guide.
Level 50 - Stout Prick Buckler - this item is so good and so easy to get, there really isn't any other option if you're not looking to spend some cash. it drops exclusively from tutankhamen at the moment, in pyramid 7, and he spawns so fast and is so frequently camped that you can usually buy one from a player vendor or a friend for 15-25k. Get one, or get a few and refine them! If you don't understand refining, it's not that important, but if you want to learn, go here:
http://tricksters.50webs.com/refinement.html
Level 50 - Sturdy Bronze Buckler - This shield, when compounded with thick belly skins (found in abyss dungeon levels 3 and 4 from flat salamanders), is better than a stout prick buckler (more magic defense, which is useful for certain maps, like poppuri moss cave and ghost pirates, and essential for boss fights, and if you get a bit lucky more physical defense too). The only problem is that flat salamanders are level 70, and while they aren't hard, the area is, and the drop isn't exactly common. You can definitely hunt them at this level, but I'd suggest bringing a higher leveled friend or a few of similar level to help you. You'll need two thick belly skins to grow one slot, so if you're going there, make sure you get about 10 belly skins (for a few tries for good DP on the bronze buckler, and for hats - see below)
Level 50 - Clever/Master (1 slot) Felt Hood, Odd Beret (L51) - The thing these three have in common is that they have one slot... AND LOOK SUPER CUTE OMFG (or in the case of the beret, not so much cute as sophisticated and deadly)!!!! Compound thick belly skins onto them for a massive DP boost... and killing your opponent with cuteness! Also, as mentioned above, magic defense is essential for bosses, and useful for many regular mobs. Also make one compounded with DA, for when you need that extra boost.
level 50 - Master Felt Hood (2 slots) - This is the be all, end all mack daddy of defensive devices. This only drops from Master Mong the monkey boss, but if you can get it and stick two sets of thick belly skins into it, you should be able to do just about anything that other people your level are doing, and do it better. Get this if you can. As a side note, although this makes a good 2 slot DA hat, it's so rare that you're really better off either selling it or compounding it with thick belly skins and trying to get more DP than your current one. Craft leather headgear works almost 100% as well as a master felt hood when compounding DA; dont' compound DA onto this item. Go hunt craft leather headgear instead.
Level 50 - Stout/Master's brim cap - They give about the same defensive as an average compounded MDEF hat will give, but they give additional HP instead of MDEF. Personally I think they look dumb on foxes, and never use them or compound them; if you want to, it's personal preference, but by no means necessary. They nevertheless remain solid choices for a DP boost.
Level 51 - Odd Buckler Cap - Also not worth compounding in my opinion, but not a bad item at all. Dug in pyramid 7, tut's boss room. The advantage of stout/master's brim and odd buckler caps is that they can be refined to improve defense power; it's almost never worth it to refine mdef hats, because mdef simply isn't that essential for most areas and the risk of losing it is rarely worth the gain of a few mdef points. however, with DP caps it's different, and if you can get your hands on multiples, go to town and try to get a level 3+ cap! it will be worth it, if you like the look~
that's all for gear for these levels! I'll keep adding in the coming days!
COMPOUNDING
I'll begin with a link :
http://tricksters.50webs.com/growth.html
That is by far the best and most comprehensive guide to growing things. I'd suggest you AT LEAST read the warnings at the top of the page before you try any compounding.
Here's my explanation:
Some things to know first:
-The compounding Npc is the Alchemist, in the south part of Aquarius, next to the Blacksmith
-As the level of the item gets higher and higher, compounding it becomes very expensive. at level 60, it costs 100k to grow a dirk and 60k to grow a beret. Make sure you vend any equipment you don't need at as much as you can get for it so that you can pay for the large amount of compounding you will probably do (especially because for now you will have to work with subpar materials - more on that in a moment)
-growing is the process of permanently adding stats to items
-growing an item never fails.
-once you have grown an item you cannot "ungrow it". the npc says you can, however, at the time of this writing it is not believed that the items he asks for exist.
-each item can only be grown once for each growth slot it has. to see how many growth slots an item has, mouse over it and a box will appear telling you the items stats. The "compound slots" is the number of growth slots. alternatively, right click the item for a more visual representation of the number of growth slots.
-each item can only have certain stats added. to find out what stats your item can add, right click it and look directly above the growth slot boxes, it will say "compound ability" and have a list of stats.
-most items have a standard set of stats that can be added here are a few that are important to foxes:
-hats that add mdef and mp can usually have added to them DA, DP, HV, and LK
-shields that add mdef can usually have added to them DP and MP, and one kind of elemental resistance.
-daggers can usually have added to them DA, DX, LK, and one kind of elemental property
-certain prefixes, such as "elemental" and "master's" change the attributes that can be added. always right click something to see what can be added to it if in doubt. Also,
NOTE: When browsing vends, if you see a good deal on an item with several growth slots, make sure it's not already compounded with something. The surest way to do this is to right click and see; if the growth slot boxes are empty, so is the item. Many people compound items and sell them if they aren't better than what they are currently wearing, so be aware before you spend your hard earned money.
compounding items you'll need and locations:
Bat Glasses - Plug Bats (level 42), W of Gate to Ghost Blue. Fairly frequent drop. 6 per compound necessary.
Four Leaf Clover - obtained by digging; poppuri dungeon of all levels, many other locations as well. 5 per compound.
Thick Belly Skins - Flat Salamanders (level 75), abyss dungeon 3, relatively rare drop, 2 per compound.
Growing is the process by which you add (to a weapon, armor, accessory, vest, shield, or helmet) attribute points. The piece of equipment MAY ALREADY HAVE THE STAT that you are adding, and you may add a stat multiple times if an item has multiple growth slots. For example, if you find a creative ornamental knife, which adds +2 DA and has two growth slots, you can grow it with two sets of bat glasses, each of which add between 1 and 4 DA, for a total of between 4 and 10 DA on your knife.
When you grow something, it is very difficult to get the maximum bonus from it (a +10 DA creative O. silver knife would be almost impossible to make) because the bonuses you get are somewhat random, and heavily weighted towards the minimum bonus. Currently (without myshop items) the only way to improve your chances of getting a good result is to get as much luk as you can. Since for leveling purposes you won't be getting any luck, you will have to increase your luck with gear and the Lucky 7 skill. Here's a short list of luck gear you can obtain to help you compound better:
*rose of sharon hat (+1 luck) - obtained from the same nefertiti quest that you get "feel a bit ring" from. see above for the desc of how to do that quest.
*chance baton cane, chance bronze cane - dug from various places, and you can buy these from a shop. particularly useful after you compound luck onto them XD
*lucky amulet - bought at almost any npc store. +4 luck accesory. very useful.
*fox pet - as lucky amulet.
*necklace watch - this can be obtained from the "poppuri whistle" quest, which is a digging quest. See more below. This is most useful when compounded with luk.
*beggar's belt - this low level item, mentioned earlier, nevertheless adds 1 luk. not bad.
that's about all there is to growing!
LOCATIONS:
Poppuri Dungeon: Get there by going SE from Megalopolis; the entrance to the dungeon is in the middle of the map. You will be teleported to a room with two other warps; the north one goes to slide cave, which is slightly easier than the root cave, to which the south portal leads. Get the Poppuri Whistle quest from Poppuri himself in the NW corner of the moss dungeon in poppuri (if you've never been there, there are two routes, slide cave ---> rainbow cave ----> moss cave, and root cave ---> spore cave ---> moss cave. the slide cave route is a bit easier.) you'll need to find 3 poppuri whistles for him for each quest (you can do it 5 times per character). These are dug up in any of the five pop. dungeon maps, slide, root, raindbow, spore, and moss cave. You can potentially get a watch on the fourth completion, and you always get one on the fifth. Find a cave you like and be prepared to dig for several hours, at the least.
Tut's Boss Room/The Nefertiti quest: to get here, go SE from Desert Beach - Paradise, and take the entrance on the east side of that map (it goes into a pyramid). This is level 5, Hall of Love Affair. To get into level 6, you will need to speak to Rosemary (you appear at the NW corner of level 5; she is in the SE corner of the same map), and you will need to give her an apron each time you want to go to level 6 (found from addax in the tunnels between ghost blue and desert beach/cora. if you dont' know where they are, ask someone. everyone else knows XD) Level 6 is where nefertiti is; she's roughly on the west side. Her quest is to get 1 each of four jars, named Imseti, Chess... eachadf (how do you spell it T.T), Duametef, and Harpy. You can dig these here or in level 7, although it's safer in level 7 for reasons I'll explain in a moment. To get to level 7 you'll need a "subject's mask" and a "subject's earring", both obtained from seth (level 41, found in pyramid 5). Unlike aprons, these aren't given to the npc, only shown, so you only ever have to get them once, unless you accidentally npc them like I did. To get to level 7 find bastet (roughly in the south part of the map, but not the deep south; she's in a chamber that isn't quite as far south as it is possible to go, but close) and talk to her; she'll transport you there after checking your earring and mask. Level 7 is pretty safe for all levels; there are almost invariably lots of people there. if you're high enough to help kill tut (I got my first seal at 46, just stick with Shuriken Master until you're high 50's), then you can do so every 10 minutes, and if not just stay in the middle of the big group of people until they spawn, then wait in the corner near the first one they kill while they kill the other four, and then you have 10 minutes of peace again. This is an excellent digging spot, only 50m deep, and with great drops, including the jars for the nefertiti quest (you should do this at least 10 times, for a total of 10 of each jar).
Nora's sewer: the gateway to the abyss dungeon. to access it, get a nora card key from the item girl, and go to ghost blue. in the NW corner is don giuvanni; speak to him, give him the card, and you're in.
Abyss dungeon: my punctuation is getting sloppy, I'm getting bored of typing. you'll have to wait till later for this info XD
this is close to done but not quite, but I'm tired for the night. I'll continue tomorrow, and even add a GASP SUGGESTED LEVELING SPOTS section