
Location: Travel Map -> Chessmaster Saga (or Darkovia Forest -> Dracopyre Legacy -> 6.
#Adventurequest 3d leveling guide free#
The best free FO Wind armour that isn't tied to subrace worth using. After using this skill, applies a -10 BTH Lean Berserk to the player for 2 turns. Additionally deals +15% damage if the enemy is suffering from The Cold, but deals -10% otherwise. Consumes all Rising Wrath charges to deal +12.5% damage per charge consumed. Pays 50% Melee in HP (179 at 150) to deal +25% damage. Reckoning: Overcharged Wind Spell-Type skill.Note: This is currently bugged and SP cost is higher than shown on the wiki.EleComp reduces SP cost (113 for Me/Ra 211 for Ma at 150). Deals -10% damage (-13.33% if Magic) in order to build one Rising Wrath charge, capped at 8. Converts 25% of Base damage into Random damage. Rising Wrath: Wind Weapon-based Skill.Recover with -20 Save Bonus, player Mainstat/LUK vs. Deals -30% damage (-40% if Magic) and pays 40% Melee in SP (157 at 150) per turn for attacks with this armour to attempt to inflict a -(3*) BTH and MRM The Cold. Consuming Wrath (Toggle): Locks normal attacks (not specials or spells) to Wind.If one's answer to any lock is not to lockpick the lock but to drill open the door, then Kindred can be one's sole tool in an endlessly enormous toolbox.įO Wind armour. If one finds pride in winning through any means possible, Kindred exists for such achievement hunters. If one likes to spend one's free time charging for 4 hours to play for 5 minutes, Kindred fits one's preferences like a glove. Its very existence encourages interactive gameplay. An additional Tranquility Charge is gained if at least two other Kindred items are equipped (2 total). If a weapon special occurs, this boost will apply to the special instead.įull Set Bonus: An additional Tranquility Charge is gained every turn if at least one other Kindred item is equipped.
Deals increased damage per Charge consumed.
Kindred Strike: Consumes up to 200 Tranquility Charges for a weapon-based attack. Without STR, this generates 30 Tranquility Charges. These charges are shared amongst all Kindred items, and persists between fights. Focus: Spends you turn to generate 40 Tranquility Charges. Location: Frostval '21: The Knights and the Rat King Painting -> Gift DeliveryįO Water armour. While it technically requires all three stats to fully utilize, DEX builds can still make great use of its efficient skill and potency toggle. Without DEX, the potency boost is 3.75.Ī powerful Hybrid-focused armour. Whim & Malice (toggle): Pays 5% Melee in SP per turn (20 at 150) to gain 7.5 Generic Status Potency. Mind & Matter (toggle): Pays 50% Melee in SP per turn (196 at 150) to increase the damage of spells by +37.5%. Deals +20% damage if the enemy affected by Panic, deals -10% damage otherwise. EleComp reduces skill SP cost (113 at 150). Deagla Ocrach: Water Weapon-Based Ranged skill. Flavour Effect 2: If enemy is affected by Panic, deals -10% damage, but heals 25% Melee in SP (98 at 150) on attack. Flavour Effect 1: Pays 3 MRM for +105 Initiative. *Some aspects of Werepyre are due to change as a result of the recent Stat Revamp. The table below lists the builds that are typically associated with each FO subrace, along with link to detailed (and up-to-date) information regarding each subrace. However, despite this, subraces are still stronger than most other armors. It should be noted that some of the best skills for each subrace are Guardian-only. Additionally, subraces grant a dedicated 9th armor inventory slot, this allows access to the standard variant of a given subrace. Regardless, the subrace armors are the best filler options for multiple elements (not to mention being F2P content). Subraces are some of the strongest armors in the game (especially due to elemental variants), unfortunately, they have been powercrept in terms of upfront damage by Bloodmages and Bloodzerkers. This section covers the Fully Offensive subraces: Vampire, Werewolf, and Werepyre.