After the recent re-emergence and blooming popularity of Critical Rune Knight build. I've decided to share some of the information that newbies keep asking me about. I do not claim myself as the most knowledgeable on this build but I'll do the best I can to pass on the things that I do know.
This guide will only encompasses the PvM aspect of the build. I'll be using only two-handed sword EXCLUSIVELY since I never really liked shield, but I may touch upon one-handed weapon + shield builds a bit.
Note: This guide has certain game mechanics that might not yet arrived on other servers. The Multi Hit Critical update and the Runestones Improvement update have been implemented recently and they have immensely improve the viability of this build. Some particular equipment might also be unavailable, especially those that originated from jRO.
Warning: Before considering to use this build for PvM/MVP please note that this build is relatively hard to play especially if you are soloing and can't give the highest damage output. If you wish to have an easier time MVP-ing or soloing instances please try out Rangers or Geneticist class instead.
Pros & Cons
Relatively cheaper to gear up compared to the GX/Ranger counterpart.
Access to runes that can boosts your RK greatly.
Better tanker than GX if geared properly.
High Natural MDEF when not using berserk (Immunity to Stone Curse and Frozen status effect).
Can't match up to the DPS of GX at the highest possible level.
Heavy reliance on buffs, foods and runes adds to long term cost.
Unable to solo certain High tier MVPs without support.
Now to stats allocation. Generally it's similar to DD GX, but It's more flexible aside from the 120 base LUK needed when equipping Temporal LUK Boots and Gambler Seal. The hard part is to get your Crit Rate to at least 110 w/o spending too much on consumables.
STR - For damage and weight capacity
AGI - For ASPD and Flee
VIT - Raises your Max HP and HP recovery, a 100 total VIT will provide immunity to stun status effect
INT - Max SP, Cast time and bonus damage to Enchant Blade buff.
DEX - Hit Rate and Cast Time
LUK - Raises Critical Hit rate and provides other misc attributes like sATK, sMATK, Flee, Hit and Perfect Dodge
The stats given below are by no means the only way you should assign the status points. These are just basic guidelines. You can freely fine-tune the stats to your preferences based on the equipment and buffs that you have. Some player would be inclined to focus more on the Critical part while others aims to balance the stats to be more skill oriented as well.
STR - 90~120
AGI - 50~120*
VIT - 80~100
INT - 1~100**
DEX - 9~70
LUK - 120***
*RK has a easier time reaching max Attack Speed than most classes due to various buffs at it's disposal. So you can cut down some AGI and put it elsewhere if you want. The minimum AGI required to reach 193 aspd (with Two-hand Quicken/Berserk, Berserk Potion and Fighting Spirit activated) is around 139 total AGI. With additional AGI Buffs/Foods, aspd % bonus, and flat aspd bonus it's pretty easy to reach top speed. (As for those who are wondering, Flee rate isn't really that important.)
**Getting high INT isn't really required but if you are aiming for the highest possible DPS output, pumping some INT will help boost your Enchant Blade damage substantially.
***If you are not going for the Critical path (Why are you even reading this guide then? ) It's not necessary to raise LUK to 120 if you are not using Temporal LUK Boots, you may choose to use a Temporal STR Boots and raise STR to 120 instead.
I'll be dividing the related skills into two categories based on their importance. I'll be sorting them between the [Lower Priority] skills and the [Must Learn] skills. I'm not saying that you shouldn't learn them all, since you'd pretty much be doing just that. It's just to clarify the difference in significance of each skill.
Two-Handed Sword Mastery - Provide some Mastery ATK when using a two-handed sword.
Magnum Break - Adds 20% ATK bonus for 10 seconds. Best used before using Crush Strike.
Auto-Berserk - Cast level 10 Provoke to yourself when your HP is below 25%. Useful during Berserk as you have 0 DEF for the duration anyway.
Endure - Adds 10 Hard MDEF, cause why not? One of two skills to provide flinching resistance.
Note: Might as well raise them all since you don't have much option for swordsman skill tree.
Auto-Counter - Commonly used in conjunction with Crush Strike to guarantee a Critical Hit if your Crit Rate isn't high enough. You need to be facing the opponent so it needs some practice.
Bowling Bash - Not the most useful AoE skill at higher levels as we can easily reach max level here. But has it's uses.
Aura Blade - Adds 100 Mastery (?) ATK for 2 minutes. Not that huge of a bonus, but it still helps raise your damage nonetheless. You should just learn it.
Charge Attack - Lets you 'teleport' to an opponent in a distance with some cast time.. Have a lot of practical use, like to rush a MVP or move between targets quickly.
Sonic Wave - The only far reaching Ranged Physical Skill available to this build. There isn't really much use for this skill due to the long cooldown and cast delay. But it may be the only skill that you can use to hit Bakonawa. (Need further testing)
Wind Cutter - While useless on it's own, you can use this skill to chain with Ignition Break during it's cooldown. The Fear chance will also help you to lower the damage you receive by chance.
Dragon Training - This skill is optional? Yes, it actually is. You won't get any size penalty negating effect like you would with Spear type weapons. But personally I wouldn't pass on the +25% Movement Speed and Weight Limit bonus just to look cool brandishing my sword while on foot.
Dragon Howling - Not really useful on solo runs or PvM situations for that matter. But it has it's moments in helping stop the movement of mobs while in parties. Or.. You could simply kill them yourself.
Full Throttle - Fully restores HP and places a temporary buff on the user that increases all base stat by 20% and doubles Movement Speed. But the very short duration, long CD, and the terrible rebound after the effect expires really doesn't make this very useful. Berserk is a much better alternative.
Berserk - The classic LK buff for this build. It hasn't change much from the early days. With two exception. It now adds +200% ATK instead of +100% and the attack speed bonus no longer stacks with Two-hand Quicken's. Please note that it does not increase damage from Enchant Blade . (Currently there's a bug that prevents you from learning this skill before reaching 50 Job Level as Rune Knight)
Two-hand Quicken - Temporarily boosts your attack speed by 30% at max level while equipping a Two-handed Sword. Quagmire and Decrease Agility will cancel it's effect. DO NOT STACK with the attack speed increase from Berserk.
Parrying - Your main defensive skill. Blocks most incoming physical damage at 50% chance. Lasts for 1 minute. Always recast right before using Berserk as it is your lifeline.
Concentration - Increase 25% ATK and lowers DEF by the same amount. The Hit Rate bonus and flinch resist more than make it worthwhile despite the downside. Recast before Berserk.
Rune Mastery - MUST BE MAXED. Rune knights are called what they are for a reason. I've linked a page from our own wiki as the irowiki's article is not yet updated. The rune carrying limit is bugged as of this writing. You still can't carry more than 20 runes.
Enchant Blade - One of the most useful skill in your arsenal. Adds Magic Damage on top of your normal ATK. From what I've experienced, this skill makes up between 30-40% of your total normal attack DPS. I've also linked the page from our wiki as the irowiki page is outdated.
Ignition Break - Your main Area of Effect Skill. It's functions as a melee attack regardless of the range of the damage. Make the most of it by using a fire property endowed weapon. Old Rune Circlet  is the best Headgear to use with this skill. Some players would pick Dragon Breath/ Dragon Breath Water instead as their AoE skill, but I don't recommended it.
My Personal Skill Setup
For the equipment I will only list out what I think is important and not everything that is available. My personal recommended equips will be marked with (R) and be placed at the top of the lists. I might tag them with the price range someday.
Onimaru  (R) [Every 1 Base STR increase ATK +1, however it's limited up to 120 only. If base STR is 95 or higher, ATK +40. If base STR is 108 or higher, ATK +80. If base STR is 120 or higher, ATK +160. At +7 refine or more, has a 3% to curse enemies when attacking in 11x11 cells, weapon becomes unbreakable. At +9 refine or more, autocast Level 5 Maximum Over Thrust when using Berserk.] The most sought after weapon for Critical Rune Knights right now. Requires you to raise base STR to 120 for maximum ATK bonus. If possible, upgrade it to +7 and +9 for the unbreakable and the extra 100% ATK during berserk. It's also a hefty level 4 weapon so it's one of the weapon most suitable for using Crush Strike.
Crimson Two-handed Sword  (R) [ATK increased by (Refine*Refine), up to +15 refine. MATK increased by (Refine*Refine)/2, up to +15 refine. Level 70 or higher:Per 10 Base Level, ATK +5. Has a random elemental Option when dropped by monsters.] If you could get it upgraded to +10 or more it is quite formidable as it has a high ATK bonus and some MATK to go with it. A Fire elemental option would be save you plenty of Flame Elemental Converters for Ignition Break .
Gigantic Blade  (R) [ASPD -5%. Increases critical damage on targets by 1% per upgrade level of the item. This item is indestructible. If base STR is 110 or lower, ATK - 250] A high ATK level 4 sword that's also unbreakable. We certainly don't have too many of that. It's also the heaviest sword available making it the best weapon for Crush Strike. The Crit Damage bonus is simply wonderful at higher refine level. Too bad it only has 1 card socket.
Thanatos Great Sword  (R) [INT +6, VIT +6, LUK -6. Has a 5% chance of recovering 5% HP and 1.5% chance of recovering 5% SP from your damage when Physically attacking. MATK +120. Consumes 100 HP every 10 seconds. Consumes 1,000 HP when unequipped.] This would be the best option for leeching HP and SP while attacking. You will almost never run out of HP and SP while using this weapon.
Death Guidance  [STR + 5, AGI + 2, Perfect Dodge + 20. Adds a 1% chance of inflicting Hell Power on the target or the user attacking. Adds a 2% chance of casting Level 1 Vampire's Gift on the target when attacking. If upgrade level is +9 or higher, Level 2 Vampire's Gift will be cast instead.] Neat is the word I would use to describe it. It is good for recovering your HP and as well tanking. Getting a +9 upgraded one is actually not that hard. Can be enchanted.
Muramasa  [Critical +30, ASPD +8%. Curses its user at 1% chance when attacking.] Muramasa is pretty sad choice of weapon.. IF THEY DON'T HAVE CARD SLOTS THAT IS!!! The weapon ATK might be low, but the +30 Critical would help you reach over 100 Critical Hit Rate more easily. On kRO it can be enchanted like it's unslotted variant, but currently it's not applicable on LimitRO.
Glorious Claymore [Increase ATK on Demihuman by 70%. Ignore 25% DEF of Demihuman. At +6 refine: Ignore +5% DEF of Demihuman, [Slaughter] Lv 2 (Slaughter bonus is capped +14 refine.) At +9 refine: When physically attacking, has a chance of casting Level 1 Concentration and Level 1 Aura Blade or the highest learned level.] A good weapon to use for Demihuman MVPs. It adds a total of ATK +196% towards Demihuman if you refine the weapon to +14 or higher along with a 30% DEF bypass for Demihumans. If you have it then use it.
Avenger Claymore [Increase ATK on Demihuman by 45%. Reduce damage from Demihuman by 10%. At +5 refine: Increase ATK on Demihuman by 25%. Reduce damage from Demihuman by 10%. At +7 refine: Increase ATK on Demihuman by 20%. Reduce damage from Demihuman by 10%. [Slaughter] Lv 2 (Slaughter bonus is capped +14 refine.) At +9 refine: 1% chance of reducing Cast Delay by 100% when attacking. Indestructible.] A total of ATK +211% towards Demihuman if you refine the weapon to +14 or higher. It also provides 30% Demihuman damage reduction at +7 Refine. An alternative to Glorious Claymore with a more defensive property. The unbreakable bonus is certainly a plus though. Credit to @Lex Luthorfor reminding me of it's existence.
Katana  [... 4 card sockets I guess? XD] No, I have not gotten senile.. That much. Anyway, katana has it's uses. Which is.. Figure it out yourselves.
Alca Bringer  [Increases ASPD by 1 for every 2 upgrade levels.] It's very difficult to obtain much less refine. Since ASPD isn't really an issue for Rune Knights. Skip this if you can.
Memory of Thanatos Card (R) [Ignore the DEF of target and adds ATK by half of the value of your target's DEF. Each attack drains 1 SP, DEF -30, Flee -30.] Most MVP have really high DEF so.. It's awesome.
Pyuriel Card (R) [Critical damage +30%. Damage from all monster types +10%.] Second only to Memory of Thanatos Card in increasing your normal attack damage and might even beat it on low DEF monsters. Worth the risk for Rune Knights IMHO.
Randgris Card (R) [ATK +10%. Make a weapon indestructible. Has 5% chance of casting Dispell on the target when physically attacking.] Since both Fighting Spirit and Crush Strike has a chance of destroying your weapon, it's better to have this inserted to your sword unless it is naturally unbreakable. Dispell can be useful against certain MVP's buff that would make your life a mess.
Aunoe Card (R)[Critical damage +20%.] Crit Damage bonus would do more damage to an equivalent ATK rate bonus. So this card is better than most ATK cards out there for normal Critical Hits.
Turtle General Card [ATK +20%, Has 3% chance of of Casting Magnum Break when physically attacking.] When Magnum Break procs while attacking, the resulting damage is roughly the same as using an . I personally use this since I use the same weapon for both Skills and normal Critical.
Infinite Phreeoni Card [Crit +100] Just like it says on the tin. Can't be more obvious. Would solve all your Critical needs. Period.
Golem Card [Make a weapon indestructible. ATK + 5] A more economic substitute for Randgris Card. If you want to risk it while using a normal breakable sword, it's your call. You can also prepare a lot of spare weapons.
The Paper Card [Critical damage +20%. Each attack drains 1 SP.] It's just likeAunoe Card but..
Sedora Card/Mobster Card [Critical damage +15%.] If Aunoe Card is out of your budget, use either of these instead.
White Knight Card [ATK +15. Increase damage inflicted on medium and large size monsters by 20%] If you are going for a more balanced build between Skills and Critical damage this card would be the best option for you, aside from using Turtle General Card.
Daehyon Card [When used on a One/Two-Handed Sword, ATK +100.] Pfft. I don't know what got into those Gravity developers head when they thought of this MVP card. Just use White Knight Card card instead.
Timeholder Card [Matk +20%. Increase SP consumption of skills by 10%.] I place this near the bottom because.. While it does affect damage of your normal hit. ... Long story short, just use something else.
Hunter Fly Card [Provides a 3% chance to recover 15% of your damage as HP] Use it together with Thanatos Great Sword  to augment it's effect.
Snake Head Hat /Baby Dragon Hat  (R) [Gives 25% chance of performing Double Attack with each normal hit.] (Double Attack and other similar skills now allow Critical Hits!) The best low cost upper headgears at the moment, both surpasses nearly every other headgear on the market right now. It boosts your overall DPS by an average of 1.25x!!
Old Rune Circlet  (R) [All Stats + 1. MDEF+ 5. Each refine increase ATK + 4. Each 5 refines increase ASPD + 1. Each 2 refine increase Max HP&Max SP by 1%, adds 20% more damage with Ignition Break and adds 15% more damage with Hundred Spear.] A must have headgear as it enhances IB damage by a huge margin every 2 refine. The attack speed bonus also helps you to conserve stats points and buff foods on raising AGI. If you are planning to go for the autocast IB sub-build, I must really endorse this headgear. Even if you don't, this will help you a lot with mobbing.
Wickebine's Black Cat Ears (R) [FLEE +10, CRIT +3, Critical damage +10%. Adds 5 % chance of ignoring a monster's MDEF when attacking with Magic. Set withWhikebain's Black Tail: Critical damage +10%. Refine of Wickebine's Black Cat Ears is +6 or higher, ASPD +3% CRIT +7.] A total of +10 CRIT and +20 Crit damage. I stand corrected. THIS is the go to headgear for this build if the Multi Hit Critical update not arrived, not White King Tiger Doll Hat . If you prefer higher Critical Damage Boost instead, use this set.
White King Tiger Doll Hat  [STR + 2, DEX + 2. 10% additional damage to Brute monsters. Has 0.5% chance of turning you into an Edgga and adds 25 ATK. Drains 5 SP per second during transformation. Each additional upgrade of this HG will raise activation chance by another 0.5% and adds another 25 ATK.] Transforms you to an Edgga and gives you a massive ATK boosts when attacking. This would have been the go to HG for this build if the Multi Hit Critical update not arrived. Higher refine is recommended.
Indo Warrior Cap  [Reduce damage from demihuman by 10%, Crit Rate +10, LUK +5, ASPD +1, ATK & MATK +3%. Increase the healing effect of Red Potion and White Potion by 100%.] Almost all of the effect are useful for this build, even the 10% Demi-human reduction will help you tank against certain Demi-human bosses.
Little Feather Hat  [Dex +2. Critical Damage +10%.] 10% Critical Bonus. Rune Knights won't get the extra bonus with the Sharp Arrow. So no upgrade needed.
Helm of Abyss  [Reduce damage from Bosses by 10%. Increases damage received from normal monsters by 5%.] For that extra damage reduction from bosses. Be wary of the negative side effect though.
Rideword Hat  [Provides a 5% chance to recover 8% of your damage as HP and 1% chance to recover 4% of your damage as SP when dealing damage.] If you are hurting for HP, equipping one of this will help you recover HP as you attack. Works well when single targetting MVPs or simply doing crowd control.
Black Ribbon  [Increase Sonic Wave, Wind Cutter damage by 50%. Refine +7, add ATK +2 for every 5 Base AGI. Refine +9, increases Ignition Break damage by 30%] Just use it for the Sonic Wave effect. The rest of the bonuses are negligible. Old Rune Circlet  is better for Ignition Break damage boost.
Violent Coelacanth Card (R) [ATK +2% For each 2 refine, ATK +1%, Max SP -1%] The best upper HG card in terms of raw power. But very costly. End-game use only.
Fenrir Card (R) [MATK +50. Every refine on the headagear increases MATK by 5. Reduce fixed cast time by 70%.] What? I'm serious. With a +16 HG this card increases 130 MATK which adds to Enchant Blade output. But the real use is for reducing Crush Strike Fixed Cast Time since re-casting CS mid-fight would normally be interrupted by attacks from the MVP and it's spawn. The 1 second fixed cast time would also render it obsolete as you might as well do the same amount of damage during the time needed to cast it, so reducing it to 0.3 second is godsend.
Dark Pinguicula Card (R) [Attack +10, When killing a monster, adds a chance to have a poisonous herb drop] The most common headgear card. Recommended for beginners.
Angra Mantis Card (R) [Critical damage +2%] I'm not certain whether this or a simple ATK card would be the better choice as we don't get the extra Critical damage bonus that the thief classes get. But it is true that for this particular Rune Knight build, Critical damage bonus is THE BEST for your damage.
Duneyrr Card [ATK +10. When dealing physical damage, there's a 1% chance that for 4 seconds Perfect Dodge +10.] A bit better than Dark Pinguicula Card as it has a low chance to add +10 Perfect Dodge.
Phylla Card [DEX +1, AGI +1. When dealing physical damage, there's a 1.5% chance that for 4 seconds you will receive CRIT + 20] I pick this card over Vanberk Card due to the fact that unlike GX, we have lower hits per second to activate it effectively. It has 3 times the chance to proc the Critical bonus compared to Vanberk Card. Best choice if you need that extra Crit.
Weakened Fenrir Card [MATK +25] Again, MATK is useful.
Vanberk Card [STR +2. When dealing physical damage, there's a 0.5% chance to recieve CRIT +100 for 5 seconds] Adds +100 Crit when attacking with a very low chance.
Gambler Seal (R) [Crit +3 & Critical Damage +3%. Reduce damage taken from Arrow Storm & Gate of Hell. Every 10 base Luk increases Crit +1, Atk +2 and Matk +2. When Base Luk is 108 or higher, Crit +5, Critical Damage +10%. When base Luk is 120 or higher, Crit +10, Critical Damage +17%, reduces damage taken from Arrow Storm and Gate of Hell by 30%. Every 10 Base Dex critical damage -2%.] This has to be one of the most important piece of equipment available for Critical Rune Knights. A potential of +30 Crit Rate, +30% Critical Damage and +24 ATK/MATK at 120 base Luk would put other middle headgears to shame! Despite being a bit costly, it's well worth the effort of getting it. YOU MUST HAVE THIS!!!
Sigrun's Wings (R) [If worn by a Swordman, Merchant, Thief or Taekwon Classes, increase ASPD +1] It's cheap and add +1 flat aspd. A good beginner's middle HG.
Robo Eye (R) [ATK + 2%, MATK + 2%, Dex + 1] Easily obtainable. Critical Rune Knights benefits equally from the ATK and MATK bonus. Another newbie friendly HG.
Crow Tengu Mask [ATK +1%, long ranged attack +2%. When base STR is 108 or higher ATK+1%, long ranged attack +2%. When base STR is 120 or higher ATK+1%, long ranged attack +3%.] Provides ATK+4% at 120 base STR. Adds additional ATK +6% and long range attack +3% when equipped together withTengu Scroll at 120 base STR.
Spiked Scarf (R) [Atk +30 & Max HP -2%] Gives the highest pure ATK for any lower HG. The -2% Max HP can be a turn off though.
Golden Fish (R) [All Stat +2, ATK + 10, MATK + 10] A balanced lower HG and one of the most expensive.
Father's White Beard [ATK +20] A weaker version of Spiked Scarf but without the HP penalty.
Rainbow Scarf [MATK +30 & MaxSP -2%] Yes, since this build benefits from MATK I included this.
Blood Sucker [Adds 3% chance to drain 5% of your damage as HP when dealing physical damage. Disables HP and SP recovery.] Similar to Rideword Hat  this lower headgear helps you to regain HP when attacking but at much lower rate.
Tengu Scroll [Adds 3% chance to drain 5% of your damage as HP when dealing physical damage.] Adds additional ATK +6% and long range attack +3% when equipped together with Crow Tengu Mask at 120 base STR.. Unlike Blood Sucker this HG doesn't disable your HP/SP recovery.
Ninja Scroll /Samurai Mask [ATK + 1%] It's okay.
Gangster Scarf /Pirate Dagger [ATK +5] The lamest of the bunch.
Cursed Mail  (R) [Reduces all property damage by 5%, ATK +10%, MATK + 10%. If refine level is +7 or higher, Indestructable, MaxHP +5%, MaxSP +5%] At present time, this is the armor with the best possible bonus available. Pretty expensive stuff. End-game use.
Exerion Suit (R) [VIT +6. If base level is over 130, adds VIT +4. Every 3 refine increases MaxHP by 4%. Indestructable (except in upgrade attempts)] A.K.A Excellion Suit. Best if compounded with the STR/Attack/DEF/ASPD/Perfect reactors. INT/Magic/MaxHP reactors are also feasible options. Read more about it here.
Boitata Armor  [FLEE +5, MaxHP +5%, MDEF + 3. Reduces neutral property damage by 7%. Indestructable (except in upgrade attempts).] It's not a bad fit as it has some decent effect. It is actually indestructable despite the description not saying so.
Valkyrian Armor  [All Stats +1, Indestructable (except in upgrade attempts). If worn by Swordsman, Merchant or Thief Classes stun resist +50%. Full Valkyrie Set: All Stats +1] The cheapest indestructable armor that zeny can buy.
Peuz's Plate [MDEF +10. ATK +20, FLEE +17. Full Peuz Set: Increases damage to all sizes monster by 10%. Increases damage of Wind Cutter and Sonic Wave by 100%. Has a 1% chance of activating Storm Blast and Concentration and adding 2 ASPD while physically attacking. Increases SP costs of skills by 10.] This armor is still practical if you could get the right enchant for it especially the Critical Hit Rate from Mora Enchant at +9 Refine. However it's eclipsed by the new Exerion Suit and honestly.. It might not be worth the trouble.
Heroic Plate  [MDEF +5. MaxHP +5%, MaxSP +5%. ATK +10, MATK +10, HIT +10, FLEE +10. Storm Blast damage is increased by 10%. Add 1% chance to cast Level 10 Heal and Level 10 Storm Gust when physically attacking. The chance is increased by 1% for each upgrade level.] I actually don't suggest this for usage. Although Storm Gust helps with with damaging and freezing the slaves when confronting bosses, the cast delay of SG is absurdly long and it can hinder you from casting any skills during the delay. BUT if you want to try out autocast aspd build, this is the armor to use.
Realized Amdarais Card (R) [ATK + 20%, MATK + 20%. Each 6 seconds lost 666 HP and 66 SP. Drain 6666 HP and 666 SP as the armor is unequipped.] Best general use card for Physical Rune Knight as you greatly benefit from both the ATK and MATK. You need to be wary of the SP drain though, it can easily bring your SP down to 0. Abundance can be used to lessen the effect to a degree. For the HP drain it's hardly noticeable unless your weight is over 50% at the time. HP/SP leeching equipment and cards would serve you well here.
Tao Gunka Card (R) [Maximum HP + 100%. DEF - 50, MDEF - 50] If you are planning on tanking your way out of a one hit KO while on Berserk this is the best card to have. The penalty means nothing for a Critical Rune Knight when he is high on... *drums rolling* BERSERK!! ..... Not funny? Moving on..
Porcellio Card (R) [ATK + 25, DEF - 5] Good card for beginners.
Amdarais Card [ATK + 15%, MATK + 15%. Each 4 seconds lost 666 HP and 66 SP. Drain 6666 HP and 666 SP as the armor is unequipped.] A downgraded Realized Amdarais Card. The drain has much shorter frequency meaning you will lose HP/SP at a much faster rate. If the HP drain starts to bother you Small Life Potion can be used to completely negate it.
Gloom Under Night Card [Increase damage inflicted on Holy Property, Shadow Property, Angel Race and Demon Race by 40%.] VR will be your b***h. Slap a Crush Strike on her and she's yours. Works wonderfully on other monsters with said properties and/or race.
Ktullanux Card [Increases damage inflicted on Fire Property by 50%. Add a 2% chance of auto casting Level 10 Frost Nova on an enemy when the user receives Physical or Magical Damage.] Useful against certain mobs and MVP such as Ifrit, Egnigem Cenia, Mulspellskoll and Seyren Winsor..... .
RSX-0806 Card [VIT +3. Can not be knocked back.Make an armor Indestructable.] There are times where knock back can be a hassle and that's where this card comes in.
Nightmare Amon Ra Card [Increase magic damage inflicted on Shadow Property and Undead Property, Demon Race and Undead monster by 50%.] For any Race Magic Damage bonus it will affect the MATK portion of Enchant Blade. Not exactly sure of the whether Property Magic Damage works similarly (Need further testing).
Elemental Armor Cards Fire, Water, Earth, Wind and Shadow Property Cards are useful. Holy property can be obtained from usingHoly Elemental Scroll. Undead Property for Stone Cure and Frozen Immunity if you are a pure Berserk Crit enthusiast and won't settle for anything less.
Fallen Angel Wing  (R) [All stats +1, For every 20 base main stats certain status increases.] At 120 Base Luk it will add 6% Critical Damage. It has multiple enchant options. Second and third enchant slots are unlocked at +7 and +9 refine level respectively. The one and only enchant that I would endorse for it is Fatal (Max +28% Critical Damage and +10 Critical Rate). Though you can also go for Fighting Spirit (Max +57 ATK and +15 Hit) if you are not focusing on Critical hits alone.
Heroic Backpack  (R) [Enables the use of level 1 Greed. If refine level reaches to +7 and +9 will give bonus effect when certain base stats are 90 or more.] A much more inexpensive alternative to Fallen Angel Wing  . +7 HBP is already good enough for this build and will be even better with a +9 refine. Even though it's effect can't stand up to to a fully enchanted FAW, you can use it for multiple characters and builds.
Giant Faceworm Skin  (R) [MDEF +10. When used together with any types of Temporal Boots, Max HP +15% and Max SP +5%.] When you need more HP and want to save yourself the trouble to get yourself a Etran's Shirt, get one of these. They came pre-enchanted and upgraded.
Nidhoggur's Shadow Garb  [Add a 7% resistance to all Elements. Increases SP by Level/3 + (Refine Rate * 10). When dealing physical damage there's a 1% chance that you'll recover 1% of your damage as SP. MDEF + 3] A basic affordable garment with decent elemental resistance.
Cloak of Casualty  [Each 2 refines increase MaxHP and MaxSP by 1%. Gives out bonus effect when certain base stats are 90 or more for every few upgrade level.] A similar but more advanced counterpart to Heroic Backpack  obtained from Nightmare Biolabs. But requires higher refine level to surpass HBP. Preferably +10 or higher refine. End-game use.
Hero's Manteau  [Increases Neutral property damage resistance by 1%. For every 3 refine, Flee +3, Neutral resistance +3% (Capped at +10). When refined to +10, Flee +20, Neutral resistance +20%. When compounded with Deviling Card, increase damage taken from Neutral attack by 50%.] This garment provides one of the highest Neutral Property resistance in the game, capping at 30% Neutral resistance. Really helpful when you need to soak up more damage from normal hits and certain skills. Compound it with Kades Card for best elemental resistance combo.
Etran's Shirt [Max HP +2%, MDEF + 10. If upgraded to+7, Max HP +4%. If upgraded to+8, Max HP +6%. If upgraded to +9, Max HP 8%. If upgraded to +9, prevent knockback. Set Bonus with Deviling Card: Reduces damage taken from Fire, Water, Earth, Wind, Shadow, Holy, Poison, Ghost and Undead property damage by 50%.] +20% Max HP bonus at +9 and prevents you from getting knockbacks at +10 upgrade level. It's designed to perfect the effect of Deviling Card. The set bonus with Pantie  (Also applies to Pantie) adds INT + 15, Max HP + 5%, Max SP + 5%. But you can get better armors
Petal Card (R) [Every 10 point of base LUK increases critical damage by 2%.] Even by late end-game, unless you are going for more reduction I would highly recommend this card. Provide the best boost for your Critical Damage than any other garment cards.
Deviling Card (R) [Add a 50% resistance against Neutral Property attacks. Receive 50% more damage from other property attacks.] If the MVP or mobs doesn't use as much Elemental attacks or Spells, this card would be great for tanking. Using it together with Etran's Shirt will nullify the negative effect.
Kades Card [Increase resistance to Fire, Water, Earth, Wind, Shadow, and Undead property attacks by 50%. Receive more damage from Ghost and Holy property by 100%.] Combined with the high MDEF from Hagalas you can pretty much tank most Magic Spells and elemental attacks which isn't Ghost or Holy property.
Raydric Card [Increase resistance to Neutral Property attacks by 20%] Basic tanking card. Cheapest on this list.
Infinite Chimera Card [Max HP +8%, Max SP +4%. When used together withInfinite Vagabond Wolf Card Atk & Matk +10%.] Even with the ATK and MATK bonus from the card set, it will still not beat Petal Card in terms of damage.
Wakwak Card [Every 10 base STR, you gain + 5 ATK] When spamming skills like Ignition Break or Bowling Bash , this card is a good substitute for swapping your main garment when using skills for that minor damage boost if you have at least 100 base STR.
Temporal LUK Boots/Temporal LUK Boots  (R) [MaxHP +300, MaxSP +30. For every 3 refine level, MaxHP +100, MaxSP +10, critical damage by 2%. If base LUK is 120 or higher, critical damage +30%. MDEF +5.] One of the only 2 types of boots I would ever use for this build. For newbies it's preferable to get an unslotted one as the slotted variant can be ridiculously expensive due to the advent of Critical Builds. I would suggest enchanting it with Fighting Spirit and Lucky Day/Bear for it and nothing else.
Temporal STR Boots/Temporal STR Boots  [MaxHP +300, MaxSP +30. For every 3 refine level, MaxHP +100, MaxSP +10, ATK +7. If base STR is 120 or higher, ATK +50.] The other boot that I mentioned. If you aren't going for full Critical all the time, this is a good choice as it adds a good amount of ATK. When using an equipment such as Onimaru  you'd have both base LUK and STR at 120 so you can simply swap between the two types of boots.
Fallen Bishop Card (R) [MATK + 10%, Maximum SP - 50%. Increases damage inflicted on Demihuman and Angel monster by 50%.] Again, I'm dead serious. Apart from the MATK bonus, the racial magic damage increase would also work with Enchant Blade so this card is a splendid choice for normal hits.
Outrageous Cookie Card (R) [ATK/MATK +1%, Max HP -2%. Every 2 upgrades ATK/MATK +1%, Max HP -2%.] I use this card myself, but.. The HP reduction can hurt your Rune Knight as you need HP to tank. So you decide whether you can live with that.
Infinite Vagabond Wolf Card (R) [ATK +10, Refined to +7 ATK +10, Refine to +9 ATK +15. When used together with Infinite Chimera Card Atk & Matk +10%.] A total of 35 ATK bonus at +9 refine. I won't use the combo though as there are other options.
Nightmare Verit Card [MATK + 5%. When refined to +7, MATK +3%. When refined to +9, MATK +2%.] A slightly downgraded version of Fallen Bishop Card. You won't get the extra damage to certain races but you also don't have to worry about running out of SP so much. Needs high refine.
Ifrit Card [Increase ATK, CRIT, and HIT every 10 Job Level. Add a 1% chance of auto casting Level 10 Earthquake on the user when the user receives Physical Damage.] Why not?
Matyr Card [AGI +1. Max HP +10%.] A good choice for newbies.
Green Ferus Card [VIT +1. Max HP +10%.] Another good card for newbies.
Sarah's Left Earring/Sarah's Right Earring [Enables use of Level 1 Heal / Teleportation] (R) The real value of this accessory lies on the possible enchants you may acquire. You can get a total of +14% Critical Damage and +5 Crit bonus if you can get the max Fatal enchantment.
Pendant of Maelstrom  (R) [ATK +6%, MATK +6%. All Stats +1. When magically attacked, there is a 3% chance to activate Level 1 Maelstrom.] The most common accessory for this build. Both ATK and MATK bonus are just fabulous. I'm not quite sure about the usefulness of the autocast, since I can't seem to get it to work on me? Maybe I just missed it.
Luk Glove  (R) [Max HP +100, Max SP +20. CRIT +1 per 10 points of LUK. Critical damage 1% when LUK is 110 or higher.] If you are in desperate need of more Critical, this is the accessory for you. Getting 12 more Critical with it is easy since you will most likely have 120 Base LUK anyway.
Whikebain's Black Tail [ASPD + 3%, Critical + 7. Set with Wickebine's Black Cat Ears: Critical damage +10%. Refine of Wickebine's Black Cat Ears is +6 or higher, ASPD +3% CRIT +7.] If you are already using the headgear, might as well get the accessory for the additional bonus.
Heroic Ring [Various enchantments] You can get some good enchants for this accessories. I'll let you see it for yourself here.
Bakonawa Agimat Tattoo [ATK +7% and ASPD +10%] I'd prefer Pendant of Maelstrom  over this. RK can make do without the attack speed bonus, unless you can't seem to reach max aspd for some weird reason. Provide some good ATK boost nonetheless.
Peuz's Seal  [ATK +20, Max SP +20] For newbies who are just starting, you can easily farm this.
Ring of Flame Lord [Str +2, Vit +1, Atk +15. Resistance to Fire damage +10% When dealing physical damage, autocast various skills.] Has a 1% chance of using Level 1 Critical Explosion and 3% chance of summoning a spirit sphere (adds +3 mastery ATK each) via Level 1 Call Spirit Sphere. You can use it to gain the buffs then change it to your main accessory afterwards. You could also use it as it is.
Advanced Ring of Flame Lord [Str +3, Vit +2, Atk +20. Resistance to Fire damage +10% When dealing physical damage, autocast various skills.] Just the same accessory but with a meager stats bonus upgrade. If you are just going for the extra buff, don't bother with this one.
Gold Scaraba Card (R) [ATK + 20, Max HP - 1%.] Something that almost everyone uses.
Owl Baron Card (R) [3% chance of casting Level 1 Lex Aeterna on a target when physically attacking.] I'm not exactly sure how high this scales for your damage compared to Gold Scaraba Card. But it's best utilized if you are the sole damage dealer.
Kobold Card [STR +1, CRIT +4] Somehow this completely skipped my mind. Use this for some extra Critical Hit.
Scaraba Card [MATK + 20, Max SP - 1%.] Will not help with skill damage, only your normal attack. But it is cheaper than the ATK counterpart.
Essence of Evil
Essence of Evil are similar to cards but they can be inserted into ANY EQUIPMENT. Normally they are used on Headgears and Accessories.
Essence of Evil Force Lv3 [STR +4, ATK +12, INT -4.] I'm having mixed feeling about this since this build also uses INT to increase the damage as much as STR does. But like I said, if you can forsake INT entirely please go ahead. It'll certainly help with your Skill damage.
Essence of Evil Luck Lv3 [LUK +4, CRIT +4, DEX -4.] Some more LUK and Critical Hit won't hurt.
Donation Costumes (DPCE)
Upper Headgear Costume
Aura Amulet and Wings/Backpack
Scatter Shadow Set
Physical Shadow Set
Rune Knight Shadow Set
Future updates & equipments
Episode 16.1: Banquet for Heroes
New Hugel Monster Race
Nightmare Biolab Missing Update
Here I shall give a few pointers on starting this build and RK in general. This includes leveling, some zeny tips and basic equipment.
Bios Island - Reaper Ankou
My good friend @S e n t i m e n t a L a.k.a Grandmaster of GX a.k.a Yowai and his astonishingly detailed and LONG guide (which I shamelessly copied some of the info from. ). He inspired me to write this guide despite me being quite lazy.
Another good friend @Caphleo just for being an awesome chap.
This dude's channel. He is partly responsible for me to go crazy over this build all over again.
blackCROSS's guide on warpportal forum. I'm not sure if he is flattered but, he influences me as well.
Artwork (NSFW site) by Tsukimori Hiro and edited by @Skillhunter.
Artwork by カチ.
Artwork by Garuku.