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Found 15 results

  1. Introduction After the 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. Update: After nearly 3 years, I am finally updating the guide with the current the newest META and upgrades. Especially after the most recent updates, the Ignition Break Build has become the go to build for Crit/Physical RK. The guide will have differentiation between builds on certain parts, which include: Ignition Break Build, Auto-Attack Build and other builds. WARNING: THIS IS A WORK IN PROGRESS. THE GUIDE IS CURRENTLY BEING UPDATED. HENCE THE MIX OF OLD AND NEW CONTENTS. Builds Overview Stats Status: AGI - Mainly for ASPD VIT - Raises your Max HP and HP recovery, a 100 total VIT will provide immunity to stun status effect. INT - Max SP, Faster Cast time for Ignition Break and bonus damage to Enchant Blade buff. DEX - Hit Rate and Faster Cast Time for Ignition Break. LUK - Raises CRIT rate and provides other misc attributes like sATK, sMATK, Flee, Hit and Perfect Dodge. Allocation suggestion (General): After the 200/70 level cap update, classes has more flexibility on allocating status points. This is just a basic guideline. You can freely fine-tune the stats to your preferences based on the equipment and buffs that you have. However, it is not recommended to raise Max status value over 120 as it would be would cost a fair bit of status points. Ignition Break, Auto-Attack STR - 120 AGI - 1~70* VIT - 100 INT - 100+ ** DEX - 100+ ** LUK - 120 *** *RK have an easier time reaching 193 ASPD than most classes due to various buffs at it's disposal. With additional AGI Buffs/Foods, Delay After Attack % bonus, and flat ASPD bonus it's pretty easy to reach top speed. However, for One-handed Spear+Shield builds a slightly higher AGI might be necessary to reach the same ASPD outside of zerking. **For faster cast time with Ignition Break Build. Also the extra INT and MATK will help boost your Enchant Blade damage for Auto-Attack Build. ***Fixed value for Temporal LUK Boots, Skills The skills mentioned below are ones that I feel relevant to physical RK build, divided by their uses such as: General, Situational, Ignition Break, Auto-Attack and others. Skill Setup Example Equipment Only the most optimal and closely viable equipment and cards are listed. (Does not include the Spear+Shield crit build) The equipment/weapon/card are classified as follows: General - Suited for most builds/skills, which includes below. Ignition Break - Suited for Ignition Break Auto-Attack - Suited for Auto-Attack (Includes Autocast and Zerking) Wind Cutter - Suited for Wind Cutter Sonic Wave - Suited for Sonic Wave Situational - Example: Farming, Tanking and HP/SP leech Weapons Headgears ( Upper, Middle and Lower) Armor Garment Footgear Accessory Essence of Evil Donation Costumes Costumes Headgears Aura Amulet & Costume Garment Shadow Gears Ignition Shadow Set Ignition Shadow Weapon + Rune Knight Shadow Shield Set Class Specific Shadow Set Pets Your Rune Knight won't be complete without these adorable and practical pets. A pet is like another extra equipment slot with effects. More info on this page. Consumables Runestones HP/SP Recovery Status Boost Elemental Properties Guides Starter to Endgame Equipment Progression (TBA) Tips Future updates & equipments Videos Bios Island - Reaper Ankou FAQ/ DISCUSSION (WIP) Credits/Links My good friend @S e n t i m e n t a L a.k.a Grandmaster of DD 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. A shout out to @kingtristan for updating the guide in my absence. Also to @Theodosia and @Gwenhwyfar for helping me keeping up to date with the changes. Much appreciated. A very big thank you to @Bibo that has been helping me out after I came back. You are MVP my man! 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 Garuku.
  2. Hi!!! So I've been looking up for any useful Rune Knight guides from the wiki and I've noticed that the guides were pretty outdated especially the Dragon Breath build as you can see here. So I decided to create a guide in order to start a discussion on the best current setup for Rune Knights. So yeah, here goes... RUNE KNIGHT GUIDE BY BOU First things first, Rune Knight is one of the 3rd job Branch Class for Swordsman. Rune Knights are generally tanky that deals a lot of physical damage. Rune Knights can opt into a melee fighting style or a range physical caster style. Rune Knights have the option to facilitate the use of the following weapons: One-Handed Swords Two-Handed Swords Spears Daggers Axe One-Handed Swords: The main strength of one-handed swords is the 100% damage inflicted on Medium size monsters which is great if you plan to use RK for farming Solar Temple and Biolabs. Also, having an extra item slot for a shield is extremely helpful especially if you can afford a Purified Knight's Shield [1] or a Cursed Mad Bunny [1] in the end-game. Two-Handed Swords: Two-handed swords on the other hand has a 100% damage modifier for large monsters which includes most MVPs. It is really great choice of weapon arsenal if you're gonna spend a lot of time MVP hunting. Drawback tho is that you cannot equip a shield with this, thus preventing you from having extra defensive stats. Spears: Ah, spears. Spears are a swordsman exclusive weapon type. Spears are great because of the skill Cavalry, spears (both one-handed and two-handed) deal 100% for all sizes when mounted with Dragon/Peco-Peco and Griffin (for Royal Guards). Daggers: Daggers are an all-around type of weapon which can be worn by most classes in-game. The major problem with this type of weapon is that it only deals 50% effectiveness versus large monsters (i.e. MVPs). However, it is great because the skill Sword Mastery affects dagger type weapons too. Axes: Axes are most commonly used by Merchant classes but some axes are usable by Swordsman classes too. While the Dagger type weapons deals 50% effectiveness on large monsters, the axe type weapons deal the opposite with only 50% effectiveness against small monsters (i.e. Porings ) All right, so with that let's get into the actual guide : Rune Knights have various options in building and configuring stats, skills and items but the most common are the following: Dragon Breath Build : DB GUIDE IS DONE. SEE BELOW A build that focuses on the Dragon Breath / Dragon Breath Water skills (long range physical attack) very useful for mob farming and great AOE Splash damage. Commonly utilizes swords Ignition Break / Hundred Spears Build A build that focuses on the long range damage of Hundred Spears and the AOE damage from Ignition break. All-rounder build which can be good for end-game. Utilizes Spears ASPD Frenzy Build A build which capitalizes on the skill Berserk, One-Hand Quicken/Two-Hand Quicken and Enchant Blade. This focuses on doing auto-attacks like a thief or a spellfist sorcerer. Now on to the builds: Dragon Breath Build Personally I think this is the best MVP build for Rune Knights, not only that but this build is extremely cheaper than the two other builds. The main drawback of this build is that it's locked into two elements: Fire and Water. Thus, this build becomes useless against monsters and players with the right elemental resists. First thing we need to know is how that Dragon Breath is a long range physical attack form of skill and that it has one of the weirdest damage calculations out there. The Dragon breath damage calculation goes exactly like this: Damage = [(Current HP / 50) + (Max SP / 4)] + (Base LVL * Skill LVL / 150) * [95 + (Dragon Training LVL * 5)]% * (100 + Range Modifiers)% * (Elemental Modifiers)% So with that in mind, Dragon Breath build focuses mainly on getting as much HP as possible while also adding SP and Range Modifiers (ex. EA enchants). **Note: DB damage calculation is reliant on your *CURRENT* HP so Ygg berries is nice. Also always bring pots <3 uwu. STATS: Stat Amount Notes STR 1, 30-50, 90-100 1 point for pure Dragon Breath only. More or carrying capacity. 90 and on if getting Hundred Spears or IB. AGI 1-60 60 only to get rid of animation delay. VIT 130 More Vit = More HP INT 90-110 DEX 120 120 base DEX for eliminating Dragon Breath fixed cast time with Temporal Dex Boots. LUK 1-30 Skills: Swordsman Page: Knight Page: Rune Knight Page: The current Base/Job max is 200/70 so we can use a lot of skill points. I am personally using this skill pages to be able to use Ignition Break because I don't wanna use spears . But if you want to use Hundred Spears as a secondary arsenal you could switch up a bit of these skills. And now for the items. EQUIPMENTS Upper Headgears: Middle Headgears: Lower Headgears: Cards: Bodygear/Armor: Armor Cards: Weapons: Weapon Cards: Shields: Shield Cards: Garments: Garment Cards: Footgears: Footgear cards: Accessories: Accessory Card: PETS CONSUMABLES Healing Items: A MUST HAVE BUFF (Stat Foods): Rune Stones (Additional Stats buff): SHADOW EQUIPMENTS Scatter Shadow Set Class Shadow Set Fire Breath Shadow Set (RECOMMENDED) Malicious/Malevolent Shadow Set (RECOMMENDED FOR LEECH) GEMSTONES STAR STONES To be CONTINUED... Please do not remove... **NOTE: WILL UPDATE THE GUIDE FOR THE OTHER BUILDS ONCE THE RE-BALANCE IS OUT.
  3. First Screenshot is without ignition Shadow Weapon, 2nd is with Shadow Ignition Weapon. When using +7 Ignition Shadow Weapon + +9 Rune Knight Shadow Shield my damage should have additional 56%. But upon checking no damage output has been change and also the Auto Igntion Break does not Proc. Please check please. Ignition Shadow Weapon combo with shield is really broken. See Screenshots & Proof for reference.
  4. Dragon Breath and Dragon Breath Water in LimitRO, has slow animation delay. Even with 100% after cast delay, and 193 aspd, the skills spamming still very slow. I gave the link and video of the Dragon Breath skill in official server, where the skills can be spammed faster. LimitRO-RKDB.mp4
  5. Theodosia

    Runestone Capacity

    Currently, runestones cannot be held through creation of them more than 20 at a time. The restriction was changed on kRO along with the Rune Patch. Placing it as a report on recommendation of @Lai
  6. Theodosia

    Rune Stone Carry Capacity

    Character Name: Rune Knight Theodosia Suggestion: Update rune carry capacity to be up to date with kRO. Why to add: Makes easier stacking runes at once. Who will benefit: Players using rune knights Is the change drastic: no Room for improvement: just the change to how many you can carry, its not that complex. Sources (cited before for the rune update):;seq=3708477&amp;curpage=1
  7. Theodosia

    Giant Growth behavior

    Videos from kRO Sakray before rune update: and after: these vdeos show that this RK damage was 19-28k without tursis/with old tursis behavior and 56-85k after adding screens here for better visibility:
  8. Possible incorrect bonus from the giant's growth? Did a little bit of testing and if giant's growth is supposed to give +250% to atk, it seems to give somewhat less than that. Testing was done in 3 instances: 1 base str, basic knife, no rune 1 base str, basic knife, rune active 31 base str (to simulate str gain from the rune), basic knife, no rune active With this testing, final damage increase was roughly 200% instead of 250% on the eggs. In addition to that, RK damage got decreased twice, once after nerf of the Giant's growth and once more some time after that (I remember doing roughly 40k crits right after the nerf, which then became 28k crits some weeks later). If possible I would ask to check if the runes are working as intended now :0 HECK just realized it should be in skill bugs, I am a dummy, sorry. Can you move it to skills :?
  9. Caphleo

    LimitRO - Tomb of Honor

    So, in celebration of the new dungeon update, here is me wasting my supplies... You either have to do enough damage to kill the monsters on time, or risk the wrath of Max Pain.
  10. Sooo... Translation Source The question was about the state of Arch Bishops, and how a lot of the cash items buff scrolls have made an Arch Bishop not really necessary, and also how hard it is for an AB to level alone, due to the limited attack power. The devs said the Awakening System addressed the issue above, and they adjusted the characteristics of ABs. They also said something about enhancing Adoramus by a new skill. This question is about possible new costumes/job sprites. They answered there's no definite plan. Although they were talking about adding new colors (We already have 699 of those here lol) The question is about Bio Nightmare and how it's only certain classes than can farm there. They answered they are trying to balance the dungeon to suit party-oriented play styles, but they worry that it might be too difficult. They will continue to review the situation. Idk what this is about tbh. lol. But I think it's talking about job classes not having similar DPS, and the possible introduction of a "damage meter"? This is about wings costume not being properly implemented for Doram race. They said devs are working on re-adjusting them to fit Dorams. The question is about the improvement of the inventory system. Devs said they are thinking of ways to improve the inventory system, but since the client is so old, it is difficult to improve. They can't promise anything will change immediately, but they are working on some improvements. The question is about if there will be a change in exp table when the Awakening system is implemeted. Devs said they will reduce the amount of exp to reach 175. This is about improvements on non-mainstream classes. They've mentioned they made adjustments for RKs (maybe this is about the recent Rune update) and Mecha (the only mecha update was the weight and speed thing, lol). They also plan to do the same to Genetics (seriously, making Genetics more OP?) and SC (YUUUUSSS!!!!!) This question voices concern about the difficulty of some 3rd class job change quests. Devs said they will make some class change quests easier to understand and do for new players. Question is about the limited number of skill points available to some classes, and asking to increase skill points. Devs gave Dorams as an example, and that too much skill points will make the character too much of a jack of all trades. Devs said they are reviewing this issue for some classes. This question asks about the introduction of 3D Graphics to the game. Devs said that some monsters, like Bakonawa, are hard to implement as 2D. They said it would be nice to have 3D monsters in the game. The question states that too much attack power is an issue with the game, and even armors have attack enchants. Devs said they are aware of the issue and are discussing some Def related formulas that they are not ready to share yet. Something about chat windows being more visible. This one is about unused cards being recycled through a system in kRO (WHAT??? THEY HAVE THAT?), and suggested to have unused equipment to be recyclable as well. Dev said they are considering adding the system for equips that everyone can use. Something about improving the map system. They said they will change how map names are displayed in the navigation system. That they would use the more commonly known map names, instead of their database name. Something about support for beginner equipment? This one talks about the aspect of Guilds having their own Guild Dungeons. Devs said it would be nice for Guilds to have their own farming spot. They asked if it's possible to add a Skill Point Reduction Potion, as well as Stat Point Reduction potion. Devs said they will review it. This might be similar to the potions included in the Mad Bunny Scrolls in iRO, where it will reduce your stat point by 1 if you double click on it. Cheaper if you just want to adjust how many points you want for a certain stat in your build. This is useless here since we have stat/skill reset. This one is requesting for limited edition CEs to be offered again. Devs said they consider it. This is more about their punishment system. Not really important. Idk what this is about. Seems like content where you can buy things with rewards you get from a quest. They asked if they can be bought by zeny. Devs said they will introduce a new system that will let players buy things with zeny (I'm assuming for that specific quest thingy) This one talks about the downside of classes that use projectiles in terms of weight. They asked if it can improved. Devs said it should be improved. Also said something about removing the weight penalty? It didn't say more. This is just about their password/login system. More on kRO's system about their website and character slots. Something about increasing Guild position slots. So I guess we'll get more than 20? This talks about the quest system in Eden Paradise Group. Not really relevant to us. Something again on that new currency system a few questions back. Players are saying that the reward system is too much. This is about the Homunculus system. And how it affects some dungeons because Homunculi will just be everywhere. They are asking for this system to be improved. Devs said they are planning to introduce a system where the Homunculus and Master will share EXP. They also said they are discussing whether to remove Homunculus AI completely to prevent AFK Homunculi overcrowding some fields and dungeons. This one is about how some gears don't look as good when characters are wearing them. Devs said they will take action if it gives players errors. Arrow Crafting will receive a new UI to make it easier. This one talks about the legal system of selling character names, character and account deletion. Not really important to us lol. This is about revamping some Guild Dungeons. This one is about improving the UI of some skills. About magical attacks in siege. Devs said they will reveal more info when they announce details for the siege reform. This one talks about the "attack" mark on siege, some bugs in siege maps in general. Devs said they will gather players who often participates in siege and have a discussion with them. This one talks about the support for bow thieves early in the game. Devs said they will improve this. Question is about how in the old times, the only party composition you'll see are Knight/Hunter/Priest. They are asking for the party and hunting system to be reorganized to make use of more classes. Devs said they are discussing about the re-organization of the even share in party systems. This one is about the new system kRO has to quickly switch between sets of equipment. Devs are talking about improving the feature. (Q&A translation were made with the help of mister Google. If you find a better translation, please link it.) Well, there are definitely some interesting things about the future of RO.
  11. Okay so I managed to make my rune knight upwards of 150 job 36 all within about a day and a half.. and no healing pots, cards or super gear. Sooo... Now I'm lost. How, or what should I shoot for healing wise, card wise, gear wise, and..enchant wise? I know I need temporal boots..of some sort, and possibly a stat reset, but how do I tackle the HP/sp problem (food, cards..?) Current stats, and build to help out.. Stats - 100 90 90 30 30 108 from top to bottom (with 100 being strength, and 108 being luck) Skills - No db, based on my other post I aimed towards ignition break..crit/2 handed sword build. Ideally I'd need damage and regen..or one or the other..So in my rambling I guess my question is - where do I go from here, or rather, what do I work towards next? Thanks in advance for the help.
  12. Skillhunter

    Female Rune Knight

    From the album: Wallpaper Hub

  13. rupzrayem

    Possibility of original RK sprite

    Hey guys! I really really like this server and the community it has, I just wanna ask if it is possible to have an option to use the original Rune Knight sprite? It doesn't have to be an official option for everyone, I'm just wondering if only I can make the change to make it look like my character has the original Rune Knight sprite and only I can see it, if there is a way, please let me know! I really like this server and I hope that there is a way, it must be pretty simple since they have already made animations for that sprite and it must be coded already so I don't think it should be hard. It would be nice if it has an official option just like the new outfit NPC though. Thanks so much!
  14. keplerk

    [Rune Knight] Unable to learn skills

    Hello, i recently reset my skill tree as Rune Knight but now i'm unable to learn 3rd job skills again, do somebody know if this is a bug or something ? P.D. i read some related questions about it, i have no battle hook equipped or even any gear currently im 'naked' and tried again but nothing happened. Thanks.
  15. I just reskilled my RK, and am unable to put points into Frenzy (only requirement is having LK at job 50). I believe this is due to the fact that my RK is only job lvl 39. Seems like this should be fixed, otherwise I can't distribute skills into my 3rd job unless I either forgo Frenzy, or I just reskill again when I get to 50... zzzz