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Introduction 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 Pros: - 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). Cons:- 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. Stats Status: 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 Allocation suggestion: 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. Skills 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. Swordman: 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. [Lower Priority] Knight/Lord Knight: 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. Rune Knight: 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. [Must Learn] Knight/Lord Knight 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 Knight: 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 10-30% 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 Equipments 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. Weapons Headgears ( Upper, Middle and Lower) Armor Garment Footgear Accessory Essence of Evil Donation Costumes (DPCE) Costume Head gear Gemstones These are 'enchants' for your costumes headgear. You can have up to 8 but be mindful that you can't have more than 4 of the same kind. At the time of writing, each gems costs 50 cp. Aura Amulet and Wings/Backpack Shadow Gears Scatter Shadow Set Physical Shadow Set Rune Knight Shadow Set Pets Consumables Runestones HP/SP Recovery Status Boost Elemental Properties Getting started Here I shall give a few pointers on starting this build and RK in general. This includes leveling, some zeny tips and basic equipment. Leveling Future updates & equipments Episode 16.1: Banquet for Heroes (Added September 2017) New Hugel Monster Race Nightmare Biolab Missing Update JRO Item Gear Swapping Videos Bios Island - Reaper Ankou FAQ/Tips FAQ Tips Credits/Links 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.