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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).


  • 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 22005.pngTemporal LUK Boots and 5918.pngGambler 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.png 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.png Enchant Blade  damage substantially.

***If you are not going for the Critical path (Why are you even reading this guide then? /swt) It's not necessary to raise LUK to 120 if you are not using 22005.pngTemporal LUK Boots, you may choose to use a 22000.pngTemporal 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.png Two-Handed Sword Mastery - Provide some Mastery ATK when using a two-handed sword.

Magnum Break.png Magnum Break - Adds 20% ATK bonus for 10 seconds. Best used before using 12726.png Crush Strike.

Berserk.png Auto-Berserk - Cast level 10 Provoke.png Provoke to yourself when your HP is below 25%. Useful during Berserk as you have 0 DEF for the duration anyway.

Endure.png 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:

  Counter_Attack.png Auto-Counter - Commonly used in conjunction with 12726.png 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.png 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.png 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.png 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.png 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.png Wind Cutter - While useless on it's own, you can use this skill to chain with Ignition Break.png Ignition Break during it's cooldown. The Fear chance will also help you to lower the damage you receive by chance.

Dragon Training.png Dragon Training - This skill is optional? :huh: 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. /heh

Dragon Howling.png 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.png 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

Frenzy.png 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.png Enchant Blade . (Currently there's a bug that prevents you from learning this skill before reaching 50 Job Level as Rune Knight)

Twohand_Quicken.png 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.

Parry.png 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.

Spear_Dynamo.png 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.png 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.png 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.png 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. 18971.pngOld Rune Circlet [1] is the best Headgear to use with this skill. Some players would pick  Dragon Breath.png Dragon BreathDragon Water Breath.png Dragon Breath Water instead as their AoE skill, but I don't recommended it.

My Personal Skill Setup


First Job Skills

Second/Transcended Job Skills

Third Job Skills

Yes, we have some freedom with our skill allocation. As you can see I still have 9 extra skill points. :P




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.

1185.png?nocache=859717353 Weapons

  • 21018.pngLindy Hop [2] (R) [ATK +1% for every 2 refine. ASPD  +1% for every refine. Indestructable.]  A new addition to the list, bestows simple yet awesome boost. You can't go wrong with this sword. It's unbreakable, have the HIGHEST base ATK of any Two-handed Sword and it's pretty heavy making it a perfect  12726.png Crush Strike weapon. In addition it can be Malangdo Enchanted so you can get either more Critical or ATK depending on the enchant you choose.
  • 21016.pngTwo-Handed Sword of Vicious Mind [1] (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 with 3 random Options/Charms when dropped by monsters.] A level 4 variant of 21015.pngTwo-Handed Sword of Crimson [2] with slightly higher base ATK/MATK and 1 card socket. However, it came pre-enchanted with 3 random effect with varying values that can make this sword into anything from rubbish to the arguably one of the best weapon there is.
  • 21019.pngOnimaru [2] (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 Power-Thrust.png Maximum Over Thrust when using Frenzy.png Berserk.] One of the most sought after weapon for Critical Rune Knights. 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 bonus. It's also a hefty level 4 weapon so it's one of the weapon suitable for using 12726.png Crush Strike.
  • 21015.pngCrimson Two-handed Sword [2] (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 12114.gifFlame Elemental Converters for Ignition Break.png Ignition Break .
  • 21009.pngThanatos Great Sword [1] (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.
  • 21011.pngGigantic Blade [1] [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 12726.png Crush Strike. The Crit Damage bonus is simply wonderful at higher refine level. Too bad it only has 1 card socket.
  • 1186.pngDeath Guidance [2] [STR + 5, AGI + 2, Perfect Dodge + 20. Adds a 1% chance of inflicting NPC Skill Icon.png Hell Power on the target or the user attacking. Adds a 2% chance of casting Level 1 NPC Skill Icon.png Vampire's Gift on the target when attacking. If upgrade level is +9 or higher, Level 2 NPC Skill Icon.png 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.
  • 21003.pngMuramasa [2] [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. It can now be Malangdo enchanted for that added ATK/Crit. /no1
  • 1187.pngGlorious 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 Spear_Dynamo.png Concentration and Level 1 Aura Blade.png 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.
  • 21025.pngAvenger 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 1187.pngGlorious Claymore with a more defensive property. The unbreakable bonus is certainly a plus though. Credit to @Lex Luthorfor reminding me of it's existence.
  • 1117.pngKatana [4] [... 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.:)
  • 21004.pngAlca Bringer [2] [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.



  • 4399.pngMemory 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. Yeeeaaahh... /rice 
  • 4464.pngAunoe Card (R) [Critical damage +20%.] Crit Damage boost under the right circumstances 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. Note: This only apply if you are investing on considerable INT and Matk for your normal hits. Read more about it on my FAQ Section.
  • 4608.pngWhite Knight Card  (R) [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 4305.pngTurtle General Card. Also I've recently discovered that when combined with 4399.pngMemory of Thanatos Card  it will surpass even 4464.pngAunoe Card even when you are going for the INT/Matk damage bonus.
  • 4305.pngTurtle General Card  (R) [ATK +20%, Has 3% chance of of Casting Magnum Break.png Magnum Break when physically attacking.] When Magnum Break.png Magnum Break procs while attacking, your damage will be higher than when using 4608.pngWhite Knight Card. I personally use this since I use the same weapon for both Skills and normal Critical.
  • 4578.pngPyuriel Card  [Critical damage +30%. Damage from all monster types +10%.] This card has been outranked by 4608.pngWhite Knight Card  and 4305.pngTurtle General Card after I did some testing. Don't get me wrong it still provides a considerable damage boost, but with it's rarity and exorbitant price it's not really the most practical choice.
  • 4407.pngRandgris Card [ATK +10%. Make a weapon indestructible. Has 5% chance of casting Dispell.png Dispell on the target when physically attacking.] Since both 12729.png Fighting Spirit and 12726.png 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.png Dispell can be useful against certain MVP's buff that would make your life a nightmare.
  • 4649.pngInfinite Phreeoni Card [Crit +100] Just like it says on the tin. Can't be more obvious. Would solve all your Critical needs. Period.
  • 31024.pngImmortal Cursed Knight Card [ATK +10%. Adds a 2% chance of casting Level 5 Ignition Break.png Ignition Break on the target when performing a physical attack. Set Bonus with 
    31026.pngStefan Jack Earnest Wolf Card: ASPD + 1] If you wish to go for full auto-cast  Ignition Break.png Ignition Break sub-build combine this with the Rune Knight Shadow Set Combo. Partner them with 18971.pngOld Rune Circlet [1] for maximum devastation!!!:D
  • 4072.pngGolem Card [Make a weapon indestructible. ATK + 5] A more economic substitute for 4407.pngRandgris 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 bring a FCP slave. :)
  • 4172.pngThe Paper Card [Critical damage +20%. Each attack drains 1 SP.] It's just like4464.pngAunoe Card but with some minor inconvenience.
  • 4521.pngSedora Card/4317.pngMobster Card  [Critical damage +15%.] If 4464.pngAunoe Card is out of your budget, use either of these instead.
  • 4574.pngDaehyon 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 4608.pngWhite Knight Card card instead.
  • 4115.pngHunter Fly Card [Provides a 3% chance to recover 15% of your damage as HP] Use it together with 21009.pngThanatos Great Sword [1] to augment it's effect.

5025.png?nocache=181886564 Headgears (2228.png?nocache=367424875 Upper, 5014.png?nocache=71329343 Middle and 2266.png?nocache=120055636 Lower)


Upper Headgear

  • 5388.png?nocache=899002080Snake Head Hat [1]/5531.pngBaby Dragon Hat [1] (R)  [Gives 25% chance of performing Double_Attack.png 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!!
  • 18971.pngOld Rune Circlet [1] (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.png 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.
  • 5360.pngWickebine'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 with2855.pngWhikebain's Black Tail: Critical damage +10%. Refine of 5360.pngWickebine'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 18856.pngWhite King Tiger Doll Hat [0]. If you prefer higher Critical Damage Boost instead, use this set. /no1
  • 18856.pngWhite King Tiger Doll Hat [0] [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.
  • 18509.pngIndo Warrior Cap [1] [Reduce damage from demihuman by 10%, Crit Rate +10, LUK +5, ASPD +1, ATK & MATK +3%. Increase the healing effect of 501.gif Red Potion and 504.gif 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.
  • 18541.pngLittle Feather Hat [1] [Dex +2. Critical Damage +10%.] 10% Critical Bonus. Rune Knights won't get the extra bonus with the 1764.pngSharp Arrow. So no upgrade needed.
  • 5363.pngHelm of Abyss [1] [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.
  • 5208.pngRideword Hat [1] [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.
  • 5899.pngBlack Ribbon [1] [Increase Sonic Wave.png Sonic Wave, Wind Cutter.png Wind Cutter damage by 50%. Refine +7, add ATK +2 for every 5 Base AGI. Refine +9, increases Ignition Break.png Ignition Break damage by 30%] Just use it for the  Sonic Wave.png Sonic Wave effect. The rest of the bonuses are negligible. 18971.pngOld Rune Circlet [1] is better for Ignition Break.png Ignition Break damage boost.


Headgear Card

  • 4529.pngViolent 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.
  • 4556.pngFenrir Card (R) [MATK +50. Every refine on the headagear increases MATK by 5. Reduce fixed cast time by 70%. (The fixed cast time reduction will be negated if you equip two of them)] What? I'm serious. /swt With a +16 HG this card increases 130 MATK which adds to Enchant Blade output. But the real use is for reducing 12726.png 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. Note: The fixed cast time reduction works with other % reduction like 22511.pngFenrir's Power Scroll. So you can bypass fix cast time entirely! :)
  • 4468.pngDark 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.
  • 4513.pngAngra 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.
  • 4458.pngDuneyrr Card [ATK +10. When dealing physical damage, there's a 1% chance that for 4 seconds Perfect Dodge +10.] A bit better than 4468.pngDark Pinguicula Card as it has a low chance to add +10 Perfect Dodge.
  • 4461.pngPhylla 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 4411.pngVanberk 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. /no1
  • 4557.pngWeakened Fenrir Card [MATK +25] Again, MATK is useful.
  • 4411.pngVanberk 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.


Middle Headgear

  • 5918.pngGambler 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!!!
  • 5592.pngSigrun'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. :)
  • 5325.pngRobo 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.
  • 5933.pngCrow 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 with19112.pngTengu Scroll at 120 base STR.


Lower Headgear

  • 5462.pngSpiked 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.
  • 18936.pngGolden Fish (R) [All Stat +2, ATK + 10, MATK + 10] A balanced lower HG and one of the most expensive. 
  • 5155.pngFather's White Beard [ATK +20] A lesser version of 5462.pngSpiked Scarf but without the HP penalty.
  • 5463.pngRainbow Scarf [MATK +30 & MaxSP -2%Yes, since this build benefits from MATK I included this.
  • 18754.pngBlood Sucker [Adds 3% chance to drain 5% of your damage as HP when dealing physical damage. Disables HP and SP recovery.] Similar to 5208.pngRideword Hat [1] this lower headgear helps you to regain HP when attacking but at much lower rate.
  • 19112.pngTengu 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 5933.pngCrow Tengu Mask at 120 base STR.. Unlike 18754.pngBlood Sucker this HG doesn't disable your HP/SP recovery. 
  • 5362.pngNinja Scroll /5767.pngSamurai Mask [ATK + 1%] It's okay.
  • 5361.pngGangster Scarf /5305.pngPirate Dagger [ATK +5] The lamest of the bunch.

2316.png?nocache=100684866 Armor

  • 15173 Cursed Mail [1] (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.
  • 15128.pngExerion 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.
  • 15041.pngBoitata Armor [1] [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.
  • 15146.pngRobe of Flattery [1] [Enable the use Level 1 Endure.png EndureMatk + 50. When base level is 120 or higher, Matk + 50. When character base level is 140 or  higher, Matk + 50.] The new robe from Banquet for Heroes.
  • 2357.pngValkyrian Armor [1] [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.
  • 15037.pngPeuz's Plate [MDEF +10. ATK +20, FLEE +17. Full Peuz Set: Increases damage to all sizes monster by 10%. Increases damage of Wind Cutter.png Wind Cutter and Sonic Wave.png Sonic Wave by 100%. Has a 1% chance of activating 12726.png Storm Blast and Spear Dynamo.png 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 15128.pngExerion Suit and honestly.. It might not be worth the trouble.
  • 15093.pngHeroic Plate [1] [MDEF +5. MaxHP +5%, MaxSP +5%. ATK +10, MATK +10, HIT +10, FLEE +10. 12732.png Storm Blast damage is increased by 10%. Add 1% chance to cast Level 10 Heal.png Heal and Level 10 Storm Gust.png 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.png 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.


  • 4602.pngRealized 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. 12730.png 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.
  • 4302.pngTao 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..
  • 4337.pngPorcellio Card (R) [ATK + 25, DEF - 5] Good card for beginners.
  • 4601.pngAmdarais 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 4602.pngRealized 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 14534.pngSmall Life Potion can be used to completely negate it.
  • 4408.pngGloom 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.
  • 4419.pngKtullanux 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 MVPs such as Ifrit, Egnigem Cenia, Mulspellskoll and Seyren Winsor..... <_<.
  • 4342.pngRSX-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.
  • 4652.pngNightmare 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.png Enchant Blade. Not exactly sure of the whether Property Magic Damage works similarly (Need further testing).
  • card.gifElemental Armor Cards Fire, Water, Earth, Wind and Shadow Property Cards are useful. Holy property can be obtained from using12280.pngHoly 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.

2505.png?nocache=663814875 Garment

  • 2589.pngFallen Angel Wing [1] (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.
  • 2576.pngHeroic Backpack [1] (R) [Enables the use of level 1Greed.png 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 2589.pngFallen Angel Wing [1] . +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.
  • 20718.pngGiant Faceworm Skin [1] (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 20797Etran's Shirt, get one of these. They came pre-enchanted and upgraded.
  • 2554.gif Nidhoggur's Shadow Garb [1] [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. 
  • 20749.pngCloak of Casualty [1] [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 superior counterpart to 2576.pngHeroic Backpack [1] obtained from Nightmare Biolabs. But requires higher refine level to surpass HBP. Preferably +10 or higher refine. End-game use.
  • 20783.pngHero's Manteau [1] [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 4174.pngDeviling 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 4580.pngKades Card for best elemental resistance combo.
  • 20797 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 4174.pngDeviling 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 4174.pngDeviling Card. The set bonus with 2371.pngPantie [1] (Also applies to 2339.pngPantie) adds INT + 15, Max HP + 5%, Max SP + 5%. But you can get better armors


  • 4594.pngPetal 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.
  • 4174.pngDeviling 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 20797 Etran's Shirt will nullify the negative effect.
  •  4580.pngKades Card [Increase resistance to Fire, Water, Earth, WindShadow, and Undead property attacks by 50%. Receive more damage from Ghost and Holy property by 100%.] Combined with the high MDEF from 12733.png Hagalas you can pretty much tank most Magic Spells and elemental attacks which isn't Ghost or Holy property.
  • 4133.pngRaydric Card [Increase resistance to Neutral Property attacks by 20%] Basic tanking card. Cheapest on this list.
  • 4646.pngInfinite Chimera Card [Max HP +8%, Max SP +4%. When used together with4643.pngInfinite Vagabond Wolf Card Atk & Matk +10%.] Even with the ATK and MATK bonus from the card set, it will still not beat 4594.pngPetal Card in terms of damage.
  • 4588.pngWakwak Card [Every 10 base STR, you gain + 5 ATK] When spamming skills like Ignition Break.png Ignition Break or Bowling Bash.png 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.

2405.png?nocache=908495777 Footgear

  • 22005.pngTemporal LUK Boots/22011.pngTemporal LUK Boots [1] (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.
  • 22000.pngTemporal STR Boots/22006.pngTemporal STR Boots [1] [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 21019.pngOnimaru [2] you'd have both base LUK and STR at 120 so you can simply swap between the two types of boots.


  • 31017.pngOutrageous 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.
  • 4643.pngInfinite Vagabond Wolf Card (R) [ATK +10, Refined to +7 ATK +10, Refine to +9 ATK +15. When used together with 4646.pngInfinite 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. The combo can be pretty good.
  • 4441.pngFallen 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.png Enchant Blade so this card is a splendid choice for normal hits. But the damage boost might not be as high as you expect.
  • 4658.pngNightmare Verit Card [MATK + 5%. When refined to +7, MATK +3%. When refined to +9, MATK +2%.] A slightly downgraded version of 4441.pngFallen 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.
  • 4097.pngMatyr Card [AGI +1. Max HP +10%.] A good choice for newbies.
  • 4381.pngGreen Ferus Card [VIT +1. Max HP +10%.] Another good card for newbies.

2615.png?nocache=830375468 Accessory

  • 28310.pngSarah's Left Earring/28311.pngSarah's Right Earring [Enables use of Level 1Heal.png Heal /Teleport.png 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.
  • 2992.pngPendant of Maelstrom [1] (R) [ATK +6%, MATK +6%. All Stats +1. When magically attacked, there is a 3% chance to activate Level 1 Maelstrom.png 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.
  • 2928.pngLuk Glove [1] (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.
  • 2855.pngWhikebain's Black Tail [ASPD + 3%, Critical + 7. Set with 5360.pngWickebine's Black Cat Ears: Critical damage +10%. Refine of 5360.pngWickebine'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. :)
  • 2981.pngHeroic Ring [Various enchantments] You can get some good enchants for this accessories. I'll let you see it for yourself here.
  • 2910.pngBakonawa Agimat Tattoo [ATK +7% and ASPD +10%] I'd prefer 2992.pngPendant of Maelstrom [1] 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.
  • 2884.pngPeuz's Seal [1] [ATK +20, Max SP +20] For newbies who are just starting, you can easily farm this. :)
  • 2678.png 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 Fury.png Critical Explosion and 3% chance of summoning a spirit sphere (adds +3 mastery ATK each) via Level 1 Summon Spirit Sphere.png 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.
  • 2678.png 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.


  • 4508.pngGold Scaraba Card (R) [ATK +20, Max HP - 1%.] Something that almost everyone uses.
  • 4238.pngOwl Baron Card (R) [3% chance of casting Level 1Lex Aeterna.png Lex Aeterna on a target when physically attacking.] I'm not exactly sure how high this scales for your damage compared to 4508.pngGold Scaraba Card. But it's best utilized if you are the sole damage dealer.
  • 4091.pngKobold Card [STR +1, CRIT +4] Somehow this completely skipped my mind. :P Use this for some extra Critical Hit.
  • 4639.pngTaffy Card [ATK +1%] A new card from the new Prontera dungeon. Unless your RK have over 2k equip+weapon ATK (including the hidden ATK value like the STR bonus, refine bonus and variance) a 4508.pngGold Scaraba Card is still better.
  • 4430.pngIfrit Card [Increase ATK, CRIT, and HIT every 10 Job Level. Add a 1% chance of auto casting Level 10 NPC Skill Icon.png Earthquake  on the user when the user receives Physical Damage.] Why not? /heh It's actually pretty good, but not the best.
  • 4505.pngScaraba Card [MATK + 20, Max SP - 1%.] Will not help with skill damage, only your normal attack. But it is cheaper than the ATK counterpart.

4908.png?nocache=1404649529 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.

  • 4910.pngEssence 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.
  • 4925.pngEssence of Evil Luck Lv3 [LUK +4, CRIT +4, DEX -4.] Some more LUK and Critical Hit won't hurt.


32014.png?nocache=884114902 Donation Costumes (DPCE)

Upper Headgear Costume


30101.pngGothic Lolita Hat [1] (Example) [For every 3 refine, All Stats +2, Max HP & SP +1%, Reduce damage taken by 1% and increase final damage dealt by 1%. Bonus only applies until +12 refine.] A variety of slotted costume headgear for you to choose from, with some bonus every 3 refine. You can compound up to 3 Gemstones free of charge to augment it's usefulness. If you are going to donate or aiming to get a donation equipment this is the one that I would strongly endorse. Each costs 250 CP or 25 VIP Coins.

Suggested Gemstones

  • 30064.pngGemstone(Mars) (R) - [All stats +1, ASPD +1, DEF +1, MDEF +1. If 3 30064.pngGemstone(Mars) are used together, ASPD +1.] Use this to get a whooping 4 flat ASPD to save you lot's of AGI.
  • 30031.pngGemstone(Uranus) - [All stats +1, increase final damage by 1%, DEF +1, MDEF +1. If 3 30031.pngGemstone(Uranus) are used together, increase final damage by 2%.] For those who opted for MORE POWER!!!

Mid/Lower/Mask Costume


Has no innate bonus in itself. But these costumes can be compounded with Shards to for some bonus. Mid and lower costume both can be attached with 2 shards and costs 100 CP/10 VIP Coin each. While masks (mid+lower costume) can be attached with 4 Shards and costs 200 CP/20 VIP Coins.

Mid: 30397.pngAngel's Whisper
Lower: 30478.pngEremes Scarf
Mask: 31203.pngCube Mask

Suggested Shards

30036.pngShard(Uranus) [Increase final damage by 1%] Just go for more damage.

Aura Amulet and Wings/Backpack


[All stats +1] Wing/Backpack occupies the garment costume slot while amulets (aura) can be used by simply clicking them. Most would get these mainly for the appearance alone. You can get them combined with Star Stone for some bonus from 32075.pngStar Stone Box (10 CP ea) but it is quite pricey at 10 CP per box and the chances to get the ones you want requires you to spend a fortune. So I won't recommend this for casual players. Each costs 250 CP or 25 VIP Coins.

Aura Amulet (30011.pngArcane Amulet)

Wings (32100.pngFrost Orb)

Suggested Starstones


24013.png?nocache=1104731408 Shadow Gears

Scatter Shadow Set


24012.pngScatter Shadow Weapon DEX +5

24013.pngScatter Shadow Armor LUK +5

24014.pngScatter Shadow Shoes AGI +5

24015.pngScatter Shadow Shield VIT +5

24016.pngScatter Shadow Earring INT +5

24017.pngScatter Shadow Pendant  STR +5

It's not really a set. You can freely mix and match it with other shadow gears.

Physical Shadow Set


24018.pngPhysical Shadow Earring ASPD +1%. At +7 refine ASPD +2%.

24019.pngPhysical Shadow Weapon ATK +10. At +7 refine ATK +1%.

24020.pngPhysical Shadow Pendant Max HP +100. At +7 Refine Max HP +1%

Set Bonus: If total combined refine level is +23 or higher, ATK +1%

Only the 24019.pngPhysical Shadow Weapon is worth using.

Rune Knight Shadow Set


24288.pngRune Knight Shadow Weapon [Increase damage of Sonic Wave.png Sonic Wave by 20%. Additional 5% damage per refine rate.]

24301.pngRune Knight Shadow Shield [When using Enchant_Blade.png Enchant Blade, increase ASPD % equal to refine for 50 seconds. If refine is +7, additional ASPD + 1 for 50 seconds. If refine is +9, additional ASPD + 1 for 50 seconds.]

Set Bonus: Reduce SP consumption of Sonic Wave.png Sonic Wave by 20%. Has a chance to cast Level 3 Ignition Break.png Ignition Break when dealing physical damage.

Use this set if you are going for the IB autocast sub-build. The individual effect has it's uses but nothing too remarkable.



12736.png?nocache=708468711 Runestones


For the full effect of each type of rune please refer to this page. These runes are actually skills that are stored in the form of consumables. They are pretty heavy, weighing 20 each. You can craft readily, keep them on your person or keep them on storage and use @storage to retrieve them. You could also just craft them on the fly. Whichever suites you fancy.

  1. 12731.pngTurisus Runestone (Giant Growth) - Your primary damage rune. Adds 30 STR and a certain 'damage' percentage buff at at the end of your damage calculation. Gives a chance of dealing double damage when attacking normally. As it multiplies your overall damage and not your ATK, it also amplifies Enchant_Blade.png Enchant Blade damage. Does not amplify Frenzy.png Berserk damage. Has a very low chance of breaking your weapon.
  2. 12729.pngAsir Runestone (Fighting Spirit) - This rune adds some ample flat ATK that increases with the number of active players in your party during activation. But the most substantial bonus is that it increases your ASPD value by 4. Another primary rune for this build.
  3. 12733.pngHagalas Runestone (Stonehard Skin) - Raises your DEF and MDEF immensely. The MDEF bonus alone would reduce magic damage by nearly HALF and provide you with immunity to Stone Curse and Frozen negative status effect. It also reduces damage of normal mobs with a high chance if you are attacked. Use this when you are not zerking.
  4. 12726.pngRhydo Runestone (Crush Strike) - Buff your next normal hit with a huge boost in damage. This skill's damage won't be directly increased by any ATK % from active skills or even from Giant Growth damage % amplifier. Weapon Level and Refine rate greatly raises the damage. So does the weight and base ATK of the equipped weapon to a lower degree. Has 1 second Fixed Cast Time and 30 seconds re-use Cooldown. It has a very high chance of destroying your weapon.
  5. 12727.pngVerkana Runestone (Millennium Shield) - Gives you 2 to 4 hit damage buffer.  Extremely useful when confronting a MVP/Monster with the tendencies to pull out really dangerous One Hit KO Skill out of nowhere. Has a 1 minute Cooldown.
  6. 12728.pngIsia Runestone (Vitality Activation) - If you are using HP recovery item with fixed value like 522.pngMastela Fruit, it will amplify the effect by 50%. Will stack with 14537.pngRegeneration Potion. It won't work with % HP recovery item such as 12027.pngGiggling Box or 608.pngYggdrasil SeedHowever it reduces your SP recovery items effect by 50% as well.
  7. 12730.pngUrj Runestone (Abundance) - Regenerates 60 SP every 10 seconds. Really helpful especially if you have something equipped that drains your SP like for instance.. A 4601.pngAmdarais Card.
  8. 12725.pngNosiege Runestone (Refresh) - Cures and provides immunity for certain status effects for 1 minute. Can be your savior when facing certain MVPs that spams debilitating status effect like no tomorrow. Has a 2 minutes re-use Cooldown.
  9. 12732.pngPertz Runestone (Storm Blast) - With this build it's hard to wholly use this rune as the cast time is pretty long (unless you have some decent Variable Cast Time reduction) and the knockback effect clashes with Ignition Break.png Ignition Break that requires you be as close to your target as possible. I normally avoid it for this build as we can't spam it fast enough for it to matter.
  10. 22540.pngLux Anima Runestone (Lux Anima) - Oh.. Boy. This rune allows you to pass certain rune buff to your party members. Effectively making you a buff slave./sigh This is also the most costly rune to craft, so use it sparingly. The given rune buff will only last for 60 seconds on the affected party members.

504.png?nocache=985792498 HP/SP Recovery


HP Recovery Items

SP Recovery Items

  • 526.pngRoyal Jelly - Cures some abnormal status; Restores 325 ~ 405 HP and 40 ~ 60 SP, 15 weight.
  • 505.pngBlue Potion - Restores 40 ~ 60 SP, has a 0.5 Sec reuse delay, 15 weight.
  • 11520.pngMora Mandarin - Restores 50 SP, 2 weight; for Base Level 100 or above only.
  • 12574.pngMora Berry - Restores 50 SP, 2 weight; for Base Level 120 or above only.

Other Recovery Food

  • 607.pngYggdrasil Berry - Fully restores your Max HP and SP. On Limit RO it has 3 minute re-use delay.
  • 608.pngYggdrasil Seed - Restores half of your Max HP and SP. On Limit RO it has 3 minute re-use delay.

12522.png?nocache=1048864680 Status Boost


Status Effect Consumables

Primary Status Consumables

Damage Buff Consumables

*For +1~+10 Stats Food the higher Stats value would overwrite the previous effect and restart the timer.
**The higher ATK buff would overwrite the previous effect and restart the timer.
***The higher MATK buff would overwrite the previous effect and restart the timer.

Create Elemental Converter.png Elemental Properties


Elemental Converters

Elemental Resistance Scrolls/Potions

  • 12118.pngFire Resist Potion - Increase Fire property resistance by 20% and lower Water property resistance by 15%.
  • 12119.pngCold Resist Potion - Increase Water property resistance by 20% and lower Wind property resistance by 15%.
  • 12120.pngEarth Resist Potion - Increase Earth property resistance by 20% and lower Fire property resistance by 15%.
  • 12121.pngThunder Resist Potion - Increase Wind property resistance by 20% and lower Earth property resistance by 15%.
  • 12280.pngHoly Elemental Scroll - Changes your Armor property to Holy.
  • 12279.pngUndead Elemental Scroll - Increase Fire, Water, Earth and Wind property resistance by 20%.

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.



Level 1 Novice to Level 99 Lord Knight.

Upon creating your character, complete Limit Academy to get the freebies (I suggest choosing the 2353.pngOdin's Blessing [1]2517.pngVali's Manteau and 2418.pngVidar's Boots set at the end) and the first few levels to advance straight to Swordman (Talk to any Admiral NPC at any town to change your job) upon graduating. You should have a few mercenary scrolls and 3 12263.pngField Manual on hand. Use the field manual only after you have ran out of the buff you got from the academy and only use the 12302.pngEgnigem Cenia Contract for now.

Note: You will given a random combination of 3 mercenaries after passing the Limit Academy, it can be a combination of both 12302.pngEgnigem Cenia Contract and 12301.pngDoppelganger Contract or 3 of either.

Now talk to Warper NPC at any town and pick the 1~20 leveling spot option and raise your base level to at least 25 there. TIP: @autoloot everything the warp to vending harbor (@go 16) to sell all your loots. 

Step 2:
Next learn Bash.png Bash and place it on your hotkey together with the 569.pngNovice Potion and 12323.pngNovice Fly Wing that you got. Pick the level 20~40 leveling spot on the warper and just Bash every monster you see. Raise your job level to 50 and advance to Knight.

Step 3:
You should have a few zeny from  668.pngRed Envelope along with the stuff you've looted and sold to NPC. Buy any weapon that you can wield from Vending Harbor and warp to the level 40-~70 leveling spots. Bash away. Learn and use Bowling Bash.png Bowling Bash after luring the Orc Zombies for faster experience gain and wear the free armor set you got from Limit academy once you reached the required level. You can raise your base level up to 80-85 here.

Step 4:
Afterwards, warp to Veins Field 3 and Bash the Magmaring there until you reach base level 90.

Step 5:
Once your base level 90, warp to Rachel Field 01 and single out the Desert Wolves/Roween there and bash them one at a time. Grind here until you reach level 99/50 and rebirth as a High Novice.

Step 6:
After rebirth, use a 12263.pngField Manual if the previous buff has already worn out and use the 12301.pngDoppelganger Contract from the very start if you have it. Hold Ctrl+R or right click your Mercenary and drag the skill Bash and Two-Hand Quicken to your hotkeys. Directly go to Veins Field 3/Rachel Field 1 from the start and use the Doppleganger to bash or attack the mobs. The trick is constantly teleport and let your mercenary tank and kill while you sit absolutely still and avoid contact with the monsters. Make sure you don't die. You should be able to reach level 99/70 with that single Doppleganger mercenary if you do it right. If you weren't lucky enough to get a Doppleganger mercenary or you lost it you can just continue with bashing just like before.

Level 99 to Max Level Rune Knight
First congratulations for making it this far. /grat  Next, advance your job to Rune Knight. The easiest way to gain levels past level 100 is to join an Infinity Space (IS) leech parties. Sometimes Helpers like myself or other generous players would often host it, you can also try asking around at Asgard or use @help to find if anyone is making one.

Another method is grinding like the old days, which I don't recommend past level 140+. As it's quite a chore not to mention it gets progressively harder without proper equipment. You may use Ignition Break.png Ignition Break or Dragon Breath.png Dragon BreathDragon Water Breath.png Dragon Breath Water as your main leveling skill. I'll list out the leveling spots just in case you are up for it. /heh

Level 100~120: Rachel Field 01
Level 110~130: Rachel Sanctuary 01
Level 130~150: Scaraba Hole 02
Level 150~170: Nightmare Clock Tower 3 - To get there, enter Clock Tower 01 and type /navi c_tower1 233/222follow the direction and pay the NPC 500k zeny to enter the level.
Level 160~175: Verus Field 03 - You need to do the first few  Fantasmagorica quests line to enter Verus City and do the elevator quest (less convoluted than the limit RO wiki page guide) to gain easy access to Verus city.

Note: You could also level up by hunting some MVPs to gain a few levels if you have the resources. But I suggest you reach Max Level before you start your MVP hunt.


Image result for anime girl with sword

Future updates & equipments

Episode 16.1: Banquet for Heroes (Added September 2017)



Lindy Hop [2]
Sword once used by berserker Riel. You can feel steady rhythm of enemy movement which passing in your sight.
ATK +1% for every 2 refine.
ASPD  +1% for every refine.
Class : Two-Handed Sword
Attack : 340
Weight : 340
Weapon Level : 4
Required Level : 170
Usable Job : Rune Knight
*Malangdo Enchantable

Note: This sword will be THE BEST multi-function weapon for this build. It has high ATK, indestructable and weighty. If 
21019.pngOnimaru [2] is the best weapon for Frenzy.png Berserk  and 21011.pngGigantic Blade [1] is the best weapon for 12726.png Crush Strike, this sword sits in between and generally suited for every situation.

Two-Handed Sword of Vicious Mind [1]
Two-handed Sword imbued with evil spirit.
Increase ATK by (refine*refine) up to +15 refine level.
Increase MATK by (refine*refine)/2 up to +15 refine level.

Class : Two-Handed Sword
Attack : 220
Weight : 220
Weapon Level : 4
Required Level : 160
Usable Job : Rune Knight and Royal Guard.

My Opinion: A level 4 variant of 21015.pngCrimson Two-handed Sword [2]. Might look shabby at first, but it comes with 3 random Options when dropped that can elevate this sword to the rank of top tier two-handed swords easily, depending on your luck that is. :) Just wait for it's release and you'll know what I mean.


Flattering Robe [1] 
A clothes that was made for no purpose.
Enable the use Level 1 Endure.png Endure.
Matk + 50.
When character base level is 120 of higher, Matk + 50.
When character base level is 140 of higher, Matk + 50.
Worn with 2507.pngCape of Ancient Lord:
Max SP + 10%, additional Max SP +1% per refine.
Flee + 10, additional Flee +1 per refine.
Worn with 2509.pngSurvivor's Manteau:
Max HP +10%, additional Max HP +1% per refine.
MATK +2%, additional MATK +1% per refine.
Class : Armor
Defense : 0
Weight : 10
Required Level : 100
Jobs : All

Abusive Robe [1]

Enable the use of Level 1 Improve Concentration.png Attention Concentrate.
Bypass defense of Demi-Human, Demon and Undead race by 4 % per refine level.
Worn with 2519.pngMorrigane's Manteau:
Bypass defense of Demi-Human, Demon and Undead race defense bypass by additional 15%.
Luk +3, additional Luk +1 per refine.
Critical +10, additional Critical +1 per refine.
Worn with 2524.pngValkyrian Manteau [1]:
Bypass defense of Demi-Human, Demon and Undead race defense bypass by additional 15%.
MHP +10%, additional 1% Max HP +1% per refine.
ATK +2%, additional 1% ATK per refine.
Class : Armor.
Defense : 0
Weight : 10
Required Level : 100
Jobs : All

My Opinion: I would go for Flattering Robe without the full set as the MATK boost is already good enough for this build. The set bonus for it is decent, buuuuut... For more damage or resistance it's better to use other garments. On the other hand, the Abusive Robe bonus is quite dandy by itself but especially useful when equipping it's set combo with 2524.pngValkyrian Manteau [1].

Armor Enchantments:

Rune of Strength Lv 3
If upgrade level is +7 or higher, STR +7.
If upgrade level is +12 or higher, STR +1, ATK +8%.
If upgrade level is +13 or higher, STR +1, ATK +2%.

Rune of Luck Lv 3
If upgrade level is +7 or higher, LUK +7.
If upgrade level is +12 or higher, LUK +1, Critical Damage +8%.
If upgrade level is +13 or higher, LUK +1, Critical Bonus +6%.

My Opinion: The are also level 1 and level 2 version for the enchants that I listed above, in fact there's a lot more enchant variations. But I won't mention them here as these two are the only relevant enchants for this build in my opinion. You can get 2 enchantment for each Robes (see the Armors above) and I assume you can get the level 3 enchantment twice. Just imagine it. /rice But hey, I could be wrong.  


Immortal Cursed Knight Card
ATK +10%. Adds a 2% chance of casting Level 5 Ignition Break.png Ignition Break on the target when performing a physical attack.
Set Bonus:
Immortal Cursed Knight Card
Stephen Jack Ernest Wolf Card
ASPD + 1
Compound on: Weapon

My Opinion: What do you mean auto-casting Level 3 Ignition Break.png Ignition Break isn't enough for you? :pow: There you go, Level 5. /gg

New Hugel Monster Race



Racing Cap (Rune Knight) image
Racing Cap (Rune Knight) [1]
ATK +10 Per 2 refine rate.
Increase ASPD by 2% per 3 refine rate.
Refine +8 or higher: Increase critical damage by 5% per level of Twohand_Quicken.png Two-hand Quicken learned.
Refine +11 or higher: Equipped weapon will be Indestructable. Gain Level 5 Double_Attack.png Double Attack.
Class : Headgear.
Defense : 10
Weight : 0
Required Level : 100
Jobs : Rune Knight

Headgear Enchantment

레이싱(룬나이트) 1Lv 이미지
Racing Stone (Rune Knight) 

The following options apply if it's enchanted in a Racing Cap (Rune Knight):
Lv 1
When using Twohand_Quicken.png Two-hand Quicken, increases physical damage to enemies of all sizes by 5% for 60 seconds.
Lv 2
When physically attacking, has low chance to remove the size penalty for 3 seconds.
When using Twohand_Quicken.png Two-hand Quicken increases physical damage to enemies of all sizes by 7% for 60 seconds.
Lv 3
When physically attacking, has low chance to remove the size penalty for 5 seconds.
When using Twohand_Quicken.png Two-hand Quicken, ATK + 40, increases physical damage to enemies of all sizes by 15% for 60 seconds.
My Opinion:


^ Me.

Nightmare Biolab Missing Update


Old Biolab Headgear Enchantment

예기5Lv 이미지
lv 1. : Cri+3, Critical damage+10%
lv 2. : Cri+6, Critical damage+20%
lv 3. : Cri+9, Critical damage+30%
lv 4. : Cri+12, Critical damage+40%
lv 5. : Cri+15, Critical damage+50%
lv 6. : Cri+18, Critical damage+60%
lv 7. : Cri+21, Critical damage+70%
lv 8. : Cri+24, Critical damage+80%
lv 9. : Cri+27, Critical damage+90%
lv 10. : Cri+30, Critical damage+110%

패기10Lv 이미지
lv 1. : ATK +3%, Hit+3.
lv 2. : ATK +6%, Hit+6.
lv 3. : ATK +9%, Hit+9.
lv 4. : ATK +12%, Hit+12.
lv 5. : ATK +15%, Hit+15.
lv 6. : ATK +18%, Hit+18.
lv 7. : ATK +21%, Hit+21.
lv 8. : ATK +24%, Hit+24.
lv 9. : ATK +27%, Hit+27.
lv 10. : ATK +33%, Hit+30.

금강10Lv 이미지
??? (금강)**
lv 1 : Max HP +5%, Def+15

lv 2 : Max HP +10%, Def+30
lv 3 : Max HP +15%, Def+45
lv 4 : Max HP +20%, Def+60
lv 5 : Max HP +25%, Def+75
lv 6 : Max HP +30%, Def+90
lv 7 : Max HP +35%, Def+105
lv 8 : Max HP +40%, Def+120
lv 9 : Max HP +45%, Def+135
lv 10 : Max HP +55%, Def+150

*Google translated.
**Google Translate has failed me.

My Opinion: This is applicable for 18971.pngOld Rune Circlet [1]. You may get +1~5 of any random base stats for the the first two enchant slots. Then you have a chance to get one of these puppies on the third slot. They all started at Level 1 and can be upgraded to higher version with a chance of failure. More info on it here. The info on that link may be outdated as kRO has updated their Nightmare Biolab many times since it was released, it might be easier to get them now.


Seyren Windsor Card
Ignition Break.png Ignition Break damage increase by 20%. When compounded on a level 4 Weapon, Ignition Break.png Ignition Break damage increase by additional 20%. When the weapon upgraded to +10 refine or more, Ignition Break.png Ignition Break damage increase by additional 20%.
Compound on: Weapon

Rune Knight Seyren Card
Effect applicable for Rune Knights only, ASPD +2, ATK +15%.
When Base Level is 175, All Stats +10.
If garment if upgraded to +10 or higher, All Stats +10.
Combo with True Seyren card:
When doing physical attack, there is a chance (3%) for 6 seconds you will transform to Seyren.
When Transforming, ATK + 100.
Compound on: Garment

My Opinion: The normal mob card can tremendously increase your Ignition Break.png Ignition Break damage when used concurrently with a overupgraded 18971.pngOld Rune Circlet [1]. As for the MVP card, it's a really awesome card. Do I need to explain more?



Bios Island - Reaper Ankou




1) Which is the best card to use in a weapon for this build? Especially the 4464.pngAunoe Card versus the 4608.pngWhite Knight Card debate.
I've been asked this numerous times. It's like the most popular question for this build thus far. Which card is better for my weapon? Okay now I will reveal answer.  Ready? It's 4399.pngMemory of Thanatos Card. It's plain as day. H.O.W.E.V.E.R, if you can't afford it, the most common choice would be either WK card or Aunoe Card. So which one gives the higher damage you ask? It could be either of them. Let me explain.

Since ASPD Rune Knights normal hit damage consist of both the usual Physical damage and the extra Magic damage from Enchant Blade, the INT/MATK stats you have and other factors determines which card would yield more damage if compounded. Since Crit Damage % boost increases the the final damage you deal, hence it includes both the ATK and MATK into it's effect. But ATK % damage boost like White Knight Card only increase the ATK portion and is subjected to DEF reduction. Well let me just put some basic guideline on which card to choose.

If base INT is 1~20 (pure ATK build):
WK Card>Aunoe Card

If base Int is 70 or higher (Matk sub-build):
Aunoe Card>White Knight Card

So that's the general outline. But there is an exception to everything. If you include Memory of Thanatos Card into the mix, White Knightage Card would win out against Aunoe Card. Please bear in mind that this question has a rather subjective answer as there are plenty of other factors that comes into play like the the target's DEF and MDEF, the monster's defensive element, the amount of extra MATK you receive from equips/buff and so on. Even I use 4305.pngTurtle General Card myself, as the auto-cast gives a nice bonus.. If it procs that is.

2) Why is there no <insert card/equip/weapon name here> listed in in your guide?
It's usually one of two reasons:
i) I feel that it is not worth using thus I didn't include it.
ii) I forgot about it. I will add it once someone reminds me.B) 

3) Why is Critical/Physical Rune Knight is cheaper than it's Guillotine Cross or Ranger Counterpart?
The most obvious answer is we do not need 4357.pngLord Knight Card for Frenzy.png Berserk at end-game like the other two builds. That card is quite expensive. Another is that we don't use as many weapon cards as GX would. A typical end-game GX would have at least 4-6 weapon card slots not to mention a minimum of  2 weapons.

4) Why can't Critical Rune Knight beat Dual Dagger Double Attack Guillotine Cross's DPS at end-game?
There's a few reason to this and it has something to do with the skill set of both build. I'll list some pros of GX's skills and the disadvantages of our own Rune Knight's skill that play a part in this:

Guillotine Cross:
Double_Attack.png Double Attack - After the Double/Multi Hit Critical Update, Guillotine Cross's DPS is increased by at least 50% due to this skill.

Enchant Deadly Poison.png Enchant Deadly Poison - You should be familiar with this. The basic buff that made GX and it's predecessor formidable. As the ATK and ATK % accumulate it will greatly increase the skill effect.

Dark Claw.png Dark Claw - On top of their other buffs, while it doesnt last long this will amplify their DPS to very high degree for that few short seconds. Pro GX would often start with this skill when killing MVPs and maximize the effect.

Venom Impression.png Venom Impression + Enchant Poison.png Enchant Poison - This combination makes GX more effective towards MvPs with Neutral and level 1-2 Ghost elemental properties compared to Rune Knights.

Frenzy.png Berserk - From 4357.pngLord Knight Card obviously. The +200% ATK boost works nicely with Enchant Deadly Poison.png Enchant Deadly Poison.

Rune Knight:
Enchant_Blade.png Enchant Blade - Our own damage boost buff. While it is a great buff. It comes with some disadvantages. It will always be non-elemental which means it won't be affected by your attacking element or any extra damage that comes with it. Any % ATK multiplier items (like 4305.pngTurtle General Card) would have no effect to this buff. The magic portion will also be reduced by your target's MDEF.

12731.png Giant Growth + 22540.png Lux Anima - *deep breath* Yeah, we can make other critical class extraordinarily powerful with this rune combination. /sigh

5) Can Critical Rune Knight solo Endless Tower?
Technically possible, but only with end-game setup and some dual slaves. I have yet to try it due to laziness and lack of time.

6) Don't we need 4137.pngDrake Card for size penalty?
Not really. The weapon penalty for two-handed sword is only -25% wATK on Small and Medium sized target. Majority of MVPs are Large (Not including Biolab MVPs) followed by Medium and Small size. So the penalty doesn't really matter most of the time. There are also weapons like 21019.pngOnimaru [2] and 21015.pngCrimson Two-handed Sword [2] get the majority of their ATK from equip ATK so the penalty is less apparent. Not to mention, 10% to 30% of Critical Rune Knight normal damage also comes from Enchant_Blade.png Enchant Blade which the penalty does not apply

7) I don't like using Two-Handed Swords, is Sword with Shield suitable for this build?
Yes. Although I would recommend One-handed Spears or Maces over Sword for anyone who wants to use a shield. Spears will deal 100% damage if you are riding a Ferus while Maces have favourable size penalty mods (100% damage on Large and Medium target) and naturally unbreakable. BUT One handed-Swords generally have better effect and variety. So you have some leeway. Here are some pros and cons of using a one-handed weapon and shield builds.


  • Higher DEF and damage reduction from shields and it's cards.
  • Immunity from magic damage thru 4128.pngGolden Thiefbug Card.


  • Requires high AGI and possibly ASPD modifier items/buff to reach 193 ASPD outside of zerking.
  • Unable to use Parry.png Parrying (the 50% damage block).
  • Lower damage in general compared to Two-handed Swords that normally have higher ATK value.

There exist shields and cards that raises your damage. But since you are trading away Parry.png Parrying for a shield, using them would beat the point of using a shield in the first place and leaves your character with paper thin defense.

Edit: The Shield build can reach just as high damage as a high tier two-handed sword (with help from4608.pngWhite Knight Card+4609.pngKhalitzburg Knight Card set and +12 28901.pngCursed Mad Bunny effect) and have superb defense (also from the aforementioned Knightage Set or 4128.pngGolden Thiefbug Card and 4572.pngRandel Card - Enables use of Level 3 Guard.png Auto Guard).

New:  4636.pngBijou Card gives ATK/MATK +10% and immunity to frozen status, so it can protect you from Frozen status during berserk with the damage bonus.

As for weapons, apart from the Crimson Weapons level 3/4 weapons that have at roughly 160 ATK or higher and have 2 or 3 slots are the best. With exception of Vicious Weapons as they have random effect for each that can augmentyou damage. For example:
Spears: 1443.pngCrimson Spear [2] or 1400.pngSpear of Vicious Mind [1]
Maces: 16003.pngCarga Mace [2]16040.pngMace of Crimson [2] or 16024.pngQuadrille [2]
Swords: 13413.pngTwin Edge of Naght Sieger [3] or 13447.pngByeollungum [2]

By the way, for anyone who said a 13413.pngTwin Edge of Naght Sieger [3] can easily beat a +15 1443.pngCrimson Spear [2], remember that the Dummies at Asgard is medium sized (A One-handed Sword deal 100% damage to the dummies) and the DEF bypass effect of the sword don't work on MVPs. This matter is rather complicated and not easily verifiable. 

8) Why don't YOU use a shield?
Pride. I'm a a bit zealous when it comes to using a Two-handed Sword due to nostalgia. There's also the fact that kRO don't have 4128.pngGolden Thiefbug Card. But since some of our instances are doped, I may use a Shield when I am really forced to. I am not without compromise. But I do recommend if anyone is planning on using this branch build.

9) 21018.pngLindy Hop [2] or 21019.pngOnimaru [2]?



1) Free buffs/foods

2) Pets

3) Extra 12263.pngField Manual

Talk to the An Errand Boy NPC at Limit HQ (/navi paramk 76/57) and give him 100 909.pngJellopy for another 5 12263.pngField Manual. You can only do it once per character.


  • 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. /gg). He inspired me to write this guide despite me being quite lazy.
  • Another good friend @Caphleo just for being an awesome chap. /no1 
  • 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.


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Okay, this will be my first (and only?) guide. There's lot more to add later on.. If you find any mistakes in the guide please feel free to point it out. If you disagree or have some opinion of your own, do comment. If I find it significant, I'll include it in the guide and credit you for it.

If anyone wants to share the PvP build you can pm me. This guide is far from completion. So that's it for now.

@S e n t i m e n t a L Ow, bloody hell mate. Wait for me to comment 1st will ya? /swt

Edited by Akin
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7 hours ago, maehem said:

Hi, on your garments section, the etran's undershirt[1]. Does it have the set bonus with regular pantie or pantie[1]? 

Should be both. I don't actually own one.

Edited by Akin
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8 hours ago, maehem said:

Hi, on your garments section, the etran's undershirt[1]. Does it have the set bonus with regular pantie or pantie[1]? 

Poke a hole in one and try /heh tbh dunno lol

Nice guide! I tried it with the summer crit sword, was quite entertaining ~ and other 1v1 crit builds will love us just for our runes /gg


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35 minutes ago, Parakins said:

Poke a hole in one and try /heh tbh dunno lol

Nice guide! I tried it with the summer crit sword, was quite entertaining ~ and other 1v1 crit builds will love us just for our runes /gg

The script indicates both panties are eligible.

I'll touch upon 'rune slaves' eventually. :)

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55 minutes ago, Parakins said:

Poke a hole in one and try /heh tbh dunno lol

Nice guide! I tried it with the summer crit sword, was quite entertaining ~ and other 1v1 crit builds will love us just for our runes /gg


thx for the free expensive buffs xDDDDDDD

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1 hour ago, Lex Luthor said:

@Akin you forgot Avenger Two handed Sword.... gg

Does Bakonawa Tatto would be applicable for Crit Build? I recently watch kRO Videos 

Owh yeah avenger the weapons. Yeah I kinda rushed the guide so missed a few stuff, gonna add them now. Thanks for reminding. :) 

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15 hours ago, Captain Morgan said:

Hi Sir Akin. How much base dex do i need for a pure crit RK? Is it same for pvp and mvp?


If you are going purely crit, you can go as low as possible. I personally have 9 base DEX to maximize the Gambler Seal bonus. Since its advisable to get your Crit Hit Rate to 120-150 at least.

But if you want to use other skills like SB or IB. Its better to get higher DEX, at least in the range of 40-70 base DEX. Not just for hit but also the cast time of the skills. I'm not an expert on PvP, some opted using glorious mace/spear+shield for crit build instead of 2 handed sword.

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3 hours ago, STKD said:

Very nice guide. Question Is violet fear a good sword for this build? Thanks!

Thank you. For Violet Fear, despite having a decent ATK the DEF piercing effect does not work on MVP and the Meteor Storm proc doesn't really help much as the Rune Update already increased our normal damage by a huge amount. So I won't personally recommend it but it is still viable. /no1

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On 7/12/2017 at 2:58 PM, Akin said:

4556.pngFenrir Card (R) [MATK +50. Every refine on the headagear increases MATK by 5. Reduce fixed cast time by 70%.] What? I'm serious. /swt With a +16 HG this card increases 130 MATK which adds to Enchant Blade output. But the real use is for reducing 12726.png 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. :)

Does fenrir card also reduce variable cast time of Storm Blast and ignition break aside from reducing fixed cast time of CS? or is it only applicable for fixed-cast? thanks!

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15 hours ago, Captain Morgan said:

Does fenrir card also reduce variable cast time of Storm Blast and ignition break aside from reducing fixed cast time of CS? or is it only applicable for fixed-cast? thanks!

Fenrir card is only applicable to Fixed Cast Time. So it won't help with Ignition Break cast (fully variable).

8 hours ago, dendypp said:

hay @Akin  sorry maybe this is a stupid question, how to get 12418.pngFull Swing K ? /heh

It's the exclusive item you can purchase if you join SwordClan.png.cf80dd0a213b5629c56a5b0d6bef4998.png Prontera Knightage. It costs 20 LMP each and can't be stored. You need to join the clan with your RK.

Edited by Akin
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18 minutes ago, Mavne said:

Hi, how about wandering wolf hat + angry snarl, they are also nice for its extra 10% crit for a cheap price. :)

You need to upgrade your hat to +7, which is not really advisable for something that gives so little in return. Might as well buy/make an Indo Warrior Cap.

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Update (22/09/17):
-Included Episode 16.1 equipments/cards (those that are already available anyway)
-Corrected some inaccurate information, added some tweaks and rearrange some items on equip list.

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