The Elven Handbook – Everything you Need to Know about Elves
Original author: Kyouharu of Mari
Date published: 4-13-2010
The Elven Handbook
~ Kyouharu
Part 1: Introduction
Part 2: Know the Elf
Part 3: Offensive Skills
Part 4: “Refining” Your Dexterity
Part 5: Falcon Elf
Part 6: Weaponry
Part 7: Special Upgrades
Part 8: Enchant Sets
Part 9: Titles
Part 10: Pet Play
Part 11: Tricks of the Trade
Part 12: What Now?
Part 13: Video Library
Appendix: Update Log
Part 1: Introduction
Elves are perhaps the most misunderstood race in the game. Players think that because their ears are pointy that their arrows fly at a faster velocity. Even the locals in the elf town are lackluster and cold. Not to mention that Castanea just loves to wipe out memories here and there. Well then, allow me to shed light on the elven potential. Here in this handbook, you’ll know the in’s and out’s of elven-friendly combat. Remember, just because you have pointy ears doesn’t mean you shouldn’t pick up a blade!
With G10, G11, and G12 as well as Alchemy, the role of the elf has evolved. No longer is the frail elf which cowers at the shadow of a Skeleton. The elf now has the potential to become to all around powerhouse which can use its limited resources to the maximum. Though still the ranged alpha wolf of the three race pack, the elf can now make up for their short comings by raw damage, raw speed, and the good old elf wit.
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Part 2: Know the Elf
Elves are the race native to the town, Filia, located in the Connous region of Iria. The leader of the elven race is Castanea, who gives you a free Elf Character Card upon making an alliance. The elf race is often shown to be the coldest, the most distant of the three races, when portrayed in the mainstream quests; specifically, Generation 7 and 8. So going beyond that, lets jump to what everyone wants to hear: the pros and cons.
Pros:
– Elves are more proficient in Intelligence, Dexterity, and MP
– Elves run 32% faster than a human and 20% faster than a giant
– Elves receive three times more mana from Eweca
– Elves use less AP on melee skills
– Elves have their own version of Ranged Attack as well as other ranged skills (see below)
– Elves have quicker load time with Ranged Attack and Magnum Shot and a higher aiming cap (84%;92%)
Cons:
– Elves have a Strength, HP, and SP deficit
– Elves are unable to wield two-handed weapons (except Brionac) and heavy armor (though still able to wear light armor)
– Basic magic skills and ranged skills cost more AP compared to humans
– The melee skills for elves have been nerfed (see below)
– Elves are unable to dual wield
– Elves aim speed is slower than that of a human
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Part 3: Offensive Skills
Section 1: The Ranged Option
“Think of it like this; human ranged is like a sniper rifle, elf ranged is like dual wielding shotguns” – Razhei
This is what people instantly think when they hear “Elf.” Elves are highly proficient in ranged combat compared to humans and giants because of raw speed. Bow wielding is the bread and butter of most elf combat and is often used frequently even with melee inclined elves.
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Elf Ranged Attack:
People who have played the game know that there is a difference between human and elf ranged attacking. Elven Ranged is most defined by double shooting; yes sir, the ability of shooting two arrows at once. This skill effectively doubles the intended DPS. However, there are some hidden traits that people never take into consideration. First off is the load speed, this compensates for the lower aim speed. This allows elves to “zero shoot” (firing arrows at point blank) with no problem at all. Next is the SP usage. Humans use a good 5 SP at Rank 1, where elves use only 1.5 SP. This allows for good shooting without the fear of Stamina failure.
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Magnum Shot:
BANG, POW! That’s all I have to say about Magnum Shot. Where humans take aim for a second and a half with this skill, elves take just half a second. However, elves suffer from slow aim speed so humans may be able to pull the trigger more accurately than elves. But on the other hand, elves are able to fire fast and hard when it comes to close range.
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Mirage Missile:
The hidden gem of elf combat. This skill is always overlooked by early game elf players. I over looked it myself, that is, until Generation 8. Mirage Missile has only gotten stronger with the addition of Intelligence calculated damage after that patch. That means with every “puff” (which is about every three seconds) the original damage of the skill is calculated with defense and protection in mind, but then adds the damage caused by Intelligence IGNORING defense and protection. What the hell does this mean to you? It means that it can hurt hard if you have enough Intelligence. Let it be noted though, Mirage Missile will put you at a walk while loaded, unless you have a crossbow.
Mirage Missile seems to shine the most in Tara Shadow Missions and in Dungeon Orb Rooms where enemies spawn in huge clusters. This will allow for maximum exchange of the infection. It’s quite a luxury to know that, while you’re pummeling and enemy, another enemy is slowly losing HP, maybe even up to a third of it. This can make a difference from one Magnum Shot or two.
Though not confirmed, I think the damage of Mirage Missile is:
(MaxDamage-Defense)x(1-Protection) + (INT formula)
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Final Shot:
There has been a lot of debate over Final Shot. Many argue its current usefulness saying that it’s a horrible stand alone skill or one of the best. As for myself, I’m still a skeptic. Without a doubt, Final Shot increases the DPS of spamming Ranged Attack on a sorry enemy almost through the roof. However, the strength of Final Shot is the ability of pulling fast and accurate Magnum Shots from any range. However, with teleportation still broken, Final Shot is only a situational skill getting the most benefit from a stationary enemy or while wall humping.
Offensive tanking is a good use for Final Shot especially when handling multiaggro. Understand that this doesn’t make Final Shot as “tanky” as Wind Guard, it’s just used to make multiaggro or Advanced Heavy Stander less annoying. By pulling out a Mana Shield and placing yourself in Final Shot in the fray, you push away any low stunning hits and return back with Magnum Shot. This makes your Alchemy spamming Doppelganger a pushover where it frantically blows water and air at your face and you return with Magnum Shots (be aware that Flame Burst cancels Final Shot).
As of G9. Final Shot was nerfed preventing teleportation while aiming. Whether this will be restored in the future or not is unknown. However, in foreign servers, teleportation has remained untouched.
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Critical Hit:
Critical Hit does fall into basically all of these categories but it would be wise just throwing it in here first and foremost. Critical hit benefits all combat types, Ranged, Melee, Magic, Alchemy. This skill is simply too valuable to pass up, nailing Critical Hits is the core of all combat and is a must. However, this is the reason why elves should put it high on their skill priorities list. Bow using elves will be confronted with a big issue; they cannot use their Ranged damage in a way like Windmill, meaning that they do not have a Ranged Protection Piercing Critical Hit Rate attack. This is why it’s wise, when picking enchants and upgrades, to choose Critical over Max Damage. That damage will mean nothing if you can’t critical with it.
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Evasion:
Evade is an overlooked skill mainly because it feels so limiting and that it has a chance to fail. But we’re elves, right? We live by chance, failing at 99% and succeeding at 50%! Okay, in a more serious note, I find Evasion as a great replacement for Charge when you have your bow out. Evade, at high ranks, becomes much more reliable with higher chance of success as well as an extra roll. Also, at higher ranks, recovery time is shortened allowing you to load up Ranged Attack during the end of the rolling animation. Do note that this is when Evasion is the weakest. All in all, I do recommend using this skill especially when handling Bone Archer multiaggro.
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Support Shot:
Hello G12 as well as Support Shot being used. First thing someone would notice about this skill is that it takes a long while to train taking thousands and thousands of shots come Rank 9. However, that doesn’t mean you should pass up training this skill. First off, this skill gives a delicious amount of dexterity as an elf; 31 dex compared to 20 dex as a human. Secondly, in a party, you can skip melee seemingly all together. At rank 1, it gives a very nice 70% bonus melee damage to the enemy at a weakened state. Combined with Frozen Blast, scary numbers can pop out perhaps giving light to some kind of support build for elves.
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Crash Shot:
Now we get to the skill that most ranged players have been looking for, Crash Shot. So the first question that everyone thinks of is “Is it worth the 490 AP investment?” To put it in perspective, Crash Shot is Magnum Shot MK2 with Windmill splash damage. In short, I believe it is worth the investment; however, keep in mind that Crash Shot is a fully situational skill meaning that it only shines when the situation grants it too.
So what are these situations? Be aware that Crash Shot has quite a few variables when it comes with opportunity cost. First off, maximum damage, explosive damage, is only given to the TARGET ONLY where as the set fragmentation damage (the 250% damage at rank 1) affects the monsters caught in the SPLASH ONLY. This means that Crash Shot is used to it’s maximum potential if and only if the target monster is surrounded by other monsters. Take note of the damage equation for the explosive damage;
0.6*(Highest Splash Damage)*(Number of Targets Splashed)
Highest splash damage obviously being different around each instance of use but remember that the splash damage is always 2.5x (assuming you have rank 1) multiplied by a damage in your range. Given the variance of monster spawns, we can find the total explosive damage between the scenarios:
2 Mob Room: 0.6*(250%)*(1) = 150% Explosive
3 Mob Room: 0.6*(250%)*(2) = 300% Explosive
4 Mob Room: 0.6*(250%)*(3) = 450% Explosive
5 Mob Room: 0.6*(250%)*(4) = 600% Explosive
6 Mob Room: 0.6*(250%)*(5) = 750% Explosive
7 Mob Room: 0.6*(250%)*(6) = 900% Explosive
Notice how weak the explosive damage is upon lower number mobs, numbers which could be found in Shadow Warrior or Stones, making Magnum Shot spamming a much more viable way to handle them (This is only the case for elves since Elf Magnum Shot loads much more faster than Crash Shot). Middle numbered mobs, most common in Shadow Cast City, can use Magnum Shot and Crash Shot almost interchangeably. This leaves heavy numbered mobs as the main option of Crash Shot using that high explosive damage to eliminate the targets as well as soften the enemies in the splash.
All in all, this skill doesn’t completely replace Windmill, remember that. Windmill has the advantage over raw spammage and constant reliability across the board. However, I recommend ranking up the skill only if you don’t intend to drop the bow anytime soon. But remember, it’s an expensive skill and it doesn’t show any noticeable usefulness until rank 5.

Bow Mastery: (G13S2)
Awaiting just beyond the horizon is the passive skill, Bow Mastery. Though potent for both humans and elves, it grants a tremendous edge to elves, especially the normal Ranged Attack spamming type. It grants an enormous 30 max damage at Rank 1 as well as 19 dex. This 30 max damage is placed on both shots of an Elf Ranged Attack shot, similar how Blunt Mastery adds 30 max to dual wielding Maces. Definitely a must to rank when to come out, it extends the potential of damage an elf has by quite a mileage.

Crossbow Mastery: (G13S2)
Also another skill to look forward to is Crossbow Mastery. Though only giving 20 max damage at Rank 1, it makes up for being behind Bow Mastery by granting a heavy 15% critical to crossbows. This will grant a beastly 58% critical hit rate to Crossbows and an unrivaled 68% critical hit rate to Arbalests when they are released. With access to enchants like Revolver, this new skill can make crossbows the ranged weapon with the highest critical rate.
Section 2: The Melee Option
“Sometimes I feel like using my bow is cheating.” – Kyouharu
Everything needs a backup plan. Ranged works well with melee, mainly because of the absurd load times for ranged skills. But the more and more you start slicing, the more it feels common. Some elves even abandon the bow and start working with the blade or the blunt. But where elves lack in melee damage, they make up for speed and versatility.
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Combat Mastery:
This skill is self explanatory. Similar to giant and human combat mastery, this skill adds damage, strength, and balance. It adds less of the first two for elves though (only giving about half the strength compared to humans). Let it be noted that with Rank 1 Combat Mastery, you need about 280 dexterity to wield 0 balance weapons. Elves can get to this number easily.
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Smash:
Elf smash is essentially the same as human smash. Though the load time is abysmal as an elf, Smash is still used mainly as an opener or a finisher. Unlike the Icebolt speed Giant Smash which can be used in mid combo.
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Defense:
Though elf defense grant less base defense than humans or giants, I think this is where elves shine. Like I said before, elf melee makes up for damage with speed; this is a perfect example. Elf speed is faster than humans or giants by 32%, 25% (respectively) while running AND walking. This allows you to make a massive gap between you and the enemy with defense on and close a gap quickly and safely.
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Windmill:
I have a hate-love relationship with Elfmill. Compared to Giant or Human Windmill, Elfmill does about 20% less damage (compared to humans and giants) while still taking 10SP and 10%HP. I love the skill as a defensive measure and when I nail a critical, however, my damage is substandard when it doesn’t critical. I still recommend at least Rank 5 for the range boost for defensive purposes.
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Counterattack:
Meh. Not much to say about counter. I only used it for bolt countering early game, but not beyond that. I ranked it solely for the dex. Still, some early game players will need at least rank F counter for basic Bolt-Counter.
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Charge:
Elves of all types will love this skill. Charge makes the ultimate bridge from melee to ranged with the least amount of problems. After making contact with Charge, you can switch to your bow and fill the enemy with arrows or load a smash. However, because of the load time of smash, load it as soon as you make contact.



Melee Masteries:
Though you’re an elf, melee damage tends to fall short at times often leaving you to ask more from it. These masteries are the equalizer to that damage. The damage granted from these masteries will vary from 20 or 30 at Rank 1 allowing you to keep up in terms of damage for a good yardage especially if you’re looking for some pick up damage for your Warhammer. Though off melee, Sword Mastery and Axe Mastery can be a benefit as well granting the user 19 dexterity and will respectively. Definitely consider ranking them for some end game gain.
Section 3: The Magic Option
“Pi-pikachu” – Kyouharu (Charging Thunder)
Mana, that’s what makes magic stronger. Elves have A LOT of it. I find myself with 370 Mana and using it for nothing but Lightning Bolts or Mana Shield. Be wary, though, elves use more AP ranking basic Magic skills opposed to humans or giants.
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Ice Bolt:
Ice Bolt is the newbie friendly magic skill. It’s quite versatile, being able to take out Defense and load at quite a fast speed. The issue is that is has low damage, even with a wand. I guess using a +4 chain cast wand will fill the void that you don’t have Arrow Revolver. In the end, elves use it the same as humans for the most part.
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Lightning Bolt:
Just like humans, Lightning Bolt is all about Speed and Damage. You can dish out great damage with this spell without a wand. However, ranking this skill beyond Rank 9 puts Stiff Tail Caps out of the question.
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Fire Bolt:
Again, no change from humans except for AP cost. Fire Bolt is the magic form of Smash, instantly breaking defense and putting the monster on their back. It does immense damage when fully casted. One unique thing for ranged attacks is that right after you fire a Fire Bolt, you can begin aiming with your bow and get to 99% right before the enemy even hits the ground.
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Ice Spear: (RESEARCHING)
Now we’re getting to the meat and potatoes of Elf Magic. First thing to know about elves and Ice Spear is that elves use much less mana than humans. There have been many debates over Ice Spear and Thunder usually taking into account MP and DPS. Ice Spear is really no contest for elves. Elves use a whooping, 40% less mp than humans when using Ice Spear. In terms of damage per MP, elves out damaging Thunder at the first two charges (first three with a damage increasing crown wand, and almost matching the forth charge). With DPS and damage stability though, Thunder may have the upper hand.
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Thunder:
Thunder is my favorite spell. It looks flashy and it deals a great amount of damage so quickly. I tend to use it only in big parties though, when my ranged look lack luster and when my melee falls flat. Thunder is just a big bang that I enjoy.
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Fireball:
Personally, I don’t have Fireball but I can imagine it works the same as human Fireball. Load for a good 25 seconds and deploy for a bigger bang!
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Mana Shield:
Without heavy armor, defense may seem to be a problem. I play with the Magnum Shot title so even a little leaf in the breeze will critical hit me. This is where Mana Shield comes in. Originally, a single combo will always lead to my death, but with Mana Shield up, monsters have to chew through my large pool of mana dealing only 10-20 damage on it. Most elves will always have this skill on during multiaggro situations. I know I do. Though putting up this shield will make Windmill a less viable option to use.
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Blaze:
If G10 was defined as a skill, it would be Blaze. Elves use Blaze the same way as the other races do. However, the astonishing Ice Spear to Blaze combination is a life saver for elves since Ice Spear sponges less MP for elves. With great skill, Blaze can quickly nail the sacred 10k critical hit damage.
Section 4: The Alchemy Option
“Golem Smash!” – Karmel
I haven’t touched alchemy skills beyond Barrier Spikes, however, I do see the potential in some skills through some of my friends.
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Summon Golem:
This skill is the melee savior of elves. Elves fall short when it comes to their melee skills, but everyone falls short to the golem. Ranking this skill is costly, but its well worth it, especially where elf melee doesn’t cut it and when ranged is suicidal. Fomor Commander II Hardmode is the perfect example.
Further research yields that, because of Snow Golems’ base critical of 100% without calculating Alchemy Mastery or Clay Cylinder bonus, Snow Golems can succeed in most places where enemies have high protection. Rank 1 Summon Golem is an easy 5k Smash, which is something to behold when an elf does it themselves. Golem will help be a melee filler as well as an aggro meat- er stone shield.
Now playing with Snow Golems, I have to say, I love them to death. They can critical hit anything that breathes and they completely out-damage even most late game players even at Rank 5. So what more can I go from here praising about this skill? The Golem, when not controlled, has instinctive reaction where it continuously attacks enemies who attack it first. This can, theoretically, set a three pronged attack from a barrage of Golem fists, the fangs of a snake, and the feathering of an arrow.
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Barrier Spikes:
I plowed through this skill and got it to Rank 1 within a week. My inner engineer loves this skill. I often use Barrier Spikes while wall humping an enemy where Mana Shield isn’t an option or using mana isn’t favorable. Barrier Spikes acts like a layer of HP that enemies need to plow through to gnaw at your ankles. Barrier Spikes can also serve as a wall for wall humping when needed.
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Frozen Blast:
To be honest, when I first spent points on this skill at it’s early ranks, it failed so much that I began to think it was a huge waste of AP. However, as the ranks got higher, the more and more useful it began to show. Frozen Blast is one of those skills that is completely useless at it’s early ranks but really begins to shine at higher ranks. What this skill does is keeps enemies frozen at a weaker state allowing for safe attacks for a time. However, elves get the full benefit from the skill. The biggest drawback from the skill is that it causes aggro whether or not the skill successfully freezes the enemy or not. This will cause huge problems if your target catches you with a cylinder in your hand at close range. Elves can remedy this by hiding right after the launch of the skill. Since this skill doesn’t count as an “attack,” elves can hide right out of it if their hide cooldown is refreshed.
At low ranks, the skill can barely freeze anything at all having an absurdly low rate. However, it excels at rank 1 where it can freeze anything around 3k CP at a decent rate leaving most monsters in Peaca vulnerable (Example). Though still, at higher CP levels where the enemy is hard to freeze, a successful freeze will leave the enemy wide open to pot shots with Magnum Shot (Example). All in all, this skill is a good luxury to have, however, because of the high AP cost and weakness at low ranks, I would not put it high in your priority.
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Life Drain:
Most new elves are, not only suggested, but urged to stay low HP, but that doesn’t last forever. With continuous thirst for power comes the burden of HP. Elves, having most of their population quite frail, will often lose quite a bit of HP at the first few hits; goddess forbid they’re critical. Life Drain will be able to pick up spare HP often. However, remember the crystals are a tad difficult to obtain. Like most Alchemy skills, if you’re not going pure alchemy, then it’s more of a luxury than an necessity.

Shock:
Again, like most Alchemy skill, Shock is a luxury skill, not really needed. However, because it doesn’t cause the enemy to knockback, it’s definitely worth a look as an elf. When paired with Final Shot and Crash Shot, it allows an elf to fire nearly endless volleys of Crash Shots on a group of enemies without being interrupted. Shock can support your ranged attacks strongly. Though I don’t have it myself, whenever my friend blesses me with surging power, I feel unbreakable.
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Part 4: “Refining” Your Dexterity
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Refine. This skill sheds shivers through most players’ backs. But let’s face it, if you intend to follow a meta-game type, gameplay, refine needs to be high in your priority. The bane of refine is that failures make ranking it so much easier. Without failures, you’ll be wasting more gold and more time on successes that you may end up never ranking it. That potential 36 Dexterity will never be under your belt. However, refine isn’t the only life skill that should give you troubles. Weaving, now that’s a migraine. Blacksmithing is costly, as well as tailoring. Playing Instrument is a grindfest.
Plowing through dexterity requires goals and control. Know that it is possible to plow through refine with 150+ Dexterity, but it will be much more of a strain on your wallet than it would have been. The wisest thing is to mentally cap Ranged Attack. Then work on refine. After refine, it would feel like a great burden is off your shoulders, but then a greater one awaits.
Weaving is a big pain. It takes lots of time, dedication, and coffee. I jumped around from weaving and grabbed the easier dexterity increasing skills such as First Aid and Cooking. But remember, beyond refining, you don’t have to always focus on life skills. Remember; just have fun, work on these skills when you have the time.
Luckily, with the inclusion of Production Failure Potions, Refine will be slightly easier to rank. However, this, of course, costs money. Refine always costs money, whether be is gold for the unneeded successes or the dollars for the Failure Potions. But like I said, just work on these skills when you have the time.
Dexterity Calculator
Elf Combat
Elf Range Attack: +22
Mirage Missile: +23
Final Shot: +41
Magnum Shot: +18
Support Shot: +31
Combat Mastery: +9
Counterattack: +15
Evasion: +4
Crash Shot: +31
Sword Mastery: +19
[Bow Mastery: +19]
Total: +229 Dex (91.6 Max, 65.4 Min)
[Compared to Human Total: +216 Dex]
Life Skills
Blacksmithing: +22
Cooking: +9
First Aid: +14
Fishing: +5
Handicraft: +14
Herbalism: +11
Metallurgy: +11
Playing Instrument: +24
Potion Making: +8
Production Mastery: +17
Refining: +36
Tailoring: +24
Weaving: +43
Enthralling Performance: +19
(Enchant): +15
(Metal Conversion): +10
(Hailstorm): +19
Total: +301 Dex (120.4 Max, 86 Min)
Grand Total: +530 Dex (212 Max, 151.4 Min)
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Part 5: Falcon Elf
Obtaining the transformation of Falcon is really quite a feat. Falcons are the “Paladin-like” of the beast formations. This means that their Passive Defensives come at random intervals. Beyond that, the power of the Falcon Elf relies on their Critical (from Sharpness of Connous) and Protection (from the Armor of Connous). This often places then above Paladins in terms of Ranged Combat because of the great Critical increase.
Skills:
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Fury of Connous: (Middle-High Priority)
Avoid the urge to rank this skill for the cardboard wings. This skill increases the base damage for all weapons and then adds to your max HP and SP. Bow enthusiasts should avoid ranking this skill first. However, melee elves should jump into it since it gives Strength. However, the added transformation time does give it a good benefit to rank first.
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Elven Magic Missile: (Middle Priority)
I love this skill. Many plays often avoid it since the damage is substandard at Rank F, but once it gets up there, you won’t believe you lived without it. I can go on and on about this skill so allow me to condense it. After loading this skill, you have ten seconds to fire it. The longer you let it charge, the more damage it does. I often see myself fire 5k critical missles. When you fire, the wheel stops moving and then fires the element of the missile:
Ice is the most preferred because it has a splash like Rank 1 Windmill dealing decent damage.
Lightning is also preferred because it has a splash almost like Fireball dealing standard damage.
Fire is the least preferred because it fires straight with near no splash, though highly damaging enemies in the way.
The rule of thumb for this skill is to hold the charge. I often count the seconds and fire at my eighth count. Sometimes people look at the wheel since is grows slightly when it charges. Others keep an ear open for the sound, though the sound may glitch on you. This skill definitely lives up to the title of the “Ultimate Ranged Attack.”
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Armor of Connous: (Low-Middle Priority)
After you grab Sharpness, grab this skill. It adds a good 18% Protection for you melee users and 200 Will, which is about 20% Critical, for the bow enthusiasts.
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Mind of Connous: (Middle Priority)
I say, when you rank Elven Magic Missile, start ranking this skill. Once you get Magic Missile to Rank 1, it chews up 40 MP a shot. This will drain you fast but don’t fret, Mind of Connous adds a good 700 MP at Rank 1. This will add a good Mana Pool for Magic Missile.
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Sharpness of Connous: (Middle-High Priority)
Bow users, grab this skill as fast as you can. Not only will it increase your Dexterity, but it adds to the ever so vital Critical rate. However, melee elves should put this behind Armor and Fury depending if they take the Critical Rate over Protection.
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Part 6: Weaponry
The arsenal of weapons for elves are a little bit more limited compared to humans. The fact that they cannot dual wield puts most blades out of the picture, and no two-handers limits their damage further. They even have the same bows to use for the most part, adding the Guardian Bow. However, because of their Dexterity gain at every age, elves can use weapons with higher balance than most humans, as well as take bows that humans might have difficulty using.
Section 1: Ranged Weapons
Leather Long Bow: (190)
Damage: 5-41
Critical: 20%
Balance: 48%
Range: 2100
The Leather Long Bow is the most popular bow for most ranged users. I call it the “Gladius of Ranged Combat” being able to be modified for basically everything. It has great damage and range, but it kinda “meh” when it comes to critical hit rate. Regardless, this is a good bow to jump start your bow wielding.
– Artisan Upgrade Analysis: (Leather Long Bow)
Dexterity: +0 ~ +31
Luck: +0 ~ +35
Maximum HP: +0 ~ +5
Stamina: +0 ~ +5
With a large dex roll, in fact the largest dex roll for ranged weapons, and decent luck roll, the Leather Long Bow continues to follow suit as the “High Damage, Decent Critical” weapon with artisan upgrades installed. With a max roll on both, the Leather Long Bow is granted a powerful edge over most of the ranged weapons by being fairly cheap but still powerful.
Long Bow: (153)
Damage: 10-42
Critical: 33%
Balance: 15%
Range: 1900
Though the Leather Long Bow is good, the Long Bow is better. This bow is constantly over looked by most players because of their base damage. However, once upgraded, it excels in both damage and critical. Thus, I dub this bow the “Broadsword of Ranged Combat.” Following the 153 mod-path, you get one more max damage but a much higher critical rate. The balance is the big turn off; you need 220-odd dexterity to use this build without trouble.
– Artisan Upgrade Analysis: (Long Bow)
Dexterity: +1 ~ +18
Luck: +28 ~ +35
Maximum HP: +4
Stamina: +5
With artisan upgrades installed, the Long Bow draws the short end of the stick given it’s initial potential. It was given a low dex roll but a stable luck roll. This allows the Long Bow to be given a edge in critical hit rate over it’s competitor, the Leather Long Bow, in terms of reliability.
Composite Bow: (114)
Damage: 15-30
Critical: 37%
Balance: 45%
Range: 1700
The Composite Bow is the critical alternative to ranged combat. Composite Bows are popular because they come with a Stamp enchant on them being able to Spike without problem. With the Composite Bow, you can critical without fail.
– Artisan Upgrade Analysis: (Composite Bow)
Luck: +15 ~ +70
Maximum HP: +2 ~ 5
Stamina: +2 ~ +5
With a massive roll on luck, the Composite Bow remains as a critical friendly weapon for ranged combat. With a 70 max roll, it grants the Composite Bow a massive 14% critical hit rate placing almost all the ranged weapons in it’s shadow.
Guardian Bow: (159)
Damage: 4-42
Critical: 6%
Balance: 35%
Range: 1800
The Guardian Bow is the only “Elf-Only” bow. This bow can be upgraded for high damage sacrificing critical. However, this isn’t the true strength of the Guardian Bow. The Guardian Bow is the only bow in the game that doesn’t suffer something that I call “Elf Durability.” Because elves shoot two arrows at once, bows lose durability at twice the rate. However, because the Guardian Bow is “Elf-Only,” one shot from an elf, whether one or two arrows, will count as one shot. It’s already high durability (18 points) will be the real, full 18 points.
Guardian Bow: (235)
Damage: 19-28
Critical: 48%
Balance: 30%
Range: 1400
As suggested by Retalia. This bow is more or less like the Composite Bow with high durability (as explained on the previous build). The build sacrifices range for a great amount of critical, where more critical is always a good thing.
– Artisan Upgrade Analysis: (Guardian Bow)
Dexterity: +4 ~ 27
Luck: +8 ~ 18
Maximum HP: +2 ~ 4
With a 27 max dex roll, the Guardian Bow falls short behind the Leather Long Bow in terms of artisan upgrades unfortunately. The artisan rolls are quite inconvenient given as an elf alternative to the Leather Long Bow.
Ring Bow: (230)
Damage: 10-53
Critical: 1%
Balance: 43%
Range: 1700
The Ring Bow is another popular bow used by most elves, almost as often as the Leather Long Bow. The Ring Bow is the strongest bow in terms of raw damage; however, this upgrade path rips out any Critical chance at all. This bow also pushes back enemies after two shots. This can cause spacing issues but this can be used to your advantage. Spacing will cause more opportunities to shoot the enemy before they come too close. All in all, the damage of this bow is the biggest appeal. If you can afford it, it can be a good beginner bow.
– Artisan Upgrade Analysis: (Ring Bow)
Dexterity: +3 ~ +18
Luck: +3 ~ +35
Maximum HP: +2 ~ +4
Stamina: +2 ~ +3
Giving a low critical weapon a 35 max luck roll can make a bit of difference when attacking enemies with high protection. However, if rolling for dex, an 18 max roll is rather meek especially when it’s covering the vital fifth upgrade which grants the Ring Bow 10 max damage. All in all, I wouldn’t recommend rolling artisan for a Ring Bow.
Elven Short Bow: (103)
Damage: 10-41
Critical: 39%
Balance: 22%
Range: 1400
The Elven Short Bow is one of the greatest bows. This bow has fairly high critical in terms of bows that can reach over 40 damage. However, the biggest problem of this bow is the range. This limits you to only zero shooting with it. Alongside that, it has 8 durability meaning that you’ll be repairing this bow often.
– Artisan Upgrade Analysis: (Elven Short Bow)
Dexterity: +4 ~ +28
Luck: +7 ~ +35
Maximum HP: +2 ~ +5
Stamina: +2 ~ +5
With 28 max for the dex roll, it falls short to the Leather Long Bow. However, the 35 max luck does allow it to power through the high damaging bow allowing it to maintain one of the bows with a better damage to critical ratio.
Elven Long Bow: (149)
Damage: 10-37
Critical: 10%
Balance: 40%
Range: 2200
As suggested by Zxavier, the bow sacrifices damage and critical for a hidden asset of ranged combat, which is ironically where the name came from, the weapon’s range. Range determines two things, the maximum distance you can fire and the aim speed at middle ranges. Whether this advantage outweighs the need for critical late game, I’m skeptical. However, the constant desire of distance between bow enthusiasts and their target is satiated with this bow.
“I originally asked for you to consider putting in the ELB because elves don’t always hit like humans do. They do miss their shots even at 99%. i don’t like the idea of Zero shooting because that tends to miss with elves as well. With elf range i see it as the farther away you are the more arrows you can shoot and keep your enemy away from you, which is the point of range in the first place for humans and elves alike.” ~Zxavier
Archery defensive play is all in the spacing. I do agree that the Elven Long Bow provides that. This gives more room for you to plow arrows into your target before it comes close. However, this does sacrifice damage and critical; a classic case of sacrificing offense for defense. Simply wage which is better for you or not.
Elven Long Bow: (124)
Damage: 6-20
Critical: 46%
Balance: 30%
Range: 2000
Brought up by Arus and Rime, I’ve been rather partial to Elven Long Bow builds so I love looked this one. This bow is an amazing substitute to the Composite Bow and strong in all three fields; damage, range, and critical. However, there are other alternatives such as a Elven Short Bow or the Long Bow but, quite simply, this bow’s critical is quite a stride for the damage is gives, perhaps the highest of the NPC bought bows. No words can explain the benefits or drawbacks more than Arus:
“In short, the ELB is a good weapon for range, but it’s also a worthy alternative to the composite bow when it comes to crit, giving its user the advantage of longer stun and greater flexibility with distance. Both bows have their own merits in different situations, and some may still prefer the more even distribution between damage and crit afforded by the composite bow, but the ELB is not to be cast aside as a simple tool for when you want to exceed the range of an LLB.” ~Arus
Thanks for the clarification Arus.
– Artisan Upgrade Analysis: (Elven Long Bow)
Luck: +37 ~ +70
Maximum HP: +2 ~ +5
Stamina: +2 ~ +5
The 70 luck roll is quite a monster to look at, however, what really makes this artisan upgrade fierce is the minimum luck roll being 37. With most of the luck rolls capping at 35, having a 37 luck minimum is nothing to scoff at. It currently has the highest minimum luck compared to the other ranged weapons.
Crossbow: (190) [190-normal range]
Damage: 15-37 [25-27]
Critical: 43%
Balance: 57%
Range: 1100 [1500]
Ah the crossbow, humans use it for mobility, elves use it for… well I’m not too sure. Humans are short when it comes to ranged mobility, the crossbow becomes the equalizer. Elves however, since they take advantage of mobility anyways, use this bow for Critical. On paper itself, it looks a bit underwhelming with a mere 43% Critical with these builds where you only have 37 or 27 damage. However, many people forget the power of the Lizard/Stiff Revolver combo. This gives a hefty 22% critical on top of the 43%. This grants a total of 65% critical. However, this begs the question “What’s the catch?” and I answer “Range.” How bad is 1100 Range? It’s about less than half a dungeon room worth so choose wisely.
– Artisan Upgrade Analysis: (Crossbow)
Luck: +10 ~ +70
Maximum HP: +3 ~ +5
Stamina: +2 ~ +5
With a 70 luck roll for a Crossbow, as well as Crossbow Mastery, the Crossbow retains it’s spot as having the highest critical hit rate, without taking a significant drop in damage like the Wing Bow, for a ranged weapon granting is 52% critical when calculation a full roll and 67% critical with Crossbow Mastery.
Wing Bow: (105)
Damage: 0-11
Critical: 68%
Balance: 40%
Range: 2000
Ah, the Wing Bow. To begin with, this bow is quite a find only coming from the Red Dragon (as well as the Owl Event which died a bit ago). When people grab this bow, it goes two ways but this way is the one I recommend. Low on Critical, well this bow will give it to you. With a hefty 68% Critical Hit Rate without any enchants, this bow will guarantee a sure critical hit with any enemy allowing you to hit the Critical cap every time. The drawback, however, is quite a drop in damage. With a mere 11 max damage, this bow seems impractical. However, having sure fire criticals can be worth it, especially when dealing with enemies with 50% protection.
– Artisan Upgrade Analysis: (Wing Bow)
Luck: +11 ~ +70
Maximum HP: +3 ~ +5
Stamina: +2 ~ +5
Again, giving a 70 luck roll for a critical weapon is always a good thing. In fact, giving it the highest luck roll, the Wing Bow will be given 72% critical hit rate, highest for any range weapon, though of course, it’s still the softest hitting.
Highlander Long Bow: (305)
Damage: 13-49 [13-43]
Critical: 43% [51%]
Balance: 56%
Range: 2100
“There can only be one” bow like this ever. First off, the bow is fairly rare and difficult to get, and secondly the repairs are nothing to laugh at. However, it’s all worth it in the end, having the highest damage to critical ratio, a title which used to belong to the short ranged Elven Short Bow. Being granted a 49 max paired with 43% critical is really something to behold. Further more, this is the only bow to be granted 51% critical with 40+ max damage with upgrades alone. Definitely a bow to aim for so to speak.
– Artisan Upgrade Analysis: (Highlander Long Bow)
Dexterity: +12 ~ +21
Luck: +33 ~ +70
Maximum HP: +2 ~ +5
Stamina: +2 ~ +5
Being given a rather tame dexterity roll compared to the Leather Long Bow may be a bit discouraging. However, giving it a 70 luck max roll is what gives it a great lead over the rest of the bows of the game. Yes there are other bows that have 70 luck max rolls, however, most of them did not break 40 max damage, let alone 45 max damage. To deliver max potential for the Highlander Long Bow, definitely try for the Artisan Upgrades.
Section 2: Melee Weapons
Gladius: (300)
Damage: 25-67
Critical: 0%
Balance: 59%
Durability: 8/13
Gladii, upgraded or not, make good beginner weapons. They have high balance and good damage. Elves can jump into this weapon like a human with no problem.
– Artisan Upgrade Analysis: (Gladius)
Maximum HP: +2 ~ +5
Maximum Stamina: +2 ~ +5
Strength: +1 ~ +17
Dex: +5 ~ +28
Luck: -33 ~ -50
The artisan upgrade for a Gladius seems to exchange critical for balance, which was the initial motive of the Gladius. Though having an average strength roll and huge luck reduction, I’d vote against an artisan upgrade for a Gladius.
Broadsword: (222)
Damage: 0-73
Critical: 30%
Balance: 21%
Durability: 7/12
The Gem of Melee combat. The 222 Broad is a favorable blade for most melee players and elves, you’re no different. You can pick up with sword with the same ease, if not, easier. Being able to gain dexterity at any age, elves can pick this weapon up perhaps sooner than some free birthing humans.
– Artisan Upgrade Analysis: (Broadsword)
Maximum HP: +2 ~ +5
Maximum Stamina: +2 ~ +5
Strength: +1 ~ +14
Dex: -10 ~ -22
Luck: +4 ~ +20
The Broadsword artisan rolls, unlike the Gladius, exchanges dex for luck which is essentially balance for critical. However, in terms of critical, the highest luck roll puts it one critical short compared to the final upgrade. Because of the inconsistency of the rolls, it might be not worth it to invest in the artisan upgrade for a broadsword.
Mace: (238)
Damage: 11-78
Critical: 0%
Balance: 78%
Durability: 9/14
Because elves cannot dual wield, a blunt and a shield seems to be the preferable route. The mace this a great compliment to a shield. Just like a Gladius, you’ll see that following the 238 mod-path will deliver heavy damage with no critical. However, the balance shows that anyone can hold this weapon without problem.
– Artisan Upgrade Analysis: (Mace)
Maximum HP: +2 ~ +5
Maximum Stamina: +2 ~ +5
Strength: +7 ~ +19
Dex: +6 to +27
Luck: -25 ~ -60
The artisan upgrades for a mace leaves much to be desired. Having a decent dex roll, the upgrade almost kills luck for an already zero critical weapon. Though it won’t matter too much at higher ages where luck is low anyways, it should be noted that the highest strength roll breaks even, in terms of damage, to the final upgrade.
Warhammer: (200) [180-2]
Damage: 0-84 [8-87]
Balance: 0%
Critical: 32% [12%]
Durability: 9/14
I called the Broadsword the “Gem of Melee Combat” that’s true for humans and most elves. However, the title of the “Secret Weapon of Melee Combat” belongs to the Warhammer. This weapon is near terrifying when the user has enough balance. The great 200/180-2 Warhammer is the strongest one handed melee weapon and, if following the 200 mod-path, keeps critical. Having zero balance, you need a good 270 Dexterity with Rank 1 Combat Mastery to have it with capped balance. In terms of Smash and Windmilling, this weapon is the best the elves can grab. With it, I can even out damage some humans. This raw damage makes up for the lack of strength gain and the critical keeps this weapon on the top of point-per-point damage.
– Artisan Upgrade Analysis: (Warhammer)
Maximum HP: +2 ~ +5
Maximum Stamina: +2 ~ +5
Strength: +7 ~ +17
Dex: -20 ~ -56
Luck: +16 ~ +70
The warhammer’s artisan rolls are quite something to behold, compared to the other melee weapons. Having a fairly decent strength roll, and a massive luck roll, this continues to pull on the fad that the Warhammer is the weapon for choice when considering critical hit with damage.
War Sword: (243) [218]
Damage: 0-90 [0-90]
Critical: 15% [10%]
Balance: 27% [40%]
Durability: 8/13 [8/13]
Though I don’t have a War Sword myself, it’s easy to see where it can shine. The War Sword has absurdly high damage, surpassing the Warhammer, and decent amount of balance allowing it to be wielded earlier. However, this puts it at a great disadvantage with the critical hit rate, compared to the Warhammer of course. Having a relative 10% or 15% critical hit rate beckons you to attach an enchant to make it match the 30% required for Windmill. However, still an amazing weapon but it’s hard to get.
– Artisan Upgrade Analysis: (War Sword)
Maximum HP: +2 ~ +5
Maximum Stamina: +2 ~ +5
Strength: 0 ~ +30
Dex: 0 ~ -30
Luck: 0 ~ +30
In terms of melee weapon artisan upgrades, the War Sword is one of the best, if not, the best, artisan upgrade roll to have. Having an amazing strength roll and a great luck roll, the upgrade is something to consider. It continues the trend for the War Sword as a high damage high critical weapon.
Francisca: (214)
Damage: 15-89
Critical: 32%
Balance: 2%
Durability: 13/18
The Francisca is my favorite weapon, it looks really fancy but packs quite a punch not to mention the adorable name. Out of all the melee weapons in this last, the Francisca hits the highest while maintaining the melee standard of 30% critical hit rate. However, like the Warhammer, the Francisca suffers low balance. But, as elves, this disadvantage is merely nothing because of the dex rate we receive at all ages. This weapon is indeed something to treasure once obtained.
– Artisan Upgrade Analysis: (Francisca)
Maximum HP: +2 ~ +5
Maximum Stamina: +2 ~ +5
Strength: +1 ~ +53
Luck: +5 ~ +35
Whoa, look at these rolls! Having the highest strength roll for any one handed weapon as well as a great luck roll, the Francisca remains to be impressive beyond comparison. The max roll of 53 strength can give and earth crushing 20 max damage, compared to the final upgrade which gives 15 max damage. Definitely worth considering.
Section 3: Ego Weapons
Spirit Leather Long Bow:
Stat: Level 1 | Level 50
Damage: 20-28 | 62-104 (69-133)
Balance: 50% | 76%
Critical: 30% | 48%
Durability: 25 | 37
Range: 2500
The Leather Long Bow ego is a popular ego weapon for humans and elves. They have great damage, great critical, and stellar range. The damage for this ego bow starts slow; however, it speeds up quite quickly. There is no going wrong with this bow.
Spirit Guardian Bow: (Data Needed)
Stat: Level 1 | Highest Researched Level
Damage: 17-30 | 44-88 (52-102)
Balance: 40% | 52%
Critical: 23% | 34%
Durability: 27 | 32
Range: 1700
The Guardian Bow ego is popular ego for elves. Not because of damage but because of the durability. Just as the non-ego Guardian Bow, the ego one does not suffer “Elf Durability” as well. This means that the Guardian Bow ego will need fewer repairs than other bow egos. This, alone, is enough to convince most players to use the Guardian Bow as an ego weapon.
Spirit Ring Bow:
Stat: Level 1 | Level 50
Damage: 21-33 | 36-101 (84-155)
Balance: 50% | 73%
Critical: 20% | 37%
Durability: 25 | 38
Range: 2400
Ring Bow egos are what most elves waited for until Generation 10. It grants an astonishing 129 max damage at all 40 stats. However, attaining this damage is quite an effort. The Ring Bow ego is substandard even when its Strength is at 40 until either Will or Luck hit level 40. Raising a Ring Bow ego is much more time consuming than raising a Leather Long Bow ego since it takes three times as much gold to reach it’s true potential.
Spirit Wing Bow:
Stat: Level 1 | Highest Researched Level
Damage: 17-22 | 31-76 (71-129)
Balance: 35% | 46%
Critical: 35% | 54%
Durability: 23 | 33
Range: 2600
With further research, the Spirit Wing Bow is considered to be the best long ranged end game ego. Though, right out of spirit contract, it looks flimsy, it grows rapidly because it gains fast max damage by leveling up Luck and Will. But what really makes this ego scary is that with such high critical and absurd range, it takes the role of the Leather Long Bow ego (the all around ego). To put the range is perspective, you can shoot so far that you cannot hear the shot land. When given the opportunity, try a Wing Bow ego and support it. However, remember that it will be very costly to repair as well as feed.
Artisan Upgrades referenced from Guide to Weapon Artisan Upgrades
========
Part 7: Special Upgrades
With G13 here, Special Upgrades (also known as Over-Upgrades) have emerged and came into the picture. This upgrades have placed a new niche in choosing with weapons to consider for end game and can even alter the way we can choose to play. These upgrades further extend the divide choosing whether to go for critical or for damage when upgrading weapons.
Ranged Weapons Eligible for Special Upgrades
Leather Long Bow
Wing Bow
Elven Long Bow
Highlander Long Bow
Composite Bow (G14)
Crossbow (G14)
Arbalest (G14)
Choosing your Special Upgrade:

Blue Upgrades (S-Type Upgrades)
Blue Upgrades are those that focus on raw attack strength. These upgrades are usually stronger compared to their red alternatives, especially in the early game since they help your all around damage. It allows you to deliver potent damage any time and any where. In terms of elf play, these upgrades go well for weapons with low-mid critical hit rates and go especially well for Elf Ranged Attack spamming where the bonus applies to both shots.
Value Table (for Ranged Weapons):
Level 1: Min Damage +2 ,Max Damage +5
Level 2: Min Damage +6 ,Max Damage +13
Level 3: Min Damage +10 ,Max Damage +21
—
Level 4: Min Damage +15 ,Max Damage +30
Level 5: Min Damage +20 ,Max Damage +39
Level 6: Min Damage +25 ,Max Damage +48

Red Upgrades (R-Type Upgrades)
Red Upgrades, as opposed to Blue Upgrades, increase damage critical hit damage. This damage is a percentage added on top of your Critical Hit damage. This may not be a noticeable benefit in the early game but because it increases damage by a percentage, the damage increase can be massive allowing your critical hit rates deal triple damage at level 6.
Value Table (for Ranged Weapons):
Level 1: Critical Damage +6%
Level 2: Critical Damage +16%
Level 3: Critical Damage +26%
—
Level 4: Critical Damage +38%
Level 5: Critical Damage +50%
Level 6: Critical Damage +62%
Comparative Cases:
Case 1: 80 Max damage
Level 3 Upgrades
S Damage = 101
Critical S Damage = 252
R Damage = 80
Critical R Damage = 221
Level 6 Upgrades
S Damage = 320
Critical S Damage = 302
R Damage = 80
Critical R Damage = 253
Comparative Advantage: Blue Upgrades
Situational Advantage: Blue Upgrades
Case 2: 200 Max damage
Level 3 Upgrades
S Damage = 221
Critical S Damage = 552
R Damage = 200
Critical R Damage = 552
Level 6 Upgrades
S Damage = 248
Critical S Damage = 620
R Damage = 200
Critical R Damage = 624
Comparative Advantage: Dead Even
Situational Advantage: Blue Upgrades
Case 3: 320 Max damage
Level 3 Upgrades
S Damage = 341
Critical S Damage = 852
R Damage = 320
Critical R Damage = 883
Level 6 Upgrades
S Damage = 368
Critical S Damage = 920
R Damage = 320
Critical R Damage = 998
Comparative Advantage: Red Upgrades
Situational Advantage: Red Upgrades
Case 4: 450 Max damage
Level 3 Upgrades
S Damage = 471
Critical S Damage = 1177
R Damage = 450
Critical R Damage = 1242
Level 6 Upgrades
S Damage = 498
Critical S Damage = 1245
R Damage = 450
Critical R Damage = 1404
Comparative Advantage: Red Upgrades
Situational Advantage: Red Upgrades
All in all, once damage has reached a high enough point, Red Upgrades outshine Blue Upgrades comparatively and situationally. It is only when the critical damage is similar or higher when Blue Upgrades tend to shine which occur in the lower damage cases. In the end, because of the lack of a reliable protection piercing critical skills, most elves push for a critical heavy build.
Referenced from Guide to Choosing a Special Upgrade
========
Part 8: Enchant Set
Though knowledge is one half of the game, gear is the second half. With G13 out, new enchant sets have emerged and gearing up has been harder and much more pricey. Though the set listed here are for the metagame, it should be noted that these are merely recommendations and shouldn’t be considered static; I’ll try my best to include midgame gear. Most of these sets can be exchanged with one another.
Difficulty Range: Easy => Medium => Hard => Very Hard
(Takes into consideration the difficulty to obtain the enchants as well as the difficulty of enchanting it)
Price Tag Range: Cheap => Fair => Expensive => Very Expensive
(Takes into consideration the raw price of the enchant itself as well as the price of getting up to the enchant)
Weapon Sets:
Lizard Spike Weapon
Difficulty: Medium
Price: Fair-Expensive
Lizard:
-15 % Max Injury Rate
-5 % Min Injury Rate
+10% Critical if Exploration lvl 12+
Spike:
+10 Str if Potion Rank A+
+10 Dex if Herbalism Rank 9+
+10 Max Damage
+10% Repair Cost
Glorious Caliburn Bow
Difficulty: Hard
Price Tag: Expensive
Glorious:
-20 Str
+5 Max Damage if Mana Shield Rank A+
+8% Critical if level 25+
+3x Repair Cost
+6 Max Damage if Ranged Attack Rank 3+
Caliburn:
+10 MP
+10 Max Damage
+10% Critical
+10x Repair Cost
Snowfall Rainbow Bow
Difficulty: Medium-Hard
Price Tag: Fair
Snowfall:
-20 Luck
+4 Max Damage if Magnum Shot Rank 6+
+4 Min Damage if Windmill Rank 6+
+10% Critical
+12% Repair Cost
Rainbow:
-10 (Misprinted as -20) Will
+15 Luck if Natural Shield Rank B+
+5 Max Damage if Lightning Shield Rank B+
-1 Defense
Stiff Delusional Bow
Difficulty: Easy
Price Tag: Cheap-Fair
Stiff:
-10 Dex if Lightning Bolt Rank A+
+10% Max Injury Rate if Smash Rank 9+
+10% Critical
Delusional:
-10 Int when lvl 25+
+6 Dex when lvl 15+
+8 Max Damage if Ranged Attack Rank B+
Body Sets
Victorious Darkness Light Armor
Difficulty: Medium-Hard
Price Tag: Fair-Expensive
Victorious:
-10 Will when lvl 24+
+6 Max Damage
-6% Balance when lvl -18
Darkness:
-5 Will
+15~5 Max Damage when lvl 30+
-3 Defense
Ancient Darkness Light Armor
Difficulty: Hard
Price Tag: Expensive
Ancient:
+20 Luck if Rest Rank 8+
+12~6 Max Damage if Rest Rank 7+
Darkness:
-5 Will
+15~5 Max Damage when lvl 30+
-3 Defense
Victorious Pine Tree Light Armor
Difficulty: Easy
Price Tag: Cheap-Fair
Victorious:
-10 Will when lvl 24+
+6 Max Damage
-6% Balance when lvl -18
Pine Tree:
-10 Stamina
-10 Luck
+5 Max Damage if Mirage Missile 9+
+5 Min Damage if Mirage Missile 5+
+3 Defense
Extraordinary White Horse Outfit
Difficulty: Very Hard
Price Tag: Expensive
Extraordinary:
-10 Will if level 30+
+7 Max Damage
+4 Min Damage
White Horse:
+20 Luck
+5~7 Max Damage if Taming Wild Animals 9+
+3 Min Damage if Taming Wild Animals C+
+120% Repair Cost
Returned White Horse Outfit
Difficulty: Very Hard
Price Tag: Very Expensive
Returned:
Critical+8%
If Healing Rank 5+, Critical+6~9
If Party Healing Rank A+, HP+10~15
Min Damage+5
Max Damage+5
White Horse:
+20 Luck
+5~7 Max Damage if Taming Wild Animals 9+
+3 Min Damage if Taming Wild Animals C+
+120% Repair Cost
Hat Sets
Round Burning Hat
Difficulty: Hard
Price Tag: Fair-Expensive
Round:
+5% Critical
+2x Repair Cost
+4~7 Critical if Combat Mastery rank 9+
Burning:
-10 Will if Water Cannon Rank 9+
-5% Balance if Water Cannon Rank 9+
+4% Critical if Flame Burst Rank B+
+2% Critical if Flame Burst Rank 7+
Round Dexterity Hat
Difficulty: Hard
Price Tag: Very Expensive
Round:
+5% Critical
+2x Repair Cost
+4~7 Critical if Combat Mastery rank 9+
Dexterity:
If Exploration Lv15+, Dex+10
Max Damage+10
Critical+3%
Cold Flame Helm
Difficulty: Very Hard
Price Tag: Very Expensive
Cold:
+7 Max Damage if Frozen Blast Rank 8+
+3 Min Damage if Frozen Blast Rank B+
Flame:
+10~20 MP if Fireball rank D+
+4% Critical if Firebolt rank A+
+2x Repair Cost
+6 Fire Alchemy Damage Increase if Flame Burst rank A+
+2~5 Crit if Fire Shield rank B+
Glove Sets:
Steel Needle Elegant Gauntlets
Difficulty: Very Hard
Price Tag: Expensive
Steel Needle:
+5 Max Damage If Combat Mastery Rank 7+
+1~4% Critical If Critical Hit Rank 9+
+100% Repair Cost
+5 Critical
+7~11 Max Damage If Combat Mastery Rank 4+
Elegant:
-20 MP
+10% Balance
+5% Critical
Oblivion Archer Gloves
Difficulty: Hard
Price Tag: Expensive
Oblivion:
HP+8
If Lv20+, Max Damage+10
Luck-15
Archer:
+12~6 Dex when lvl 44+
Cold-Hearted (Maltreat) Wild Boar Gloves
Difficulty: Easy
Price Tag: Cheap-Fair
Cold-Hearted:
-15 HP if Combat Mastery Rank D+
+5 Max Damage
Wild Boar:
+3~1 Max Damage when Alchemy Mastery Rank C+
Vast Dignified Gauntlets
Difficulty: Hard
Price Tag: Expensive
Vast:
Max Damage+10
Critical+5%
Will+10
Dignified:
-5 MP
+10~12% Balance
+5~7% Critical
+2x Repair Cost
Shoe Set
Oasis Viscount Boots
Difficulty: Medium-Hard
Price Tag: Expensive
Oasis:
+6 HP
+6 Stamina
+5~10 Dex
+5~10% Critical when lvl 45+
Viscount:
Fast Attack+1~2
If Counterattack Rank 3+, Max Damage+8
Virtuous Viscount Boots
Difficulty: Hard
Price Tag: Fair-Expensive
Virtuous:
+3% Critical if Cooking Rank E+
+3x Repair Cost
+2 Critical if Cooking Rank A+
+2 Critical if Cooking Rank C+
Viscount:
Fast Attack+1~2
If Counterattack Rank 3+, Max Damage+8
Diamond Raven Long Greaves
Difficulty: Medium
Price Tag: Cheap-Fair
Diamond:
-5 Will
+6 Max Damage if Exploration lvl 15+
-5% Critical when lvl 25-
Raven:
+8~5 Max Damage if Smash Rank 9+
+4~2 Min Damage if Smash Rank 9+
-3 Defense if Combat Mastery Rank A+
Virtuous Elegant Shoes
Difficulty: Medium-Hard
Price Tag: Expensive
Virtuous:
+3% Critical if Cooking Rank E+
+3x Repair Cost
+2 Critical if Cooking Rank A+
+2 Critical if Cooking Rank C+
Elegant:
-20 MP
+10% Balance
+5% Critical
========
Part 9: Titles
The Master of Range
This title is decent for the most part. The increase with Dexterity does help, alongside the increase of SP. However, the massive subtraction of Strength is quite a turn off for hybrid elves. However, it works quite well and is easier to get over some other master titles.
The Master of Magnum Shot
I highly recommend this title over most. Like I stressed before, Critical is really important to elves whether bow wielding or meleeing. This title gives the equivalent of 3% critical in terms of stats but will reduce your Protection by 10%. Having high Critical is often a good trade off from being Criticaled most of the time you get hit.
The Master of Tailoring/Blacksmithing
Both are 30 Dex titles and both are extremely hard to get.
The Master of Final Shot
Another 30 Dex title, but this one is easy to get compared to Tailoring or Blacksmithing. It does subtract a bit of Strength and HP, however. Keep that in mind.
The Master of Critical Hit
Though this title isn’t used directly, this title is used to activate the +16% Critical Hit rate using the Principle’s Enchant which is far too good to pass up. Most people how have this title equipped usually have Principle’s enchanted armor as well.
The Mine Expert
This title adds a bit of Dexterity, but it also adds a few Defense points. These defense points can save you. However, it doesn’t add much else beyond that. It doesn’t add the Critical that the Magnum Shot title can grant.
The Master of Thunder
Can’t believe I forgot to add this in the beginning. This title adds the standard 20 Dexterity for archery, with the price of Strength and HP, but adds a nice 40 MP. This title can be used for using magic but also for tanking with Mana Shield at the same time.
The Skillful
A basic 20 Dex title. You see this title quite a bit.
The Ambidextrous
Though I have no idea how fossil restoring and max you skillful with both hands but this title is really quite something. It adds 20 Dexterity as well as 4% Critical equivalent in terms of Luck. However, the subtraction of 50 SP is a bit iffy.
The Wyvern Hunter
This title is perfect for a hybrid player. It adds 20 Strength and 20 Dexterity. However, getting it is a bit of a challenge, and it does subtract the equivalent of 4.5% Critical.
Who Seduced a Succubus
This title is similar to the Master of Magnum Shot title. It’s easier to get and grants and equivalent of 4% critical. It also adds intelligence as well. However, this title is difficult to get once your Combat Power makes ranking Animal Taming a pain and it subtracts 5% Protection a long with 5 Defense. Whether you use this title or not depends on how much you treasure Defense.
The Master of Defense
After playing a while, I realized the value of the defense stat when things get tough. Because of the lack of heavy armor, elves need to rely on light armor and accessories to help them tank. Quite simply, it’s just not enough. This title increases your defense greatly and asks for nothing in return, well that is if you can take the -2% critical from the luck loss. This title is great for either meleeing or ranging however, there are better options when it comes to damage; this title is made solely for tanking
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Part 10: Pet Play
Pets are absolutely vital when playing as an elf. When things get a bit tough, elves don’t have that Defense to take hits that easily, and Mana Shield starts to get costly the more you use it. This is when you say “LOOK A DISTRACTION” then send a pet to gnaw at your enemies ankles. As a little bonus, elves are the only race that can attack while mounted. Yes sir, elves can shoot arrows while on a horse for added speed playing.
Recommended Pets:
Thoroughbred:
Ah, the good old throw-breads. Thoroughbreds have excellent speed, currently the fastest horse, and great damage with good support skills. These pets are indeed the elves’ best friend. The Thoroughbred’s speed makes it the best pet to supplement the elves’ mounted archery. However, many deny mounted archery; let it be noted that it is actually one of the greatest assets for an elf further extending the strength of an elf’s mobility. The Thoroughbred is indeed worth the investment.
Tigers:
Usually the Tigers go hand in hand with melee users, introducing the much desired melee attacking pet. However, you can use more than just Smash and Normal attack on a Tiger, you can also use Defense, Counterattack, and Bolts while on tiger-back. This allows you to play pretty much normally while maintaining Tiger speed allowing you to go on the offense but retreat to defense when necessary. However, do note that though you use your own Ranged Attack and use the Tiger’s Defense and Counterattack skills, you cannot stack both of them together.
Crystal Deer:
Elf Hide is a powerful defensive skill. It allows you to get close and observe all angles of attack before attacking yourself. It allows you to dodge any and all aggro before striking. However, Crystal Deer Hide will allow you to Hide right after your attack right before you attract aggro. This is indeed a great trait of the Crystal Deer where skills that aggro targets slowly, such as Crash Shot can allow you to alternate Hide without being noticed. With this along side with Thoroughbred speed with Charge, the Crystal Deer is indeed worth the investment.
Recommended AIs:
LB Counter:
A standard Lightning Bolt Counter AI is usually more than enough. As you start blasting arrows at an enemy or come out of a Windmill, usually throwing this pet in will wear down other enemies as you focus on more formidable enemies. Just remember to throw in a pet with enough MP otherwise it my drastically backfire.
Smash Tennis:
Though this AI is not limited to just Smash itself but to anything that knocks the enemy on its back. Personally I don’t use this AI unless I fight against one enemy. This AI is a bit dodgy with Magnum Shot but would work well with Smash.
Firebolt Support:
This is the main AI I use on my horse. While I take shots on enemies, often missing, this pet will correct any mistakes I could have made by knocking the enemy onto its back whenever I miss. It’s truly a god send since you can still aim while the enemy is shot with a Firebolt.
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Part 10: Tricks of the Trade
Arrowblasting an enemy does seem fun but there is more finesse to it than going in, guns blazing. A few careless shots will punish you severely and with low HP, that may be your only mistake you’ll ever make. So there’s a few tips I’d love to share to help increase you offense as well as your defense so that the only mistake you’ll ever make is not packing enough arrows. (Videos are in the work for some of these techniques)
Zero Shooting
Zero shooting is the bread and butter of elf range. The great benefits of Zero shooting as an elf greatly out weighs those as a human in terms of loading time. Because elves have slower aim speed compared to humans, but have a faster loading time, zero shooting can close and destroy the gap. Firing from close range makes elves the great titan of DPS play, obviously sacrificing security as well as painful bow durability. When zero shooting, it’s three shots then a knock back; that’s when you gotta be careful then.
Step-Shot
Preview
Ah, the secret weapon of elves. The combination of quick-draw loading time and hyper-fast latency will allow perfect execution of this technique. To begin, to fill the enemy full of arrows until it knocks back. Usually, most elves try to sink another shot in. However, the more distance, the more time it takes to aim and thus, more misses. Therefore, in the time enemies are pushed back, move with them. Before they complete the pushback animation, stop and take aim, fire when ready. It’ll give them another pushback. Repeat until they hit a wall. Simple, right? Well, if you have perfect timing and internet. Remember, this is for all out offense, any mistake with this can be detrimental.
Wall Humping
Preview
Ah, archers, how we love walls. Putting an enemy on a wall leaves them vulnerable to all your attacks, and with an elf’s quickdraw loading time, enemies will end up with so many arrows against a wall that they’ll look like a porcupine. The basis is simple, cause an infinite knockback or pushback against a wall and enemies will be stunlocked upon it. This works as a great offensive-defense where most unbothered elves (I love to say unbothered because a careless Windmill can cause a “Superarmor” monster) can shoot freely without getting it. Just make sure to be careful while shooting a monster while getting up, it may cause that superarmor effect.
Stun Locking
Stunlocking is at the core of all archers and when you miss, you miss a chance stunlocking them. This is where most elves pack a bolt upon missing to keep the stunlock up. This is a basic defensive technique allowing you to stop an enemy in it’s tracks for a moment allowing you to aim and fire potshots onto it. This works marvelously with all bolts but more so with Firebolt if you can time it right. As the enemy flies back with Firebolt, you can aim a Magnum without any problems.
Defense is another viable option to stunlocking however, using low rank Defense is almost suicidal. Regardless, I often use Defense as a spacer, when step shooting becomes less of an option. With Defense, you can walk away from the enemy allowing more room for it to load or walk towards the enemy to close the gap. The best thing about Defense is that you’ll be at the absolute closest range upon getting hit allowing a clean zero shot with no problems at all.
Charge to Range
Most humans and giants try to land a Smash in after using Charge. However, elves often have to weigh the opportunity cost. Is the Stamina using for your Smash worth it when you can fire arrows gleefully with near no Stamina use? Most of the time, it’s a no for me, so I switch to a bow half the time. The time the enemy is left vulnerable after Charge is huge; huge enough to switch to a bow and easily fire. This works as an offensive-defensive technique, often an alternative from the Step-Shot where, instead of closing the gap slowly by progressing with the enemy, you close the gap lightning fast.
Shot of God
Preview
Shot of God has caused much debate in the world of Mabinogi causing a divide from the skeptics and believers. As for my personal view, I believe that Shot of God does exist but it’s not reliable enough to hold as a strategy all the time. For those who are unfamiliar, Shot of God is a glitch where the shooter abuses a certain frame of animation while shooting (string pull with a Normal Shot and the bottom of the knee bounce with Magnum Shot) and the said shot does not miss even out of range. However, there are many factors that make is difficult to master, the biggest one being latency between your client and the server.
Going ranged it always a gamble for everyone, whether you know how to SoG or not. First off, it’s luck in terms of the accuracy meter. When relying on SoG, it’s timing it correctly, and it’s if the server decides to hiccup on your or not. In the discussion thread I made choosing to mention SoG or not, I was posed with many views on it. Axx drew the skeptic side answering my question the post before hand with a simple “Luck is Shot of God.” However, Syrphid basically summed up the whole topic saying “What’s striking is that people claim to land perfect frame sogs in range 10+ times in a row but no one can reproduce it 2x out of range, which lends credence to the theory that in range sog is just luck and out of range sog is just a low base chance playing out over many attempts.”
All in all, I was raised to have an open mind but a firm heart. The existence of Shot of God is undeniable, at least to me, however, the overall usefulness of it has led me divided. It works when I want it to, but when I need it to work, it’s just Murphy’s Law acting up again when it starts failing on me. Again, SoG is a luxury to me and not ment to be relied on all the time.
Moving Shot
Back before G9, before the existence of the Shadow Mission and the Hardmode Dungeons, Black-Tailed Mongooses were the primary source of experience for the longest while. However, because of the massive spawn range, it was often difficult to tag the entire map. But most elves were probably able to notice something peculiar about their mounted archery; being able to have near perfect accuracy while moving on a horse with shooting a normal shot. This is indeed a peculiar phenomenon which stayed even through G13. This is possible simply by firing an arrow while moving into the range for an enemy.
This technique is useful in situations where confrontation is difficult. It basically allows you to run around bouncing from target to target and pull out when things get a little sticky. Also, to further the usefulness, when things get a bit too underwhelming, despawning your horse will cease all attacks though keeps aggro. Definitely an ability worth looking in to.
Running Load Magnum/Crash Shot
Like Moving Shot, this is also another phenomenon that occurs while using mounted archery. This involves the player allowing to move at full mount speed while loading skills like Magnum Shot or Crash Shot which would have originally forced the player to walk. This is possible by simply clicking to start moving and then quickly start loading Magnum Shot and Crash Shot allowing you to maintain speed while having it loaded and after having it fully loaded. Though it sounds simple, it’s difficult to maintain this rhythm under aggro pressure. However, the results are staggering, being able to take advantage of this will further lengthen the ability for mobility.
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Part 12: What Now?
Here’s a few tips and tricks to help your elf play.
– Bow users should focus on increasing Critical when picking enchants. Since ranged attacks don’t do protection piercing Critical, bow users have to jump that hurdle with greater Critical. That’s why the Falcon-form grants elves +38% Critical with Rank 1 Sharpness and Armor.
– Elves chew through Bow Durability ridiculously fast. Always keep a back up bow, not only just in case your main bow breaks, but to suit different situations.
– Never be afraid to put down the bow for a while. Remember to start whacking enemies when they have Natural Shield 2.
– Don’t spend money on NX Arrows! Elves have those Elf Quivers that hold 500 Arrows. Just carry a few set of them on you.
– Use your speed to your advantage! That’s the main strength of the elf race. Run when things get too iffy or ambush the enemy with your speed.
– USE CAMPFIRES! As a ranged user, you do realize that you get a 50% damage boost by using your ranged attacks by a campfire. With the introduction of Shadow Missions, you can take some time to cut down trees to cut down the time when attacking the boss. Even some monsters drop Firewood on the way to the boss.
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Thanks for reading. Reply to this thread if you ever want to add something. I’ll appreciate all criticism and construction for this guide. And writing this took whole night >:
~Kyouriharu (Kyouharu of Mari)
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Part 13: Video Library
Here I’ll paste up random elf videos that show’s elf play at it’s finest.
YouTube – mabinogi final shot r1
YouTube – mabinogi Spark + Final Shot + Horn of Adniel vs Doppelg�nger
YouTube – Mabinogi : Elf Archery Skill Combinations
Appendix:
(4-01-2010) Updated skills, added new parts
(4-08-2010) Updates skills, weapons, and titles.
(4-12-2010) Redirected, No more character limit ❤
(4-15-2010) Update weapons, added a new part
(4-22-2010) Update skills and tricks
(4-29-2010) Added details as suggested by Retalia
(5-1-2010) Updated dexterity part
(5-27-2010) Updated titles, tricks, and skills
(6-24-2010) Updated for G10
(10-31-2010) Updated for G11 and G12
(1-31-2011) Updated for G13
(2-13-2011) Updated for G13 again