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| | {{Skill List|skill=Fatal Blow}} | | | {{Skill List|skill=Fatal Blow}} |
− | || Adds a chance to [[stun]] targets hit with [[Bash]] level 6 and up. || 1 | + | || Adds a chance to [Status Effects#Stun|stun]] targets hit with level 6 or higher [[Bash]]. || 1 |
| |style="background:#cccccc"| Passive || 30 || [[Swordman_Skill_Quest#Fatal_Blow_Quest|Fatal Blow Quest]] | | |style="background:#cccccc"| Passive || 30 || [[Swordman_Skill_Quest#Fatal_Blow_Quest|Fatal Blow Quest]] |
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Revision as of 19:57, 13 October 2022
Swordman
|
|
Job Base: |
Novice
|
Job Type: |
First
|
Changes At: |
Izlude
|
Number of Skills: |
10
|
Total Skill Points: |
70
|
Total Quest Skills: |
3
|
Job Bonuses
|
STR |
AGI |
VIT |
INT |
DEX |
LUK
|
+7 |
+2 |
+4 |
+0 |
+3 |
+2
|
Overview
Swordmen are honest and as stubborn as the strong waves of the ocean. With strong physical attacks, defense, and a sense of command, a Swordman can become a headstrong leader to others. Swordmen continuously train to gain more skill and strength.
After reading King Tristan 3rd's official notice recruiting adventurers, swordsmen join with the hope of becoming ever stronger. Equipped with strong armor and weapons, the brave swordsman joins the world of adventure.
Jobchange Guide
Swordman
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Requirements
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Base Level:
|
None
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Job Level:
|
10
|
Class:
|
Novice
|
Rewards
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Quest Reward(s):
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Jobchange to Swordman
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1. In Izlude, enter the Swordman Guild on the west side of town izlude52135. Talk to the Swordman NPC in the center room behind the desk, then the guard to the west. This guard will transfer you to a new room.
2. Talk to the guard here to initiate the test.
3. First Map: A simple map. Just walk to the other side. If you fall you will be sent back to the beginning.
4. Second Map: This map involves two parallel bridges. Take your time and be careful not to fall off. You don't have to hold the mouse button down to walk.
5. Third Map: Similar to the first map except for the upper and lower levels. The lower level has a darker color than the upper level. Take your time and click carefully to get to the lower level.
~At the point where there is a gap in the top level, simply click on the lower level, and you will jump down. Then do the same to get back up.
6. After exiting the test maps, speak to the large Swordman in the main room to become a Swordman.
Builds
See Knight Builds or Crusader Builds for build strategies.
Stats
- STR: Increases Weight Limit and ATK.
- AGI: Increases ASPD and Flee.
- VIT: Increases maxHP, HP regeneration, resistance against several Status Effects, SoftDEF, SoftmDEF and the efficiency of healing items.
- INT: Increases maxSP, SP regeneration, resistance against several Status Effects, SoftmDEF and the efficiency of SP recovery items.
- DEX: Increases Hit, ASPD, and ATK.
- LUK: Increases Critical, ATK, Perfect Dodge and resistance against several Status Effects.
Equipment
Swordmen use a variety of weapons in RO, but only a few of them are ideal. Available equipment and weapons will change once the Swordman becomes a Knight or Crusader.
- One Handed Swords: i.e. Blade, Ring Pommel Saber, Saber. These are a good choice for a Swordmen because Sword Mastery affects these weapons. However, ASPD is lower than that of a dagger but does more damage on medium-sized monsters. (The ASPD increases to that of a dagger after becoming a Knight or Crusader, however.)
- Daggers: i.e. Main gauche, Stiletto, Gladius, Ice Pick. Some daggers are good choices for weapons because Sword Mastery also applies to daggers. ASPD with daggers is higher as a Swordman but they do less damage to medium and large monsters compared to a one-handed sword. Daggers do 100% to small monsters though.
- Two Handed Swords: i.e. Katana, Bastard sword, Two-Handed Sword. These are not the best choice for a beginning Swordman since the ASPD is lower and a shield cannot be worn with one equipped. These are excellent weapons for Knights, though.
- Spears: i.e. Pike, Trident. Swordmen rarely use them unless to take advantage of their range to attack Greatest Generals from afar. However, one-handed spears are great for Knights, while two-handed spears are best for Spear Quicken Crusaders. Two-handed spears can also be used on Knights to get high damage without the aid of a high-level Provoke, but shields cannot be worn simultaneously.
- Anything else: i.e. Maces, Axes. Stay away from these. They will have very low ASPD and damage output.
Class Data
Skills
See Knight Skills or Crusader Skills for second class skills.
Skill |
Description |
Levels |
Type
|
|
Melee attack with additional accuracy, causing up to 400% damage to a single target. After learning Fatal Blow, also has a chance of stunning the target. |
10
|
Offensive
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|
Disables Fliching Status for up to 7 Hits and up to 37 seconds. Also grants 10 bonus Mdef with casted. |
10
|
Active
|
|
Increases HP recovery while not moving. Also increases efficiency of healing items and Alchemist's Aid Potion. |
10
|
Passive
|
|
Melee AoE attack with added accuracy, dealing up to 300% damage in a 5*5 area the user. Also pushes back items and gives a small fire damage bonus for 10 seconds after use. Drains a bit of HP. |
10
|
Offensive
|
|
Increase a target's attack by up to 32% and decrease its defense by up to 55%. |
10
|
Active
|
|
Increases damage done with One-Handed Swords. |
10
|
Passive
|
|
Increases damage done with Two-Handed Swords. |
10
|
Passive
|
Quest Skills
Job Bonuses
The bonus to stats given for each job level are listen in the below table.
Job Bonus
Stat\Amount |
+1 |
+2 |
+3 |
+4 |
+5 |
+6 |
+7
|
STR
|
2 |
14 |
33 |
40 |
47 |
49 |
50
|
AGI
|
30 |
46 |
|
|
|
|
|
VIT
|
6 |
18 |
38 |
42 |
|
|
|
INT
|
|
|
|
|
|
|
|
DEX
|
10 |
22 |
36 |
|
|
|
|
LUK
|
26 |
44 |
|
|
|
|
|
ASPD
|