The Ultimate Dual Blader Guide/Build
Posted: Wed Nov 10, 2010 2:50 pm
Taken from various sites.
Pros and Cons
The Pros of becoming a Dual Blade are:
*6 job advancements instead of only 4
*Gets high damage
*High Avoidability
*Gets Dark Sight, Shadow Partner, and Puppet
*Easy to level up
*Great for begginers
*I like them (I don't think that counts though)
As with every job class, Dual Blades have cons:
*Have average HP and MP, so waste loads of pots
*Don't get any summons
*Quite popular
*Limited inventory space
*EDIT - need @cash to buy the cool skills
*Requires multiple skills to be used consecutively to have high damage
AP Build
Dual Blade's are just like normal Thieves, they rely on Luk as their main stat. It's possible to make a STR Dualer but it's highly unrecommended as there are no str Kataras, and due to the KMST revamp that we will eventually get, it'll 'cause major accuracy and damage problems for you.
Ideally you want to keep your dex as low as possible and keep luk as high as possible.
Low-Dex DBs are generally the strongest since you're keeping luk as high as possible while using mainly dex equips to allow you to use current level weapons. Technically speaking anywhere up to 80~90 dex could be consider low-dex, but if you can keep it lower then that's great.
Skill Build
Becoming a dual bladeLv 10
From the start-up screen click “Create new character” from that window on the upper right corner you will see Dual Blade next to the Adventurer choice. Click Dual Blade and create your character, and start the game. You will start off on Maple Island and at lv 10 go to Kerning City and talk to Dark Lord to become a Rogue.
10: +1 Double Stab (1)
11: +3 Double Stab (4)
12: +3 Double Stab (7)
13: +3 Double Stab (10)
14: Save SP (3)
15: Save SP (6)
16: Save SP (9)
17: Save SP (12)
18: Save SP (15)
19: Save SP (18)
20: Save SP (21)
Skills so far:
Dark Sight: 0
Disorder: 0
Double Stab: 10
Nimble Body: 0
Saved SP = 21
Reasoning for this build: 10 Double Stab is needed to unlock Triple Stab in 2nd job, which will instantly replace Double Stab. Rest of the SP is saved as Dark Sight is not needed at these levels.
Becoming a Semi-Dualer : LV 20
At lv 20 head to the new map in Kerning City (located in the hole in the bar where Dark Lord is).
You will find your new job instructor, Sulhee. She will give you a quest to find a drop from oil lamps (I think, something like that.). To break them use the normal ‘Attack’ key. After you have obtained it return to Sulhee and she will advance you to Semi-Dualer.
20: +10 Triple Stab (10), +5 Katara Mastery (5), +6 Booster (6)
21: Save SP (3)
22: Save SP (6)
23: Save SP (9)
24: Save SP (12)
25: Save SP (15)
26: Save SP (18)
27: Save SP (21)
28: Save SP (24)
29: Save SP (27)
30: Save SP (30)
Skills so far:
Dark Sight: 0
Disorder: 0
Double Stab: 10
Nimble Body: 0
Katara Mastery: 5
Triple Stab: 10
Katara Booster: 6
Saved SP = 30
Reasoning for this build: There really isn't too much to this job advancement. At level 20 automatically get 10 Triple Stab, 5 mastery, and 6 booster. Mastery is not going to really raise your damage that much it'll mostly raise your Katara hits to be more even with your dagger hits.. it's not that important atm and the points are better saved.
Becoming a DualerLv 30
At lv 29 you will receive a quest to kill Dark Lord resembling clones and receive a book after defeating them. They are rather easy to beat and have very little HP and deal very low damage.
Return the scroll to Sulhee then at lv 30 go to Sulhee again and you will advance as a Dualer.
30: +20 Self-Haste (20), +5 Slash Storm (5), +7 Fatal Blow (7 - 1 SP from Slash Storm mastery book)
31: +3 Fatal Blow (10)
32: +3 Fatal Blow (13)
33: +3 Fatal Blow (16)
34: +3 Fatal Blow (19)
35: +1 Fatal Blow (20), +2 Slash Storm (7)
36: +3 Slash Storm (10)
37: +3 Slash Storm (13)
38: +3 Slash Storm (16)
39: +3 Slash Storm (19)
40: +1 Slash Storm (20), +2 Katara Mastery (7)
41: +3 Katara Mastery (10)
42: +3 Katara Mastery (13)
43: +3 Katara Mastery (16)
44: +3 Katara Mastery (19)
45: +3 Booster (9)
46: +3 Booster (12)
47: +3 Booster (15)
48: +1 Booster (16), +2 Disorder (2)
49: +1 Disorder (3), +2 Dark Sight (2)
50: +3 Dark Sight (5)
51: +3 Dark Sight (8)
52: +3 Dark Sight (11)
53: +3 Dark Sight (14)
54: +3 Dark Sight (17)
55: +3 Dark Sight (20)
Skills so far:
Dark Sight: 20 (max)
Disorder: 3
Double Stab: 10
Nimble Body: 0
Katara Mastery: 19
Triple Stab: 10 (max)
Katara Booster: 16[/color]
Endure: 0
Self-Haste: 20 (max)
Fatal Blow: 20 (max)
Slash Storm: 20 (max)
Reasoning for this build: At the very start you max out Slash Storm since it is your most useful skill out of everything given to you at the current level. 5 Slash Storm is useful as a aggro skill + gives you some good mobility. Fatal Blow is then maxed since it is your strongest 1v1 skill till 4th job. Slash Storm is maxed after, giving you full mobility + it's great for MP3 since you'll be training there soon after it's maxed. Mastery is then raised to 19 to make your attks fully stable. 16 Booster gives a good amount of time and is only 30 seconds off from Self-Haste on timer making it easier to keep up with both.
Now just max Dark Sight since there isn't much else better to put points in.
Becoming a Blade Specialist Lv 55
When you reach lv 54 you will receive a quest from Sulhee, go to Arec (Thief 3rd job instructor in El Nath) and speak to him. Arec will bring up how you oppose the Dark Lord and you have to prove to him that DB are no longer trying to kill the Dark Lord, you'll have to kill White Fangs and collect their tails after you complete this he will give you a scroll as his recognition of the Dual Blade job. Once you hit level 55 return the scroll to Sulhee and you will advance as a Blade Specialist.
55: No SP gained upon job advancement.
56: +1 Tornado Spin (1), +2 Flash Jump (2)
57: +3 Flash Jump (5)
58: +3 Flash Jump (8)
59: +1 Flash Jump (9), Save SP (2)
60: Save SP (5)
61: Save SP (8)
62: Save SP (11)
63: Save SP (14)
64: Save SP (17)
65: Save SP (20)
66: Save SP (23)
67: Save SP (26)
68: Save SP (29)
69: Save SP (32)
70: Save SP (35)
Skills so far:
Dark Sight: 20 (max)
Disorder: 3
Double Stab: 10
Nimble Body: 0
Katara Mastery: 19
Triple Stab: 10 (max)
Katara Booster: 16
Endure: 0
Self-Haste: 20 (max)
Fatal Blow: 20 (max)
Slash Storm: 20 (max)
Tornado Spin: 1
Flash Bang: 0
Flash Jump: 9
Reasoning for this build: 1st point is placed into Flash Jump for some extra mobility, followed by 1 point in Tornado Spin and finishing up with 9 Flash Jump then saving the rest.
The reason we only get 1 point in Tornado Spin is because with GMS's available training options at these levels you'll either be training at MP3, Windraider, or Golden Temple.
MP3 you'd be using Slash Storm due to the line of huge mob, Tornado Spin doesn't have much need or use here.
Windraider has a medium - low spawn this is a spot where you'll be just using Triple Stab. Tornado Spin at 1 is great here because it rushes 3 monsters, and in conjunction Triple Stab hits 3 monsters.
Golden Temple is the same deal with Windraider pretty much.. it has a very low spawn but great exp gain.
The points you can save for your 3rd+ skills are more valuable atm also rather then getting higher Flash Jump or Tornado Spin.
And you won't really be using Flash Bang till 4th job so it can wait for now.
Becoming a Blade Lord Lv 70
Dual Blade's 3rd+ advancement is the same as all other adventurer's 3rd job advancement. Go to El Nath and talk to your 3rd job instructor, return to Vic and talk to Dark Lord. Fight Dark Lord clone. Return to El Nath, do your job question quiz, and advance. You're now a Blade Lord.
70: +20 Flying Assaulter (20 - 1 SP from FA mastery book), +10 Bloody Storm (10), +7 Mirror Image (7)
71: +3 Mirror Image (11 - 1 SP from MI mastery book)
72: +3 Upper Stab (3)
73: +3 Upper Stab (6)
74: +3 Upper Stab (9)
75: +3 Upper Stab (12)
76: +3 Upper Stab (15)
77: +3 Upper Stab (18)
78: +2 Upper Stab (20), +1 Tornado Spin (2)
79: +3 Tornado Spin (6 - 1 SP from TS mastery book)
80: +3 Tornado Spin (9)
81: +3 Tornado Spin (12)
82: +3 Tornado Spin (15)
83: +3 Tornado Spin (18)
84: +2 Tornado Spin (20), +1 Mirror Image (12)
85: +3 Mirror Image (15)
86: +3 Mirror Image (18)
87: +3 Mirror Image (21)
88: +3 Mirror Image (24)
89: +3 Mirror Image (27)
90: +3 Mirror Image (30)
91: +3 Flash Jump (12)
92: +3 Flash Jump (15)
93: +3 Flash Jump (18)
94: +2 Flash Jump (20), +1 Owl Spirit (1)
95: +3 Owl Spirit (4)
96: +3 Owl Spirit (7)
97: +3 Owl Spirit (10)
98: +3 Owl Spirit (13)
99: +3 Owl Spirit (16)
100: +3 Owl Spirit (19)
101: +1 Owl Spirit (20), +2 Nimble Body (2)
102: +3 Nimble Body (5)
103: +3 Nimble Body (8)
104: +3 Nimble Body (11)
105: +3 Nimble Body (14)
106: +3 Nimble Body (17)
107: +2 Nimble Body (19), +1 Flash Bang (1)
108: +3 Flash Bang (4)
109: +3 Flash Bang (7)
110: +3 Flash Bang (10)
111: +3 Flash Bang (13)
112: +3 Flash Bang (16)
113: +3 Flash Bang (19)
114: +1 Flash Bang (20), +2 Advanced Dark Sight (2)
115: +3 Advanced Dark Sight (5)
116: +3 Advanced Dark Sight (8)
117: +3 Advanced Dark Sight (11)
118: +3 Advanced Dark Sight (14)
119: +3 Advanced Dark Sight (17)
120: +3 Advanced Dark Sight (20)
Skills so far:
Dark Sight: 20 (max)
Disorder: 3
Double Stab: 10
Nimble Body: 19
Katara Mastery: 19
Triple Stab: 10 (max)
Katara Booster: 16
Endure: 0
Self-Haste: 20 (max)
Fatal Blow: 20 (max)
Slash Storm: 20 (max)
Tornado Spin: 20 (max)
Flash Bang: 20 (max)
Flash Jump: 20 (max)
Bloody Storm: 10 (max)
Advanced Dark Sight: 20 (max)
Mirror Image: 30 (max)
Owl Spirit: 20 (max)
Upper Stab: 20 (max)
Flying Assaulter: 20 (max)
Becoming a Dual Blade Lv 120
Dual Blade's 4th job advancement is exactly the same as a normal adventurer, you should already know how to advance by this point.
120: +1 Thorns (1), +1 Final Cut (1), +1 Sudden Raid (1)
121: +2 Thorns (3), +1 Venom (1)
122: +3 Thorns (6)
123: +3 Thorns (9)
124: +3 Thorns (12)
125: +3 Thorns (15)
126: +3 Thorns (18)
127: +3 Thorns (21)
128: +3 Thorns (24)
129: +3 Thorns (27)
130: +3 Thorns (30)
131: +3 Stack Effect (3)
132: +3 Stack Effect (6)
133: +3 Stack Effect (9)
134: +3 Stack Effect (12)
135: +3 Stack Effect (15)
136: +3 Stack Effect (18)
137: +3 Stack Effect (21)
138: +3 Stack Effect (24)
139: +2 Stack Effect (26), +1 Chains of Hell (1)
140: +3 Chains of Hell (4)
141: +3 Chains of Hell (7)
142: +3 Chains of Hell (10)
143: +3 Chains of Hell (13)
144: +3 Chains of Hell (16)
145: +3 Chains of Hell (19)
146: +3 Chains of Hell (22)
147: +3 Chains of Hell (25)
148: +3 Chains of Hell (28)
149: +2 Chains of Hell (30), +1 Final Cut (2)
150: +3 Final Cut (5)
151: +3 Final Cut (8)
152: +3 Final Cut (11)
153: +3 Final Cut (14)
154: +3 Final Cut (17)
155: +3 Final Cut (20)
156: +3 Final Cut (23)
157: +3 Final Cut (26)
158: +3 Final Cut (29)
159: +1 Final Cut (30), +2 Maple Warrior (2)
160: +3 Maple Warrior (5)
161: +3 Maple Warrior (8)
162: +3 Maple Warrior (11)
163: +3 Maple Warrior (14)
164: +3 Maple Warrior (17)
165: +3 Maple Warrior (20)
166: +3 Maple Warrior (23)
167: +3 Maple Warrior (26)
168: +3 Maple Warrior (29)
After that it doesn’t really matter what you put your SP into.
Reasoning for this build: This build, gives you everything you need for partying, training and bossing. Since 95% of our training skills have been maxed out in 3rd job+, Thorns is to improve training, this also makes every class except Sins and Archers want us, after that get Stack Effect to 26 for that 90 second timer which is crucial to RGTS training, then max out CoH which gives us a ultimate weapon against any boss. Then max out Final Cut and Maple Warrior to make your damage better and make monsters fall to there knee's faster.
Recommended Training Locations
1 -> 10
- Maple Island Quest
- HHG1 leech
- Orbis item exchange
10 -> 15
- Thief training quest
- Octos
- Slimes
- Pig / Ribbon Pig
15 -> 20
- Octos
- Slimes
- Scorps
20 -> 30
- Scorpions (Magatia)
- Octos
30 -> 45
- Carnival Party Quest
- Skeletons
- Mutae's (Magatia)
- Golems
- MP3
45 -> 50
- MP3
- Roids
- Carnival Party Quest
- Truckers
- Golems
- STDs (Mu Lung)
50 -> 60
- Windraider
- Slimy, Selkie Jr (MP3 - Singapore)
- Carnival Party Quest 2
60 -> 70
- Windraider (Lower Ascent - NLC)
- Slimy, Selkie Jr (MP3 - Singapore)
70 -> 80
- Gallos
- Windraider / Stormbreakers
- Kents
80 -> 100
- Gallos
- Kents
100 -> 140:
- Gallos
- Skeles
- O1 / O2 (Temple of Time)
140 -> 150:
- Skele
- O4 / O5 (Temple of Time)
- Gallos
150 -> 200
- RGTS (Royal Guard Type S)
- O5
- Skele
- Gallo
Pros and Cons
The Pros of becoming a Dual Blade are:
*6 job advancements instead of only 4
*Gets high damage
*High Avoidability
*Gets Dark Sight, Shadow Partner, and Puppet
*Easy to level up
*Great for begginers
*I like them (I don't think that counts though)
As with every job class, Dual Blades have cons:
*Have average HP and MP, so waste loads of pots
*Don't get any summons
*Quite popular
*Limited inventory space
*EDIT - need @cash to buy the cool skills
*Requires multiple skills to be used consecutively to have high damage
AP Build
Dual Blade's are just like normal Thieves, they rely on Luk as their main stat. It's possible to make a STR Dualer but it's highly unrecommended as there are no str Kataras, and due to the KMST revamp that we will eventually get, it'll 'cause major accuracy and damage problems for you.
Ideally you want to keep your dex as low as possible and keep luk as high as possible.
Low-Dex DBs are generally the strongest since you're keeping luk as high as possible while using mainly dex equips to allow you to use current level weapons. Technically speaking anywhere up to 80~90 dex could be consider low-dex, but if you can keep it lower then that's great.
Skill Build
Becoming a dual bladeLv 10
From the start-up screen click “Create new character” from that window on the upper right corner you will see Dual Blade next to the Adventurer choice. Click Dual Blade and create your character, and start the game. You will start off on Maple Island and at lv 10 go to Kerning City and talk to Dark Lord to become a Rogue.
10: +1 Double Stab (1)
11: +3 Double Stab (4)
12: +3 Double Stab (7)
13: +3 Double Stab (10)
14: Save SP (3)
15: Save SP (6)
16: Save SP (9)
17: Save SP (12)
18: Save SP (15)
19: Save SP (18)
20: Save SP (21)
Skills so far:
Dark Sight: 0
Disorder: 0
Double Stab: 10
Nimble Body: 0
Saved SP = 21
Reasoning for this build: 10 Double Stab is needed to unlock Triple Stab in 2nd job, which will instantly replace Double Stab. Rest of the SP is saved as Dark Sight is not needed at these levels.
Becoming a Semi-Dualer : LV 20
At lv 20 head to the new map in Kerning City (located in the hole in the bar where Dark Lord is).
You will find your new job instructor, Sulhee. She will give you a quest to find a drop from oil lamps (I think, something like that.). To break them use the normal ‘Attack’ key. After you have obtained it return to Sulhee and she will advance you to Semi-Dualer.
20: +10 Triple Stab (10), +5 Katara Mastery (5), +6 Booster (6)
21: Save SP (3)
22: Save SP (6)
23: Save SP (9)
24: Save SP (12)
25: Save SP (15)
26: Save SP (18)
27: Save SP (21)
28: Save SP (24)
29: Save SP (27)
30: Save SP (30)
Skills so far:
Dark Sight: 0
Disorder: 0
Double Stab: 10
Nimble Body: 0
Katara Mastery: 5
Triple Stab: 10
Katara Booster: 6
Saved SP = 30
Reasoning for this build: There really isn't too much to this job advancement. At level 20 automatically get 10 Triple Stab, 5 mastery, and 6 booster. Mastery is not going to really raise your damage that much it'll mostly raise your Katara hits to be more even with your dagger hits.. it's not that important atm and the points are better saved.
Becoming a DualerLv 30
At lv 29 you will receive a quest to kill Dark Lord resembling clones and receive a book after defeating them. They are rather easy to beat and have very little HP and deal very low damage.
Return the scroll to Sulhee then at lv 30 go to Sulhee again and you will advance as a Dualer.
30: +20 Self-Haste (20), +5 Slash Storm (5), +7 Fatal Blow (7 - 1 SP from Slash Storm mastery book)
31: +3 Fatal Blow (10)
32: +3 Fatal Blow (13)
33: +3 Fatal Blow (16)
34: +3 Fatal Blow (19)
35: +1 Fatal Blow (20), +2 Slash Storm (7)
36: +3 Slash Storm (10)
37: +3 Slash Storm (13)
38: +3 Slash Storm (16)
39: +3 Slash Storm (19)
40: +1 Slash Storm (20), +2 Katara Mastery (7)
41: +3 Katara Mastery (10)
42: +3 Katara Mastery (13)
43: +3 Katara Mastery (16)
44: +3 Katara Mastery (19)
45: +3 Booster (9)
46: +3 Booster (12)
47: +3 Booster (15)
48: +1 Booster (16), +2 Disorder (2)
49: +1 Disorder (3), +2 Dark Sight (2)
50: +3 Dark Sight (5)
51: +3 Dark Sight (8)
52: +3 Dark Sight (11)
53: +3 Dark Sight (14)
54: +3 Dark Sight (17)
55: +3 Dark Sight (20)
Skills so far:
Dark Sight: 20 (max)
Disorder: 3
Double Stab: 10
Nimble Body: 0
Katara Mastery: 19
Triple Stab: 10 (max)
Katara Booster: 16[/color]
Endure: 0
Self-Haste: 20 (max)
Fatal Blow: 20 (max)
Slash Storm: 20 (max)
Reasoning for this build: At the very start you max out Slash Storm since it is your most useful skill out of everything given to you at the current level. 5 Slash Storm is useful as a aggro skill + gives you some good mobility. Fatal Blow is then maxed since it is your strongest 1v1 skill till 4th job. Slash Storm is maxed after, giving you full mobility + it's great for MP3 since you'll be training there soon after it's maxed. Mastery is then raised to 19 to make your attks fully stable. 16 Booster gives a good amount of time and is only 30 seconds off from Self-Haste on timer making it easier to keep up with both.
Now just max Dark Sight since there isn't much else better to put points in.
Becoming a Blade Specialist Lv 55
When you reach lv 54 you will receive a quest from Sulhee, go to Arec (Thief 3rd job instructor in El Nath) and speak to him. Arec will bring up how you oppose the Dark Lord and you have to prove to him that DB are no longer trying to kill the Dark Lord, you'll have to kill White Fangs and collect their tails after you complete this he will give you a scroll as his recognition of the Dual Blade job. Once you hit level 55 return the scroll to Sulhee and you will advance as a Blade Specialist.
55: No SP gained upon job advancement.
56: +1 Tornado Spin (1), +2 Flash Jump (2)
57: +3 Flash Jump (5)
58: +3 Flash Jump (8)
59: +1 Flash Jump (9), Save SP (2)
60: Save SP (5)
61: Save SP (8)
62: Save SP (11)
63: Save SP (14)
64: Save SP (17)
65: Save SP (20)
66: Save SP (23)
67: Save SP (26)
68: Save SP (29)
69: Save SP (32)
70: Save SP (35)
Skills so far:
Dark Sight: 20 (max)
Disorder: 3
Double Stab: 10
Nimble Body: 0
Katara Mastery: 19
Triple Stab: 10 (max)
Katara Booster: 16
Endure: 0
Self-Haste: 20 (max)
Fatal Blow: 20 (max)
Slash Storm: 20 (max)
Tornado Spin: 1
Flash Bang: 0
Flash Jump: 9
Reasoning for this build: 1st point is placed into Flash Jump for some extra mobility, followed by 1 point in Tornado Spin and finishing up with 9 Flash Jump then saving the rest.
The reason we only get 1 point in Tornado Spin is because with GMS's available training options at these levels you'll either be training at MP3, Windraider, or Golden Temple.
MP3 you'd be using Slash Storm due to the line of huge mob, Tornado Spin doesn't have much need or use here.
Windraider has a medium - low spawn this is a spot where you'll be just using Triple Stab. Tornado Spin at 1 is great here because it rushes 3 monsters, and in conjunction Triple Stab hits 3 monsters.
Golden Temple is the same deal with Windraider pretty much.. it has a very low spawn but great exp gain.
The points you can save for your 3rd+ skills are more valuable atm also rather then getting higher Flash Jump or Tornado Spin.
And you won't really be using Flash Bang till 4th job so it can wait for now.
Becoming a Blade Lord Lv 70
Dual Blade's 3rd+ advancement is the same as all other adventurer's 3rd job advancement. Go to El Nath and talk to your 3rd job instructor, return to Vic and talk to Dark Lord. Fight Dark Lord clone. Return to El Nath, do your job question quiz, and advance. You're now a Blade Lord.
70: +20 Flying Assaulter (20 - 1 SP from FA mastery book), +10 Bloody Storm (10), +7 Mirror Image (7)
71: +3 Mirror Image (11 - 1 SP from MI mastery book)
72: +3 Upper Stab (3)
73: +3 Upper Stab (6)
74: +3 Upper Stab (9)
75: +3 Upper Stab (12)
76: +3 Upper Stab (15)
77: +3 Upper Stab (18)
78: +2 Upper Stab (20), +1 Tornado Spin (2)
79: +3 Tornado Spin (6 - 1 SP from TS mastery book)
80: +3 Tornado Spin (9)
81: +3 Tornado Spin (12)
82: +3 Tornado Spin (15)
83: +3 Tornado Spin (18)
84: +2 Tornado Spin (20), +1 Mirror Image (12)
85: +3 Mirror Image (15)
86: +3 Mirror Image (18)
87: +3 Mirror Image (21)
88: +3 Mirror Image (24)
89: +3 Mirror Image (27)
90: +3 Mirror Image (30)
91: +3 Flash Jump (12)
92: +3 Flash Jump (15)
93: +3 Flash Jump (18)
94: +2 Flash Jump (20), +1 Owl Spirit (1)
95: +3 Owl Spirit (4)
96: +3 Owl Spirit (7)
97: +3 Owl Spirit (10)
98: +3 Owl Spirit (13)
99: +3 Owl Spirit (16)
100: +3 Owl Spirit (19)
101: +1 Owl Spirit (20), +2 Nimble Body (2)
102: +3 Nimble Body (5)
103: +3 Nimble Body (8)
104: +3 Nimble Body (11)
105: +3 Nimble Body (14)
106: +3 Nimble Body (17)
107: +2 Nimble Body (19), +1 Flash Bang (1)
108: +3 Flash Bang (4)
109: +3 Flash Bang (7)
110: +3 Flash Bang (10)
111: +3 Flash Bang (13)
112: +3 Flash Bang (16)
113: +3 Flash Bang (19)
114: +1 Flash Bang (20), +2 Advanced Dark Sight (2)
115: +3 Advanced Dark Sight (5)
116: +3 Advanced Dark Sight (8)
117: +3 Advanced Dark Sight (11)
118: +3 Advanced Dark Sight (14)
119: +3 Advanced Dark Sight (17)
120: +3 Advanced Dark Sight (20)
Skills so far:
Dark Sight: 20 (max)
Disorder: 3
Double Stab: 10
Nimble Body: 19
Katara Mastery: 19
Triple Stab: 10 (max)
Katara Booster: 16
Endure: 0
Self-Haste: 20 (max)
Fatal Blow: 20 (max)
Slash Storm: 20 (max)
Tornado Spin: 20 (max)
Flash Bang: 20 (max)
Flash Jump: 20 (max)
Bloody Storm: 10 (max)
Advanced Dark Sight: 20 (max)
Mirror Image: 30 (max)
Owl Spirit: 20 (max)
Upper Stab: 20 (max)
Flying Assaulter: 20 (max)
Becoming a Dual Blade Lv 120
Dual Blade's 4th job advancement is exactly the same as a normal adventurer, you should already know how to advance by this point.
120: +1 Thorns (1), +1 Final Cut (1), +1 Sudden Raid (1)
121: +2 Thorns (3), +1 Venom (1)
122: +3 Thorns (6)
123: +3 Thorns (9)
124: +3 Thorns (12)
125: +3 Thorns (15)
126: +3 Thorns (18)
127: +3 Thorns (21)
128: +3 Thorns (24)
129: +3 Thorns (27)
130: +3 Thorns (30)
131: +3 Stack Effect (3)
132: +3 Stack Effect (6)
133: +3 Stack Effect (9)
134: +3 Stack Effect (12)
135: +3 Stack Effect (15)
136: +3 Stack Effect (18)
137: +3 Stack Effect (21)
138: +3 Stack Effect (24)
139: +2 Stack Effect (26), +1 Chains of Hell (1)
140: +3 Chains of Hell (4)
141: +3 Chains of Hell (7)
142: +3 Chains of Hell (10)
143: +3 Chains of Hell (13)
144: +3 Chains of Hell (16)
145: +3 Chains of Hell (19)
146: +3 Chains of Hell (22)
147: +3 Chains of Hell (25)
148: +3 Chains of Hell (28)
149: +2 Chains of Hell (30), +1 Final Cut (2)
150: +3 Final Cut (5)
151: +3 Final Cut (8)
152: +3 Final Cut (11)
153: +3 Final Cut (14)
154: +3 Final Cut (17)
155: +3 Final Cut (20)
156: +3 Final Cut (23)
157: +3 Final Cut (26)
158: +3 Final Cut (29)
159: +1 Final Cut (30), +2 Maple Warrior (2)
160: +3 Maple Warrior (5)
161: +3 Maple Warrior (8)
162: +3 Maple Warrior (11)
163: +3 Maple Warrior (14)
164: +3 Maple Warrior (17)
165: +3 Maple Warrior (20)
166: +3 Maple Warrior (23)
167: +3 Maple Warrior (26)
168: +3 Maple Warrior (29)
After that it doesn’t really matter what you put your SP into.
Reasoning for this build: This build, gives you everything you need for partying, training and bossing. Since 95% of our training skills have been maxed out in 3rd job+, Thorns is to improve training, this also makes every class except Sins and Archers want us, after that get Stack Effect to 26 for that 90 second timer which is crucial to RGTS training, then max out CoH which gives us a ultimate weapon against any boss. Then max out Final Cut and Maple Warrior to make your damage better and make monsters fall to there knee's faster.
Recommended Training Locations
1 -> 10
- Maple Island Quest
- HHG1 leech
- Orbis item exchange
10 -> 15
- Thief training quest
- Octos
- Slimes
- Pig / Ribbon Pig
15 -> 20
- Octos
- Slimes
- Scorps
20 -> 30
- Scorpions (Magatia)
- Octos
30 -> 45
- Carnival Party Quest
- Skeletons
- Mutae's (Magatia)
- Golems
- MP3
45 -> 50
- MP3
- Roids
- Carnival Party Quest
- Truckers
- Golems
- STDs (Mu Lung)
50 -> 60
- Windraider
- Slimy, Selkie Jr (MP3 - Singapore)
- Carnival Party Quest 2
60 -> 70
- Windraider (Lower Ascent - NLC)
- Slimy, Selkie Jr (MP3 - Singapore)
70 -> 80
- Gallos
- Windraider / Stormbreakers
- Kents
80 -> 100
- Gallos
- Kents
100 -> 140:
- Gallos
- Skeles
- O1 / O2 (Temple of Time)
140 -> 150:
- Skele
- O4 / O5 (Temple of Time)
- Gallos
150 -> 200
- RGTS (Royal Guard Type S)
- O5
- Skele
- Gallo