Monday, March 19, 2007

Dofus - Sacrier Guide (Resurrected) - [ Dofus Kamas ]

SACRIER CLASS GUIDE
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I've decided to make a new sac class guide because i feel current sac class guide is inadequate i hope this will answer your questions. My ign is imverypainful, str sac. I'd like to thank susugar for helping me start off this character (he's not around already, been hacked), I'm sorry the guides a little wordy.

Dashiva's damage calculator :
http://folk.ntnu.no/magnusrk/dofus/dofus_simple.php

Equipment Searching (Some French website)
http://www.herazade.com/forum/cat.php?setlang=EN

TOPICS COVERED
1. SPELLS DESCRIPTIONS AND NOTES
2. WEAPONS SKILL
3. ALLY COMBO
4. EQUIPMENT FOR SACRIERS
5. LEVELING PLACES


Before you start a sacrier make sure you meet the criteria

1. You have a lot of kamas like a few million
2. You have lots of patience because you're gonna be a weakling even at level 100
3. Must be able to take insults (@$%^& nub stop wasting our time etc)
4. Must be able to continuously farm for equipment or kamas (no point hacking someone's account for a one off kamas boost, its easier to use it to farm for mats or kamas)
5. Make sure you understand there is a difference between a party sacrier and a solo sacrier

Party Sacriers: They base their spells on various punishments like chance, wisdom, str, int etc. These spells when used in full effect can buff a sacrier up to 40 times, eg. +1000str buff. Their purpose in the party is to help manipulate positions. Tank for team. Hit hard for team. It takes a good sacrier and a good team to be able to take on high level ghosts properly.

Solo Sacriers: Player does not need to level most punishments as it is actually faster to fight/xp without punishments. I personally do not use punishments in solo fights. Flying Sword, Blood Thirsty Madness is a good way to heal when injured. Cooagulate dancing sword combo is a must as it helps soak up some damage in pvp fights. You can also eat up the sword with BTM once you're done. Solo sacriers can also try to hybrid their characters as it helps give them flexibility in fights, however this will be a costly option (maybe 10-20mill for their equipment at high levels)

Some people would like to try fire damage as their main attack, yes its a challenge to level such a character and i can safely say there are no level 100's with such a build. I do not suggest this build as you are required to reach 10ap for 2 Absorption attacks, hp leeched is also not alot in solo fights. In party fights an earth sacrier would deal A LOT more damage using swords then a fire sacrier, it also does not make much sense to leech hp with absorption as there are enis who do a better job at healing. Last of all you would need to reforge your weapon which can you cost up to a million

HOWEVER if you are rich, i can recommend you to go for a fire type hammer sacrier with 10ap, hammer allows a character to kill mobs much faster due to its area effect and there are many available hammers that can be reforged into a dual fire damage hammer. If reforged successfully the total damage will only be slightly lesser then that of a pink claw. Some hammer types worth reforging/looking into are

1. Toksin Hammer (2 Hands) Hammer Lvl. 124
Effects
Damage : 10 to 22 (neutral)
Damage : 10 to 22 (fire)
+208 vitality
+24 wisdom
+6 resist neutral
+7 resist fire
5 % resist neutral
Conditions
Intelligence >250
Rank >3
AP : 5

2. Terps hammer Hammer Lvl. 90
Effects
Damage : 6 to 10 (neutral)
Damage : 6 to 10 (fire)
Steals 2 to 6 HP (neutral)
+16 to 30 vitality
+6 to 10 wisdom
+11 to 20 intelligence
+1 to range
+1 to summonable creatures
Conditions
Strength >60
Intelligence >60
Characteristics
AP : 4

3. R'Ticolis Hammer (2 Hands) Hammer Lvl. 120
Effects
Damage : 25 to 42 (neutral)
Steals 4 to 6 HP (neutral)
+16 to 35 wisdom
+6 to 9 damages
+2 to 3 to summonable creatures
+3 to 5 prospecting
3 à 5 % resist fire
+1 to range
Conditions
Strength >100
Intelligence >150
Characteristics
AP : 5


PROS AND CONS OF A SACRIER

Pros:
-Highest hp
-Its an excellent party character only at high levels (Only if you reach there)

Cons (taken from razzoriels thread):
- High HP means you're gonna need an Everest of breads, or a Dalai Lama's patience to wait your HP recover by sitting.
- Lacks range.
- Has a -30% damage penalty to ALL weapons. (Yes, all.)

STATS:
Pump only hp (1 point for 2hp)
Scroll the rest of the stats to 100 (especially wis and main stat)

SPELLS DESCRIPTIONS AND NOTES


Level 1: Foot of the Sacrier
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Earth Damage
Lvl AP Damage
1 | 4 | 5 - 9
2 | 4 | 7 - 11
3 | 4 | 8 - 14
4 | 4 | 9 - 17
5 | 3 | 10 - 18
6 | 3 | 13 - 22

Basic attack spell, level up till level 5 if you're a str sac increase to level 6 (deals 13-22 damage) when u reach 100. Uses 3 ap to do a kick at 1 range

Level 1: Forced Punishment
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Lvl Boost
1 | 11-15
2 | 11-20
3 | 11-25
4 | 11-30
5 | 11-40
6 | 11-50
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Description: +11-40 str at level 5 for every hit you take in 1 round, Added stat lasts for entire fight and cannot be unbewitched

Explanation of punishments

Scenario 1: Some one hits you with dual type damage eg. gob hammer which uses earth and fire damage, you get +11-40 str twice

Scenario 2: If you have level 5 sacrifice, you take hits in the place of your allies, this buffs you up pretty quickly and doesn't require buffing help from allies. If done correctly it can buff you up to 40 times from enemies and allies. This was the reason why wise punishment, chance punishment and sacred punishment was nerfed. (count 40x25=+1000str)

Scenario 3: If you have leek pie you can try this. Cast a sacrifice for your team, cast dancing sword and forced punishment all in the first turn(12 ap is not hard if your allies give u ap). Second turn try leeking your allies 5-6 times, this is called self punishment, useful when your allies are pain in the asses or when allies have no idea how sacriers play (trust me 80% of the time your allies are asses and won't buff you eg. quote:"will you buff me?" reply:"if you pay me well ^^")



Level 1: Bold Punishment
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Lvl Boost
1 | 1-5
2 | 1-10
3 | 1-15
4 | 1-20
5 | 1-30
6 | 1-40

Description: adds 1-30 chance at level 5 for every hit you take
This punishment is really important if you are playing a team sacrier, i mentioned before, sacs need a ton of kamas, this is how u upkeep those kamas, get an item sell it buy back your bread(for newbies who don't understand increase chance means increase drops, many players don't like this). If someone scolds u fucking nub, eat it down and keep playing, remember you don't always need allies to buff you, you can always do it yourself

Level 3: Attraction
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Lvl AP Movement
1 | 4 | 3
2 | 4 | 4
3 | 4 | 5
4 | 4 | 6
5 | 3 | 6
6 | 3 | 7

At level 5, moves mob towards you 6 spaces for 3ap cost. Useful for runners like fungi master and team manipulation. Combo attraction with punishment for 8 ap cost and high 1st round damage


Level 5: Life Transfer
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Dun level this, 1st level gives 10% of your current hp to allies in a small area. Works like revitalizing word and works well enough at level 1


Level 9: Assault (taken from razzoriels)
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Wind Damage
Lvl AP Damage
1 | 4 | 5 - 9
2 | 4 | 6 - 10
3 | 4 | 7 - 11
4 | 4 | 8 - 12
5 | 3 | 11 - 15
6 | 3 | 13 - 19


The only ranged spell of the Sacrier, deals 11-15 at level 5, 13-19 at level 6. Has a range of 3 (unboostable) and is cast in a line. Max it if you're an Agility Sacrier. If you're not, skip it. The damage is slightly lower then Foot of the Sacrier, but the difference is very slim.


Level 13: Nimble Punishment (taken from razzoriel's)
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Lvl Boost
1 | 11-15
2 | 11-20
3 | 11-25
4 | 11-30
5 | 11-40
6 | 11-50

Description: Boost your Agility when you get hit until your turn arrives again, adds 11-40 agil at level 5. Max it if you're based on Agility. Skip it otherwise. This spell is the same as the Forced Punishment spell, although it raises Agility instead. Apparently this spell WILL NOT INCREASE YOUR CRITICAL RATE. It is helpful only to incrase air damage and cause enemies to fail dodge roll.


Level 17: Transposition
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Level AP Range
1 | 4 | 3
2 | 4 | 4
3 | 4 | 5
4 | 4 | 6
5 | 4 | 8
6 | 3 | 12

Switch position with an ally, does not require line of sight, level 2 is enough usually.
I feel that transpose is not required when u have level 5 sacrifice, you can easily switch position with an ally with a leek pie which is like only 2 ap

Combo: Dancing sword level 6, Cooperation level 5 , Transpose level 6 (makes an enemy magically appear in front of you go figure)

Level 21: Dancing Sword
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Requires 4 ap to summon at level 5, 3 ap at level 6. Summoned creature has 2 mp. Hits sacrier 3 times at level 5 for 6-7 damage, hits sac 4 times at level 6

Either max it to self buff or leave it at level 1. Dancing sword can both be a menace and a help. Sometimes the dancing sword goes berserk and attacks allies, if you wear damage reduction gear there are cases where it will not attack you at all (been fixed already)

Level 26: Sacred Punishment
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Lvl Boost
1 | 11-15
2 | 11-20
3 | 11-25
4 | 11-30
5 | 11-40
6 | 11-50

Description: +11-40 int for every hit you take until next turn. If you're an Intelligence Sacrier, max it. Otherwise skip it. Currently there are no high level intel sacriers. Int sacs are usually for high level sacriers who want an alternative to their main earth or agil damage. Max this only if you are able to achieve 10 ap and have level 5 absorption


Level 31: Sacrifice
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Level 1 sacrifices 1 ally range 1, when ally is attacked, position is exchanged and you take damage in place of your ally. Level 5 sacrifices a small area of allies (size of an explosive arrow) at medium range (no line of sight required).

As mentioned above good for protecting allies, self buff, and helping allies swap positions. Sacrificed allies can help move ally positions, lets say for example theres an enu, an eca and a sac. The enu who is doing nothing can help coins the eca such that eca and sac swap positions allowing the eca to attack in the next turn (assuming the sac is at the frontline)

Q: If Sacrier A sacrifices on Sacrier B and Sacrier B sacrifices on Ally C, what happens?
A: When ally C is attacked, Sacrier B takes damage, Nothing happens to Sacrier A
When Sacrier B is attacked, Sacrier A takes damage


Level 36: Absorption (taken from razzoriels)
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Fire Damage
Lvl AP Damage
1 | 5 | 4 - 8
2 | 5 | 6 - 10
3 | 5 | 8 - 12
4 | 5 | 10 - 14
5 | 5 | 12 - 16

Your melee Fire attack, deals 12 - 16 damage at level 5. Makes you recover 50% of the damage you dealt. Has melee range, and costs 5 AP. Unless you're an Intelligence Sacrier, skip it. If you are, max it.


Level 42: Wise Punishment
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Lvl Boost
1 | 1-3
2 | 1-6
3 | 1-9
4 | 1-12
5 | 1-16

Boosts +1-16 wisdom at level 5, lets just say there's a reason why this spell was nerfed to the current +8wis average buff per hit. In high levels fights 40hitsx8wisdom=+320 wis buff

Level 48: Evasion
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Lvl Evasion
1 | 5% chance to evade
2 | 8% chance to evade
3 | 11% chance to evade
4 | 14% chance to evade
5 | 17% chance to evade
At level 5 evasion allows sac 17% chance to take no damage by moving one space back. Useful in close range pvp when iops/cra/sram try to attack with swords/daggers and you completely evade the damage. Also useful in team play, when fighting mobs a feca or eni tells you "shit critical fail, i can't cast fecashield / prev word", this spell allows you save yourself from death (assuming u cast sacrifice on your team because you'll be evading 17% of all attacks on the team)

Level 54: Cooperation
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Lvl Range
1 | 4
2 | 5
3 | 6
4 | 8
5 | 14

Max this, gives sacrier ability to swap position with enemy at level 5, 14 range and uses 4 ap. Useful to make fights go faster by engaging a group mob. I'll let you think about the unlimited ideas from this spell, its really self explanatory. This spell has a cooldown of 6 turns


Level 60: Punishment
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Neutral Damage (When a sacrier reaches this stage its an accomplishment give yourself a clap and drop some tears)
Lvl AP %hp Self-damage
1 | 5 | 17% | 50 - 80
2 | 5 | 20% | 50 - 80
3 | 5 | 25% | 50 - 80
4 | 5 | 30% | 50 - 80
5 | 5 | 30% | 50 - 80

Max this spell, deals 30% of current hp in neutral damage at level 5. Most powerful and unique spell available for sacs, allows ability to ko mobs in 1 turn. Has a cooldown of 2 turns. If a sacrier uses a main earth attack, punishment is a good alternative source of neutral damage. Personally i feel punishment should be treated like a bonus attack rather then a main attack form because it can only be casted once every 2 turns
*Note spell will hit caster 50-80 damage*

eg. sac has 1000hp, he will hit 300 damage to mob and deal 50-80 damage to himself, this damage is fixed according to a sacriers current hp and not affected by any modifiers.


Level 70: Fury
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Lvl +Damage Self-Damage
1 | 1-2 | 30
2 | 3-4 | 35
3 | 5-6 | 40
4 | 7-8 | 45
5 | 9-10 | 50

A punishment that gives a sacrier +9-10 damage per buff at level 5. Sacrier takes additional 50 damage per buff. Simple way to keep you from dying, get someone to cast immunity on a sacrier, hit him 40 times. This gives him +400 damage per hit. Now ask him go leek pie someone 5 times, thats like 2000damage. Spell has a cooldown time of 5 turns i think (in my opinion this is the only bad point). This spell is also useful in fighting super mobs that have 90% resistance to everything except one element, basically you can switch to any element and deal 1+400 damage per hit. Also try thinking what happens if you use a Royal Gobbal Sword to hit an enemy.


Level 80: Flying Sword
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Some say this is used to combo with bloodthirsty madness, i don't find it really useful(although i have it at level 4). At level 5 it hits around 40-50 neutral damage twice at 4ap casting cost and has around 30-60hp. It adds flexibility to solo and pvp sacs. Basically you cast it then sacrifice it, use it to disturb enemies or when you just have that extra ap sitting around, you cast it. At level 5 it has 6 mp so it can reach into enemy depths easily (or stupidly)


Level 90: Coagulation
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Lvl AP Heals
1 | 4 | 10
2 | 4 | 15
3 | 4 | 20
4 | 4 | 30
5 | 3 | 40


Heals you 40hp everytime you are hit. (Dun ask me whether +heals work here cos its dumb if you're going to use +heal for a 10+ turn cooldown spell)
eg. Enemy hits you 4 damage, you gain 40hp = change in hp +36
Enemy hits you 100 damage, you gain 40 hp = change in hp -60
Level this spell in place of BTM because BTM has been nerfed, this spell will help the sacrier heal in team fights

Combos

Turn 1: Dancing sword + Cooagulate
Turn 2: Bloodthirsty Madness sword to gain hp again
*Doesn't work anymore*

Turn 1: Just Dancing sword + Cooagulate will do

OR

Turn 1: Coagulate+fury


Level 100: Bloodthirsty Madness
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(God like- finally level 100, start dancing around congrats when you reach this stage)
At level 5 hits an ally for 300-500 damage, heals yourself 150-250hp(healing is fixed and not affected by any modifers), takes 6 ap to use and 3 turn cooldown.

*note* Ok skill has recently been nerfed as of the date 211106. BTM will hit 300-500 damage to an ally and recover half of whatever damage it dealt. So if it hits a flying sword 50 hp, it will heal u 25 hp. Amount healed depends on damage taken by ally. Current advice don't level this, just spend your points elsewhere.

Scenario 1: You're left with 100 hp and you're very sure you can kill your enemy easily if only u just had that extra 100-200 hp. Cast a dancing sword and eat with BTM, or better still eat up your friends doll to heal yourself 150-250 hp. Whats more spell has a cooldown of only 3 turns!

Scenario 2: Everybody around you is dying, tell a feca to cast truce and cast BTM on an ally, ally takes 0 damage, you heal 150-250 hp

Scenario 3: Team has sacrifice cast on them, tell a feca to immunity you, cast btm on any ally, BTM hits you 0 damage, you heal 150-250hp

Scenario 4: BTM works like transpostion, cast it to hit an ally standing beside mob, this swaps you in(assuming sacrifice is on), and hits you 125hp at max(shouldn't be a prob if feca shields are on)

Scenario 5: A member is afk, Kingofking says "can someone pls kill that cathar?"(why he always say cathar no1 knows, maybe his english sux XD). BTM kills afker easily, afker dies you're healed, team is happy http://www.impsvillage.com/forums/style_emoticons/default/smile.gif

End of spell explanation

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WEAPONS SKILL

Sacriers have a minus 30% (bonus) to all weapons

1.Sword skill
Useful because swords deal the most damage in the whole game, once you can achieve 10ap, double pink claw attack should do the trick

2.Bow skill
Good for agil sacs mid level, saves a sac bread, gives him range, lets him level easily for around 50-100's. Most sacs are tempted to go this path (i wanted to go this path too lol, poor me). Problem with bows come in at later parts because they might not be able to achieve their purpose of tanking. Many bow sacs do a fair amount of soloing

3.Dagger skill
Most bow sacs switch to daggers later on into the game, this is because daggers have neutral damage and can be reforged easily to air. A sacrier achieves his purpose as a tank at close range, a high level agil sacrier can easily critical hit 3 times at the cost of 9ap. The secret of using a dagger also lies in the fact that many daggers have double type damage, with proper plus damages and scrolled stats, 3 dagger attacks can easily be comparable to sword damage

4. Staff skill
Some sacs go for staff skill because they are wannabe sadidas. (jk XD)
Nah actually its because many available commercial sets are suited for sadidas with staff. Some examples are common treeset and farles set, if you dun feel like thinking what custom set to use, just take a staff skill and follow the crowd

End of skill explanation
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ALLY COMBO

1. Eni-sacrier combo
Pretty standard a healer and a tank, always goes together in any game. Sacrifice for a team, when you need to heal the sacrier, leek any ally to swap him back and heal him

2. Feca-sacrier combo
Fecas usually have a higher initiative then sacs. 1st round, fire glyph and immunity to sacrier. Sacrier sacrifices feca(and all surrounding allies). Basically when any allies takes damage from fire glyph, sacrier is swapped in, immunity reduces all fire damage to zero. What you basically have now is a sacrier on a toaster oven who can't die.

3.Sram-sacrier combo
Many Srams have this problem of not being able to reach an enemy, or smart enemies who dun touch your traps.

Combo 1
Sram Fear, sacrier attract. A push and a pull= easy movement for the whole team

Combo 2
Let Sram put a magnificent( like 5-8 ) number of traps surrounding a sacrier then swap an opponent into it. If he moves make sure he gets like a gazillion poison ap and mp loss for the rest of his life

Also works if sacrier is tanking with 4 mobs surrounding him, place a mass trap near an enemy mob, chances are it will hit 4 mobs and the sacrier together. Well a sacrier is to take damage isn't he?

Combo 3
Normal sacrifice on a sram, coop into enemy mass and ask someone to help leek a sram into enemy hole. Srams deal crazy close range damage but they often die without reaching their enemy because of their low hp, so lend them your hp and let chaos ensue

4. Panda-sacrier combo
Not really a combo, but panda minus resists are really important, -30% resist from a 90% resist mob can mean a 200damage difference, really important when you fight those darned foxes

End of Ally Combo

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EQUIPMENT FOR SACRIERS

Level

1-20 Partial gobbal set

20-38 Full gobbal Set

38-45 Presp set

Str Sacriers

45-68 Full treechnid set, cawwot dofus, scrolled wis, can occasionally switch to prespic set, razielle if you dun like treestaff

68-Sharp Claw + Sword skill+kamasutra

80++ Start switching to farles set or custom items like grazor, orino boots, ice pick. Dazzling belt, boowish belt, farle amulet, troma mask, false cen claw Xerbo, Ramourge Setter (dagger), solomonk etc...

Agility Sacriers

For lower level you might want to try Hidsad Bow or Infernal Tail (Lvl 21 Sword reforge pls)

80++
Farle Hooves, Aeradala Amulet, Farle Magic Bracelet, Aeradala Geta, Toady, Carni Staff, Mad Tofu Cloak, Xerbo, Re-forged False Ceneagal Claw for air damage, Dantegoule, Master Nabur, Krutch,

You can try using critical equipment for pking like solomonk and reforged Ramougre Setter(dagger), ramougre setter is very useful because of its ap drain and +critical hits

AGILITY SACS HAVE VERY LOW WISDOM BUT VERY HIGH ATTACK POWER, CALL IT A TRADEOFF. THEIR MAIN ATTACK WILL SWITCH BETWEEN MOON HAMMER AND AIR DAGGERS. IN PVP AGIL SACS OWN DUE TO THEIR ABILITY TO CHOOSE BETWEEN HEAVY CRIT DAGGERS AND RANGED MOON HAMMER. HOWEVER IN PARTY FIGHT MOBS, PINK CLAW WILL LIKELY DEAL MORE DAMAGE. (This is because damage increases exponentially when people buff you)

Some weapon forgemage success rate given by
Ralph Saint
Bloody Craft Knife: ~30%
Croblade: ~80% (never heard of a failure with this sword...)
Fake Ceangal Claw: ~20% (now, this one I heard some)
Ice Pick: ~85% (never heard of this one as well)
Pretty Blade: ~75%
Karnak/Metzger Sword: Probably 5%

For stats of the weapons pls check his post below


Taken from Banmithit's reply

Farles Magic Bracelet
Farlesears
Farlest Hooves
all are nice because hoove and bracelet add agi and the set bonus of three pieces is a a good bit of help
Mad Tofu Cloak is a must for agi to get 5 mp, 5 mp is unexpected in pvp, good for lower levels but it hurts in higher levels
a belt for lower levels a xerbo?

The tricky part about agi sac is you need to forge a weapon, i prefer an agi false *which is also Monos's weapon in agi gear* but this was before the pandala update. Ive seen some use daggers but i dont favor that since its hard to get crit and agi equips, aerdala geta's are good though but its still hard to get 1/2 crit with daggers in agi set. that autumn leaf thing or whatever is a nice choice if you like to try.

Downsides on being agi sac, Low wisdom which means low resists to mp and ap drain
False is a common weapon and in pvp you get no shield
For lower levels i relied on Assault, at lower levels daggers might not be a bad idea to keep 6 ap and hit twice


I started my sac before the scara and kwak sets, air ones of those sets may be good for lower level sacs, i dunno but what i did pre 100 was
Toady
Carni staff
Mad tofu

those were the only agi items i had, rest were wisdom items to xp in, once i hit 100 i used the maged false with a dant. Once the new update came up i used a Master Nabur instead of a dant. Then moved onto krutch and then solomonk.
Not to mention agi is mcuh easier to scroll than str, scrolling is highly reccommneded since all points go into vit, you can take your time with scrolling

End of Equipment section

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LEVELING PLACES

Level 1-30+
Gobs

Level 40-80
Blops, Lousy Pigs, Plain Cracklers, Treechnids. For Blops and Lousy Pigs i believe there's a solo training area directly northwest of astrub in members area. Thats where lower level group of pigs and blops spawn.

For Agil Sacs Sewer Rats are good and easy xp , an entrance is found northwest of Brakma below the city itself

When i was at this level i leeched off at treechnid forest, its seriously shit , but yea, sacriers are shit, we don't get much drops and can't kill anything. I suggest you suck it up, continue leveleling even when people start bitching and kicking you out of fights

*note* I don't suggest fungi masters, wabbits or moon island mobs because the fights take too long or are really irritating, lousy pigs are the best to fight.

Level 80++
Fight anything in Dopeul Land, dun fight Aboubs though cos their really bad.
Cemetary with markschafer, archers etc.

*note* Plain boars are hard because sacs hardly deal enough damage to put a dent in their hp, nevertheless its still an easy fight. I was still leeching off some sadidas and friends at this point so don't be discouraged, i walked this path too




Just wanted to add some info I gathered about Agility Sacrier swords and the forgemaging possibilities.

As an Agi Sacrier, I've been studying the swords that have potential of being used to deal some damage. I've noticed something: The best swords have steep Strength requirements, and your best cloak (Mad Tofu) gives a -100 to Strength. So, even with 101 Strength scrolled, you will NEVER reach the 200 strength range with equipment. ONLY if you switch your old buddy cloak. There are pretty average cloaks around, but NONE will ever give such advantages as the Mad Tofu will. That said, let's take a look at the swords that are worth taking a look (in Alphabetical order):

- (Lv. 64) Bloody Craft Knife (5 AP, 10 Crit Bonus, 1/30 crit range.)
Damage : 17 to 39 (neutral)
+45 strength
+20 agility
+10 chance
-35 intelligence
-15 wisdom
A pretty unpopular sword to forgemage, due to it's -wis mod and 5 AP attack. When forgedmaged, can pack some punch. The mats required to make the sword aren't that expensive. If you have by any means a 10 AP set, then go for this sword and try it out. As the previous is almost impossible to archieve, skip it if you can.

- (Lv. 45) Croblade (5 AP, 5 Crit Bonus, 1/20 crit range.)
Damage: 11 to 50 (neutral)
Ap lost for the target: 1
Not many people think in forging this sword, because of it's 5 AP attack, and unreliable damage. A forgemage on it is quite easy (I believe), so giving it a try might be interesting.

- (Lv. 95) Fake Ceangal Claw (4 AP, 15 Crit Bonus, 1/30 crit range.) 2-handed
Damage : 21 to 40 (neutral)
+301 to 400 to initiative
+31 to 45 strength
+31 to 45 agility
+31 to 45 vitality
+5 prospecting
Requires 50 Strength, Agility, Vitality
THE sword to forgemage. Kinda steep success rate, but you succeed on it, and you have a reliable sword to use. Bonus to stats are sexy, and init is a must for Sacriers =)

- (Lv. 85) Ice Pick (4 AP, 10 Crit Bonus, 1/30 crit range.)
Damage: 26-30 (neutral)
+6-10 Damage
10-15% Weakness to Water
Requires 80 Strength
Easier to forgemage then Ceangal, THEORICALLY same damage (even bigger minimal damage). Weakness to Water is kinda steep, but won't bother you at all, unless you duel Enus a lot. The +damage helps your Assault a bit as well. Since it's 1 handed, I'd forgemage this first, THEN try a Ceangal, cuz if you fail Ceangal, you still have ol' Picky to cover you up.

- (Lv. 158!) Karnak (5 AP, 10 Crit Bonus, 1/50 crit range, 1/80 failure) 2-handed
Damage : 29 to 47 (neutral)
Steals 4 to 6 HP (air)
+1 MP
+201 to 250 vitality
+21 to 35 wisdom
+31 to 50 agility
+6 to 8 damages
5 à 7 % resist neutral
5 à 7 % resist air
Requires 300 Vitality, 350 Agility and Rank 7
Listed just for a theorically good forgemage, since it's hell to get Level 158, make this sword AND get Rank 7. I think the forgemage probability is 5%... Anyways. The Air stealing is sexy, the stat bonuses are sexy, this sword if forgemaged can be a better substitute for Fake Ceangal. For how much one of these would sell forgemaged? 10mil+?blink.gif

- (Lv. 135) Metzger Sword (4 AP, 5 Crit Bonus, 1/50 crit range)
Damage : 11 to 20 (neutral)
Damage : 11 to 20 (air)
AP lost for the target: 1
+37 strength
+161 vitality
+42 agility
+300 to initiative
6 % resist neutral
7 % resist fire
6 % resist water
Requires 200 Strength, 300 Vitality, 120 Agility and Rank 5.
Other sword listed just for info. This sword, forgemaged, is THE sword. OMGZOR bonuses, okay damage (forgemaged would do 20-36 damage approximately). IF you even plan using this sword, discard your Mad Tofu Cloak. No, I'm serious. With Mad Tofu equipped, an Agi Sacrier will NEVER reach 200 Strength with only his equipment, AND do some damage with Air spells. So, let's move on to more realistic forges.

- (Lv. 60) Pretty Blade (4 AP, 10 Crit Bonus, 1/30 crit range)
Damage : 17 to 31 (neutral)
+10 agility
+10 chance
Requires 100 Strength, 50 Vitality
If you have the Strength to use this sword, forgemage it as your 1st forgemaged sword. Cheap, easy to forgemage and okay stats make this baby a way better substitute for your Wind Kwakblade =)

Conclusion: If you want to risk, forgemage a Fake Ceangal. If you want to be conservative, forgemage first a Pretty Blade, then an Ice Pick.

Hope this list helped, punkist!



Really? I heard many high level Sacriers say that level 5 Sacrifice (sac the whole team) is realy really useful in team play. Agreed, level 4 is pointless. Can anyone comment on this dispute?

My Sacrier is level 61, with my battle gear being White Scara set, Ringtree, Aerdala Geta, Elorie daggers and Kama Sutra amulet. If I solo I use Crackler boots and Eulasse daggers to self buff, using the old Sacrifice Sword combo. I'm currently attaining the rest of the Aerdala set, except perhaps the cape and hat (I dont need trap buffs!).

I have Assault, Nimble Punish, Sword, Coop, Wise Punish and Punishment maxed. What next? Fury does indeed seem unworkable unless you have a Feca handy with Immunity...

So now it is a toss up between Sacrifice and a Weapon Skill. Given that I am an Agility Sacrier with 0 Strength, it makes sense to go Dagger skill (Aerdala Daggers/Forged Elorie Daggers?). But then almost all the high level daggers I ahve seen require loads of strength. Any advice?