What is bth battleon




















This is a fantastic option for defense. When you're hit by an attack, the misc will set itself to the element you were hit by, and all damage taken from that element will be multiplied by 0. It will defend against the same element until you're hit by a different one, though it can only shift once per turn.

This is another great defensive misc, though it favors Beastmaster builds over pure builds. In addition, the pendant will halve all damage taken against a different element every turn. Mana Trap is a great misc item, though it has a very high upkeep cost of SP per turn. It increases your magic defence by 10, grants 40 DEX and 40 LUK, and halves all magic damage taken throughout the battle.

In addition, whenever the monster uses any of its MP, it'll take a fairly large amount of Harm damage afterwards. This is a good option for Beastmaster builds. Equipping the misc will call a strong guest that seeks between wind and earth, and has an SP upkeep.

Both the wind and earth attacks consist of 1 melee hit each. A great option for Beastmaster mages; equipping the misc will summon a guest that seeks between fire and darkness, and has an MP upkeep.

Paladin's Oath is another great option for Beastmaster builds, mages in particular. In addition, by clicking on the misc you can summon a powerful light guest with an MP upkeep. Dexterity affects the bth of all types of attacks ranged, melee, magic. In combination with Strength it provides a random damage bonus for ranged weapons. It also with some Luck increases your chance to block attacks by monsters.

And with more Dexterity you have a better chance of finding potions in a Potion Treasure Chest. Intellect affects your magic attacks. Intellect increases max MP. It provides a random damage bonus for magic spells and weapons. In combination with Dexterity and Luck it also increases bth for magic spells and weapons. Endurance increases max HP. It may one day affect your chances of being frozen or paralyzed by enemy attacks. If your enemy has high Endurance, you may find it hard to paralyze or freeze them.

Charisma affects the random damage of pets and guests. It affects Pet and Guest bth in the same way. The spells Summon Pixie, Skull, Squirrel, Energy Dragon, and the guests that are summoned from various class armors also receive Charisma bonuses as they take the place of a guest in battle. With Dexterity it helps you block monster attacks. The higher your Luck, the higher your chance of attacking first in battle. Luck affects at what level your character will find bigger treasure chests.

User Info: 0onimusha0 0onimusha0 14 years ago 4 Sticky please. User Info: 0onimusha0 0onimusha0 14 years ago 6 I forgot about Request How do I train as a pyromancer? Where can I find the Crossroads? Side Quest. If not wind, fire is the other element I can justify choosing.

While Nova covers two elements in fire and earth with excellence, its inconsistency on the offensive-end leaves a lot to be desired. Again, between Nova and Asgardian or Valhallan, I think Nova is the lesser of the two evils, but if Nova is that much of a pain, feel free to choose fire while Chimeran covers earth. Aside form your selection of class armors and your default armor, it is always prudent for any player to carry around a few general armors that do not cost any SP or MP to use save for built-in abilities in a few of the armors.

These should be your multi-purpose armors that you can rely on and can be very general or specialized in function. Below, I will outline which armors I recommend that are not only practical but financially responsible, especially early on.

At higher levels, shilling out gold more several armors becomes more feasible considering the turnover rate is not as quick as in early levels. I will format the recommendations based on key levels where there are significant replacements available to you. The first important armor you should grab is Aerodu armor. Aerodu boasts a strong offense coupled with 10 BTH, which is excellent early on from both a damage-dealing perspective and a reliability point of view due to its accuracy.

Still, it is the best option for Adventurers. Keep in mind that Werepyre Form needs the Werepyre sub-race to be most effective, just in case you want to cure yourself. Either of these options can last you until level 50 when Luminous Solaris Plate comes into play for those with the extra gold. This armor is a full-offensive armor that specializes in light resistance with trailing fire resistance and boasts comprehensive all-around defense modifiers.

It also possesses a powerful Solar Call ability for Guardians whose first hit of two converts to range. Suffice to say, this ability makes Solaris even more of an offensive powerhouse than it already is. In terms of class armors, you have several options.

Shinobi Shozoku, the Ninja class armor, has several helpful abilities that are outlined in the class armors section of this guide. More on point, the regular attack of Ninja is actually stronger than that of even Drakel Disguise before level 70, which is when Drakel Disguise receives its final power boost. Dragon Slayer is a class that will be useful for a long time. Elite versions of the armor are available at level Still in the realm of class armors, players will want to choose at least one of the following three armors depending on what kind of guests they want to use in battle and, in the case of Wizard, its MP regeneration ability for Guardians.

Rogue provides a defensive guest, Beastmaster provides free guests, and Wizard summons MP-consuming guests. In later levels, you might want one of these three in and the other two in storage. The premier defensive option at the moment would be Protector Armor The downside of this is that Protector Armor suffers an innate weakness to water, earth, and especially ice. The latter option, Pyrite Plate, is a bit more ambitious, but its defenses get better as you level with its final defensive boost coming at level 60 and Pyrite is strong against every element, unlike Protector.

Early on in your mid-levels, you should already have a solid complement of armors. At this point, work on training your classes and just exploring the world of AQ. These are the levels where a noticeable jump in the power of your opponents takes places, so you want to be prepared. If you chose to wait until level 55 for Pyrite, you should decide whether or not to upgrade to Protector Armor 70 or forgo the upgrade altogether.

In the same vein, Protector still has the same elemental weaknesses I mentioned before. If you want a more balanced defensive armor, stick with Pyrite. Those of you who are very ambitious will want to consider upgrading Pyrite Plate or Protector Armor 40 to Gilded Plate if Protector Armor 70 is not for you. It boasts better defenses than Pyrite and receives its final defensive boost at level It comes at a hefty price at k, and you should already be short on gold as it is as you try to keep up with your stats.

Being five power levels ahead of Solaris and almost twice as expensive, Venomous has a more consistent attack, although it is only a semi-offensive armor while Solaris is a full-offensive armor.

Chimeran has that ability to poison your opponent in order to deal steady damage over time. Solaris has, for Guardians, the Solar Call ability as mentioned in the previous level bracket. Resistance-wise, the synergy among Solaris, Boreal, and Dracopyre of Night is not as great as if you chose Chimeran over Solaris, but you would still have all of your defense modifiers and resistances covered.

In the case of Solaris, you can substitute Graceful Dracopyre in the place of Dracopyre of Night if you value earth resistance with decent darkness over excellent darkness resistance with decent earth. Keep in mind that energy resistance of Graceful and Boreal overlap.

Dracopyre of Night scales all the way up to level 90, but its abilities make it very playable long past that level mark. Graceful Dracopyre is also a viable option if you prefer it over Night. It is not as useful if you have Boreal due to the energy-resistance overlap, but it is another option with excellent earth resistance and energy as a secondary resistance that you can consider.

The last of the general armors for this level bracket is Boreal Bolt Plate This armor is entirely optional since its best asset is its versatile elemental resistances. Among Chimeran, Boreal, and Dracopyre of Night, you have all of your resistances defensive modifiers covered.

If you chose to buy Graceful Dracopyre, I do not even recommend Boreal because of the resistance overlap, even though Boreal is better resistance-wise. As for classes, I saved Whispering Raiment for last because Assassin class is just that awesome. You can start training at level 70 and it is a very tough class to train. Assassin is kind of a project class that, due to certain factors, you should be able to fully train once you are past level But, even the level 1 class ability here opens up a Void element attack to you, further diversifying your offensive arsenal.

It is a free ability in that it does not cost you any MP or SP to use, but it has an unreliable chance of actually connecting. This is just the tip of the iceberg and these abilities are further covered in the class section of this walk-through.

The following discussion regarding Solaris, Chimeran, Nova, AntiGuardian, and fire no-drop can get confusing, so here is the rundown. Solaris is a full-offensive armor, Chimeran is mid-offensive, Nova is not on current standards, AntiGuardian is full-offensive, Armor of Awe is mid-defensive, and UltraGuardian is mid-offensive. You should have a combination of these armors, but which combination to choose is at your discretion. When making these choices, remember that Solaris and Chimeran overlap in light resistance, Chimeran and Nova overlap in earth resistance, Nova and fire no-drop overlap in fire, and Solaris and AntiGuardian overlap as full-offensive armors.

Solaris provides elite light resistance and is stronger, but Chimeran plus the Solaris shield and misc. One option is to align your no-drop to fire if possible so you would forgo the Nova Knight armors series entirely. Guardians can choose to either continue upgrading to the higher leveled versions of Boreal or, at the level 85, they can choose to trade in Boreal 75 for Valhallan 85 and stand pat. Adventurers do not have the level 90 Boreal available to them, so Valhallan is the only choice.

At level , another Boreal becomes available for all players. At this point, it is a toss up between Boreal and Valhallan without facoring in your no-drop.

Both are solid choices with Boreal specializing in wind and being solid at water, ice, and energy, which are the elements not covered by your other armors. Valhallan covers all of the aforementioned elements better overall, but lacks the wind specialization of Boreal. A water or energy aligned armor like the no-drops or Salvation shifts this debate in favor of Boreal.

For fire resistance, this is not a primary option. I still prefer Nova Knight over this at higher levels since the fire resistance is far more useful and the difference in offense is not gigantic.

At this point, Graceful Dracopyre will offer even less in terms of resistances. Strategically, Dracopyre is just too good a fit to consider having Graceful.

Moreover, Scourge also provides elite ice resistance that you did not have previously. This coupled with the backlash ability, which reflects an amount of damage back to your opponent, as well as the full set bonus make Scourge irresistible. At this point in your journey, all you really need to do in your armors is to finish upgrading and build upon what you already have. Currently, we have several elements that are covered by armors on current standards.

Solaris and to a lesser extent Chimeran covers light resistance and both are offensive armors with Solaris being full-offensive and Chimeran being mid-offensive, Nemesis covers ice and darkness although AntiGuardian is a solid full-offensive option for darkness while Nemesis is a standard armor, and Chimeran covers earth.

If you have the Z-Tokens, you can grab Salvation Armor for excellent energy and decent fire resistance. As for the other elements, we still need armors on current standards for fire, water, wind, and energy. As it stands, Nova Knight possesses the best combination of fire resistance flanked by solid burst offense while also covering earth excellently. Unfortunately, Nova is on interim-standards with again burst offense, so that also translates to inconsistent offense.

In light of this, fire can be improved upon by an armor under more current standards and one that can boast a steady, reliable offensive attack. Water, wind, and energy sees Asgardian as the best all-around option in terms of resistance, but it is on old standards and is slated to become a mid-defensive armor when swept, if I recall correctly.

With the update to no-drop equipment, however, more specialization in resistance is feasible. In addition to Asgardian, two other options would include Boreal and, if all else fails, Whispering Raiment. Boreal specializes in wind resistance with secondary water and energy resistance.

If you went the Boreal route, you have wind resistance covered by a mid-defensive armor. I believe Boreal is on interim-standards as well, so it is an improvement over Asgardian if you have energy covered by Block Armor or your no-drop. This should leave Asgardian with only water resistance as its calling point and with the lack of many strong water creatures, Asgardian would not be worth the price-tag.

If you choose to elementize your no-drop to wind, I would definitely forgo Boreal. This is the route I chose and you would need to worry about water and energy resistance.

Valhallan and Asgardian do a better job of resisting these two elements than Boreal does, so Boreal is not an option in this situation. If you have Block Armor from Frostval, you already have energy covered already. This combined with either Kindred or Tsunami Shield should lower water enough to deal with the current crop of water creatures.

If not, you can always lower energy resistance of either Valhallan or Asgardian with Helm of Drakonnas or the now-rare Valkyrie Helm. Once again, if you have Block Armor, go with Boreal since it would be between water and wind and Boreal trumps Asgardian in that regard. One last deciding factor to the above discussion of fire, water, wind, and energy is the now-rare Horsefly armor series. Alternative combinations include but are not limited to Whispering Raiment and Block or Valhallan and Block.

In addition to armors, shields are your second major source of defense and resistance to enemy fire. And as far as shields go, shields are more straight-forward and generally have more longevity than do most other sections. Early on, they are not as important as your opponents lack the capacity to deal large chunks of damage. Of course, those of you with a good enough no-drop shield already have an element covered.

At L25, pick up Glave Shield. It will serve as your first multi-purpose shield and will last for quite a while. It covers water, wind, earth, and energy. At L38, Paladin is a good complement to Glave Shield, providing effective light and darkness resistance. The former covers water and earth better than Glave while the latter shores up your ice resistance. At L45, Starblaze is excellent for fire and light, trumping Paladin.

Paladin are still useful for darkness, though. Likewise, at the same level, Zephyr is excellent for wind resistance. At L50, a shield that is available for purchase would be Eye of Naab which just happens to have a effect that will serve you until you are Lv.

MP used for class skills or lost due to MP draining monster attacks will be regained. This can only be done once per battle. It is a very amazing shield, but more of a luxury than a necessity.

At L60, Elven Barrier should help you in the earth resistance department. With Elven covering earth, Aerodu Shield is only useful for water. Guardians with a flat Guardian Shield can use that instead, although Gyrate has better defensive modifiers at this point. Those of you with a no-drop shield aligned to an element will find some use out of Gyrate, too.

At this point, you should have all eight active shield slots filled. The key now is being able to know which shields to replace at future levels due to all the overlap. If you want to be thrifty, you can last until level 65 with a line-up of Glave Shield, Paladin, Crystal Magic, and Starblaze.

All the extra shields save for these three are merely for the sake of optimization. Eventually, every player of any build should have this. You might be asking, how will its offensive boost compensate for its complete lack of defense, especially against those who can eat my face in?

A very good question. Due to the BTH loss, you might want to consider not using this against those who have unusually high adjusted mob defense, AMD. To calculate the effective defenses of your opponent, use the following formula:. How about we take a look at the difference between not using IronThorn, and using IronThorn:. As you can see, the offensive output is increased by a wide margin, even more so when your stats are higher. A very smart strategy. AdventureQuest Wiki Explore.

Buying Guide. Strategy Guide. Additional Information. AQ Handbook. Explore Wikis Community Central. Register Don't have an account? Terms and Definitions For a Beginner. View source. History Talk 0. New Player.



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