Selasa, 10 April 2012

Megaten Back-UP Wiki Vol.2 Guides

CRITICAL GUIDE


Crit A: Critical + Luck + (W. Knowledge Classes / 2)
Thats your total crit value.

And What that means?

That if you are going for an offensive build luck is almost a worthless stat since its worth the same as crit and you can easily add crit with gears. More than 50 luck would be a waste, specially if you are an hybrid and you need int for enhance.

Luck is very useful for crit prevention. And somehow useful for looting.

Also, the formula means that GW/WK at class 9 dont add ***** to crit. Only 4.5 crit. Wich is lame. Very lame...

NOW, THE PROPER CRIT FORMULA:


Anti Crit A: Anti Crit + Luck

Anti Crit B: Anti Crit + Luck/2

Critical Chance: [CritA x (1 + CritA/100)] / [AntiCritA x (1 + AnticritB/100)] x 0.02






NOW EXAMPLES OF CRIT NEEDED FOR MOST COMMON BOSSES
Assuming 0 luck and Class 9 G-W knowledge:




Yamata no Orochi 740

Daisojo Kuchi cave 1303, might be 1009 according to zeth.

Metatron 2870

Vishnu 1276 (devilstorm)

Red Rider , White rider 1031

Bishamonten 925

Koumokuten 920

Jikokuten 920

Zouchoten 908

Black rider 1205

Pale rider 1136

Thor 1294

Raphael 979

Dabster Pixie 771

Nightmare kirin 728

Ongyouki 477

Tokisada 940




If you want more bosses, leave a request in this thread. I will post the exact crit formula later. Im lazy.
(Values might differ in 1-10 points but its pretty much exact)


MODS

CRIT +1 +1
CRIT +2 +3
CRIT +3 +7
CRIT +4 +12
CRIT +5 +20

[CREDIT GOES TO MY CLANMATE:AX3L,THANKS FOR THE AWESOMESAUCE CRIT GUIDE]
GUNNER

A gunner is who uses a firearm as their main weapon of choice to combat demons in MegaTen. Their main attribute is Speed which increases their firearm damage.
Advantages of Gunners
Pin-pointer - Able to pinpoint a single enemy which is useful for luring/kiting or eliminating the most troublesome enemies as soon as possible without luring the enemies around the main target
Long Range - Have the highest range out of all the classes. Does Not Apply to Rapids
Difficult to hit - With Counter, Dodge and Rapid , a skilled gunner can re-actively stay out of harm's way against many enemies and prepare for a Shot attack.
High DPS - Rapid is one of the highest DPS, only second to Attack Melee, this is countered by their near point-blank range.
Variety - Different play-styles depending on expertise used.
[edit]Disadvantages of Gunners
Cast Time - Gunners start off with slow attacks with either long cool-downs or cast times, length decreases later on. This is the downside to a gunner's defensive aspects.
Ammunition - Gunners must have stocks of ammunition in their inventory at all times.
Fragile - Gunners usually have little to no Vitality, thus most have low HP. This becomes a problem mostly around demon mobs.
Weak Modifiers - Magic Bullet and Shot Type Gunners have some of the weakest damager modifiers in the game
Near Point-Blank Range as rapid - Rapids, though possessing high DPS Ability must close to almost point blank range before firing.
[edit]Expertise/Skills/Attributes

Attributes
Speed - Increases damage with firearms. Reduces Cooldown and Incantation effect as secondary effect.
Luck - Increases Critical hit rate and Critical hit defense.
Magic - Raises max MP and damage for Magic Bullet.
Intelligence - Only useful for Hybrid builds with Enhance.

EXPERTISE
Sharpshooter - A Battle Expertise Skill for enhancing the damage that guns do against certain demon species.
Expertise Required
Class 2 Rank 0 Shot
Class 1 Rank 0 Gun Knowledge
Class 2 Rank 0 Demonology
Magic Bullet - A Battle Expertise Skill for endowing gunshots with curse magic and elemental abilities.
Expertise Required
Class 2 Rank 0 Shot
Class 1 Rank 0 Gun Knowledge
Class 2 Rank 0 Curse Magic
Class 1 Rank 0 Magic Control

Variations build for Gunner
Gunners deal damage primarily through the Speed attribute
Additional Points on MB Gunners:
MB gunners additionally require high Magic, as MB is calculated with 100% Lng-R + 50% Spell Stats.
Sometimes MB Gunners go Speed/Luck, though this build is comparatively rare and only really useful for MB/SS/Regal
Additional Pointers on Rapid Gunners:
Rapid Gunners Utilize Speed and Luck due to magic not modifying their damage, luck allows for more critical hits and higher damage potential to the rapid.
Additional Pointers on Pure Shot and Shot/SS Gunners
These Gunners also use a Speed/Luck build
Intelligence is relatively useless for most gunners, same with Vitality. Strength is especially useless.
Standard Expertise Builds
Shot/SS - Deals Damage with a +30% Racial Boost Due to SS Toggles
MB/SS - Deals Damage with a +30% Racial Boost Due to SS Toggles
Rapid/SS - Deals Damage with a +30% Racial Boost Due to SS Toggles
Hybrid Expertise Builds
Curse Of The Wretched Hybrid Builds
MB/CoTW - Hybrid Build focusing on Debuffs
MB/SS/CoTW - To be Added Later
Rapid/CoTW - To be Added Later
Enhance Hybrid Builds
MB/Enhance - Hybrid Build Focusing on Support
Rapid/Enhance - To be Added Later
Advanced Builds
Counter/Dodge/Rapid - Prototype build for Rapid Survivalist. Scrapped in favor of current one.
Rapid Survivalist - Advanced build centered around around survivability.
Rapid/Regal/MB - Advanced Build centered around High-Damage-Low-HP Point Blank Range attacks (Also Nicknamed Suicide Rapid)
MB/SS/Regal - Advanced Build centered around High-Damage-Low-HP Long Range Shots (Weaker than Rapid/Regal/MB, but more survivable)

Specification of the Build
Least Classes of Expertise for:

Max Magic Bullet
Class 3 Curse Magic (0.3)
Class 1 Magic Control (0.2)
Class 9 Gun Knowledge (3.6)
Class 3 Shot (.9)
= 16 classes

Max Sharpshoot
Class 2 Gun Knowledge (0.4)
Class 9 Shot (3.6)
Class 5 Demonology (2.0)
= 16 classes

Max Sharpshoot & Magic Bullet
Class 9 Shot
Class 8 Gun Knowledge
Class 2 Demonology
Class 2 Curse Magic
Class 1 Magic Control
= 22 classes

Class 5 Sharpshoot & Max Magic Bullet
Class 7 Shot
Class 7 Gun Knowledge
Class 2 Demonology
Class 2 Curse Magic
Class 1 Magic Control
= 19 Classes



Anyways - here we go:

1st Part: MagicBullet-Gunners
These mainly focus on dealing damage while standing far away from enemies and mainly focus on one hit-damage

1st Build: Simple MB/SS Gunner

Stats: Speed: 99, Magic: ~70-75, Int: ~30
Expertise: Shot Class9, Curse Magic Class2, Demonology Class2, Gun Knowledge Class8, Magic Control Class1
ChainExpertise: MagicBullet Class6.2, SharpShooter Class6
Used EXP-Points/lvl needed for this build: 22.000 -> lvl 50
PROs and CONs:
+ You will be able to deal insane amounts of damage to one enemy (or if you use gears like leader/palais-set + DVA/Omen-Parts to many enemies due to low CD)
+ Relatively low lvl needed so this build already works at level 60-70 (you need that lvl for maxing speed at least)
- nothing interesting, experimenting in this build (for some ppl a problem^^)


2nd Build: MB/SS + Retal Gunner

Stats: Speed: 99, Magic: ~70-75, Int: ~30
Expertise: Shot Class9, Curse Magic Class2, Demonology Class2, Gun Knowledge Class8, Magic Control Class1, Attack Class2, WeaponKnowledge Class1, Survival Techniques Class1
ChainExpertise: MagicBullet Class6.2, SharpShooter Class6, Retaliation Class1.2
Used EXP-Points/lvl needed for this build: 26.000 -> lvl90
PROs and CONs:
+ You will be able to deal insane amounts of damage to one enemy (or if you use gears like leader/palais-set + DVA/Omen-Parts to many enemies due to low CD) since you can abuse DyingLight/Hres/beef/Soulbreaker/redYS and other items that boost like this: "If hp is low you deal high damage"
+ easy way to lower your HP fast with retaliation toggle from class1
+ very exciting to run a dungeon at ultra-low hp and to make sure that nothing(!!) hits you since you are death if it does^^
- you need and i mean NEED to be law that this build works properly
- you are very vulnerable when you hit highest since you have to be at around 10-20HP what is onehit by most enemies
- Level90 needed so this build needs a high level to be completed


2nd Part: Rapid-Gunners
These mainly focus on dealing damage while standing quite close enemies and mainly focus on damaging many enemies in a short time

3rd Build: Simple Rapid/SS Gunner

Stats: Speed: 99, Luck: 99
Expertise: Shot Class9, Rapid Class8, Demonology Class3, Gun Knowledge Class6,
ChainExpertise: SharpShooter Class6
Used EXP-Points/lvl needed for this build: 26.000 -> lvl90
PROs and CONs:
+ With your Rapid-Skills you will be able to deal insane amounts of damage with nearly-AoE-effect
+ With the added SharpShooter your damage will be increased even more^^
- nothing interesting, experimenting in this build (for some ppl a problem^^)
- Level90 needed so this build - even if it is some kinda easy - needs a high level to be completed

4th Build: Rapid/SS + Retal Gunner

Stats: Speed: 99, Luck: ~70-75, Int: ~30
Expertise: Shot Class3, Rapid Class8, Demonology Class2, Gun Knowledge Class9, Attack Class2, WeaponKnowledge Class1, Survival Techniques Class1
ChainExpertise: SharpShooter Class3.8, Retaliation Class1.2
Used EXP-Points/lvl needed for this build: 26.000 -> lvl90
PROs and CONs:
+ You will be able to deal insane amounts of damage since you can abuse DyingLight/Hres/beef/Soulbreaker/redYS and other items that boost like this: "If hp is low you deal high damage"
+ easy way to lower your HP fast with retaliation toggle from class1
+ very exciting to run a dungeon at ultra-low hp and to make sure that nothing(!!) hits you since you are death if it does^^
- you need and i mean NEED to be law that this build works properly
- you are very vulnerable when you hit highest since you have to be at around 10-20HP what is onehit by most enemies
- Level90 needed so this build needs a high level to be completed
- you cannot use all the useful toggles from SharpShooter (guardian-toggle for ichi gold and god/human-toggle for pvp or celu gold are missing)


4th Build: Rapid/SS + MB Gunner

Stats: Speed: 99, Luck: ~75-80 (this is what i use since i use LB+crit but you can also use this: Speed: 99, Magic: ~70, Luck: ~50
Expertise: Shot Class5.5, Rapid Class8, Curse Magic Class2, Demonology Class2, Gun Knowledge Class7.5, Magic Control Class1
ChainExpertise: MagicBullet Class5.0, SharpShooter Class4.5
Used EXP-Points/lvl needed for this build: 26.000 -> lvl90
PROs and CONs:
+ You will be able to use skills from MB and Rapid with is a nice combination between long long-range and short long-range skills
+ You will be able to increase your damage via using SS toggles on most enemies ingame
- You cannot use all the SS toggles (PvP and gods-toggles are missing)
- Level90 needed so this build needs a high level to be completedwhat is onehit by most enemies


4th Part: Enhancement-Gunners
These mainly focus on dealing damage while enhancing themselves or their party as well; quite often used for solo-runs and pvp

6th Build: MB/Enhance/CotW-Gunner

Stats: Speed: 99, Magic: ~40, Intelligence: 70
Expertise: Support Magic Class4, Curative Magic Class2, Bless Class1, Shot Class3, Curse Magic Class5, Gun Knowledge Class9, Magic Control Class2
ChainExpertise: MagicBullet Class5.4, Enhancement Class2.5, CotW Class3.2
Used EXP-Points/lvl needed for this build: 26.000 -> lvl90
Additional information:
- You have to use full vishnu-tarot-set so this build works (13*5 INT = 65 INT from tarot + hres (5INT) = 70 INT (-> with your 70 INT base = 140INT)
- You will want to use brown salon-slacks and/or top to support your hexes so they land more often
- You maybe should be law for this build since vishnu-ss (top) and vishnu-tarots gives you nice boosts if you are law

Jumat, 06 April 2012

ENHANCER

Enhancers are a support class capable of healing, creating reflective shields and casting spells that improve both defense and attack, which makes them very useful members to any party setup. They focus primarily on a high level of Intelligence (INT) status to improve these buffs and improve their support capabilities.

Advantages of an Enhancer
Mana Pool - Enhancers have a primary focus toward Intelligence (INT) which exponentially boosts their Mana Pool.
Hybrid Potential - Enhancement can be easily merged to other classes and create hybrid builds.

STATS

Primary Stat: Intelligence. This makes your enhancer actually work. Every 2 intelligence equals 1% of your boost in Pulse of Solid/Assault. Also, it adds MP and every 10 intelligence lowers incantation time by 2.5%.

Secondary Stat:
Vitality: If you're not planning on being anything other than an enhancer. Adds HP and every 10 Vitality lowers cool down time by 2.5%

Strength, Speed, Magic, Luck: Obviously, if you're subbing enhancement, choose the appropriate stat. Speed decreases incantation and cool down time by 1.25% every 10, if you're into that.

Expertise

a. Curative Magic
Required for Enhancement. As it says, you cure stuff with it. Second easiest to raise.
b. Support Magic
Required for Enhancement. Buffs and the like. Easiest to raise.
c. Bless
Required for Enhancement. Can only be raised through


Maybe post some builds too? Here are a few good ones,


Dai Build
Available at lvl 90'

5.0 enhance
4.5 COTW

c5 Curative Magic
c5 Support Magic
c5 Bless
c5 Curse Magic
c1 Destruction Magic
c5 Magic Control


Regal Enhancer
Available at lvl 90

5.0 enhance
4.0 regal

c9 curative
c5 support
c1 bless
c5 survival
c4 WK
c2 Attack


Enhancer/DD/COTW

Enhance 5.0
COTW 3.0
DD 2.0
Available at lvl 80
c1 rush
c1 MC
c6 curative
c5 support
c4 bless
c5 destro
c3 curse
CASTER

A Mage/Magic Type is a character who uses magical abilities to cast destructive magic, heal and enhance others, or debuff opponents. Magic type characters are valuable assets in a party because of their ability to cast elemental and Almighty spells.

Advantages of Mages

Mid-Distance Range - Although their range isn't as far as a gunner's, mages have a large range allowing them to attack at a distance. They also have access to strong close ranged skills in the Demolition Dash chain expertise.
Elemental Advantage - Destruction Magic alows the user to have elemental magic. At higher classes mage types get access to Almighty affinity skills which very few enemies have resistance to. Another advantage to the Destruction Magic expertise is it provides both single target and multi target skills.
Healing - One of the optional features of the Magic Type is that they have the ability to heal using skills such as Curative Magic. This makes them great for parties and can reduce deaths in runs.
Debuffs - Mage types are able to debuff enemies and cause several negative status effects. Curse Magic and Curse of the Wretched are the expertise that allow for this.
Access to Almighty Skills - Very few chain expertise offer almighty skills so a mage with high Destruction Magic has an advantage over other classes.
High Damage Modifiers - Mage skills have some of the highest damage modifiers.

EXPERTISE

Ill now run through the expertise needed for my build and explain in the next section what they're for.
So Heres the finished build using all 26k Expertise that you will acquire at level 90

Rush: Class 1 Rank 0
Curative Magic: Class 2 Rank 0
Destruction Magic: Class 10 Rank 0
Support Magic: Class 4 Rank 0
Curse Magic: Class 2 Rank 0
Magic Control: Class 6 Rank 0
Bless: Class 1

The Class 6 Magic Control is optionaland you can leave at Class 5 giving you 1k expertise to put into what ever you want as some people like paci and lezar prefer to go with Class 3 Curse to get 3.5 Cotw for slow cure for pvp as its an Aoe skill which causes healing skills such as media, divine heal etc to only heal 1 hp though this is ineffective on actual healing items. So yeh basically these expertise allow you to unlock 3 chains.

A Little Note about Magic Control.
Magic control as an expertise has a side effect of lowering your incantation time of all skills. It also at class c2 and c5 gives you the passive skills Sorcery Circulation and Advance Sorcery Circulation these lower your Incantation time as well as the MP cost for skills. The Other handy skills of Magic Control are the Elemental swiches. At class 6 MC youll have these
Lord of Frost - Gives -20% incantation time to Ice skills, +10% ice damage, -20% fire damage
Lady of Static - Gives -20% incantation time to Electric skills, +10% Electric damage, -20% Force damage
Lord of Storms- Gives -20% incantation time to Force skills, +10% Force damage, -20% Electric damage

Now ill go give a description on the different chain expertise.

->Demolition Dash<-
Unlocked with Rush at Class 1-0, Destruction Magic at Class 1-0, Magic Control at Class 1-0.

This is your secondary form of offense as a magical rush type skill, even if youre not a pure DD with high enough spell this will do some major damage. Unlike normal rushes these rushes are not weapon based and have Set affinities. At class 4 you will unlock 4 skills:

Kamaitachi - Force Affinity, Lowest incantation time, lowest damage modifier
Freezing Lance- Ice Affinity, 2nd longest incantation time, 2nd highest damage modifier
Sonic Through - Electric Affinity - 2nd lowest incantation time, 2nd lowest damage modifier
Delorean- Fire Affinity - Highest incantation time, highest damage modifier


->Curse of the Wretched<-
Unlocked with Destruction Magic at Class 1-0, Curse Magic at Class 2-0, Magic Control at Class 1-0, Bless at Class 1-0.

This chain contains skills which causes status ailments and enable you to maximize your damage at a low chance. at class 3 you will have:

Erosion Hex - A Large area of effect skill which randomly causes Stone, Muddle, Poison or Paralyse status ailments (Either or all).
Delay Hex Yang - Lowers target incantation time.....I seriously never use this
Slash Hex, Spell Hex and Bullet Hex - These are the most important skills in this chain, its a low chance single target curse that gives you the chance to do enormous damage if they land. Basically how I hit 9999 on things.

Here is a link to Royce's guide to give you an understanding on what effects status alignment landing rates. http://forums.aeriagames.com/viewtopic.php?t=676807


->Enhancement<-
Unlocked With Curative Magic at Class 2-0, Support Magic at Class 2-0, Bless at Class 1-0.

Now I dont understand why people are like HALP WITH PURE SHOTMAGE BUILD or NEED HELP WITH SHOTMAGE(no enhance). Shotmages and enhancement basically go hand in hand...these days everybody is a hybrid with enhance. What it does is based on your INT it gives you a offense and defense boost with 70% more damage and 70% more defense if you use with 140 INT. This skill is a MUST if you wanna solo things being either pvp or pve. With 120 Int on my char its easy to solo ichi gold by my self. At class 2.5 you will have:

Divine Heal - heals party members in a large area.....Meh.
Pulse of Assault- This is one of the important skills of enhancement giving you an offensive buff calculated from you INT
Pulse of Solid - The other important skill giving you a defensive buff calculated from INT.
Pulse of Armored - Hate getting knocked back? Attacks making u flinch? this is the skill for you, gives you "super armor" for a period of time enabling you not to be knocked back, at higher levels when you have the Aoe Dynes eg. Maragidyne etc. you can skill cast them even if youre being attacked aslong as you have Pulse of Armored cast on your self.
MELEE

Melee is A character who uses close ranged melee weapons. Their main attribute is Strength which increases all close-range weapon damage and slightly raises health. Depending on fighting style , preference and demon type , Melee builds are suited either for crowd-control using Spin or Counter, or DPS (Damage Per Second) using Attack and Rush.
Advantages of Melee
Health - Highest health growth due to main stat being Strength and secondary stat usually being Vitality
Variety - Large selection of weapons to choose from.
Hybrid Potential Melee types can mix with almost any other build type due to the build's lack of extreme variables.

Build


Pure Attack Melee:

Attack: C9
Weapon Knowledge: C9
Survival Technique: C2
Chain expertise - Retaliation: C6R2


Rush/Spin Melee:

Attack: C9
Weapon Knowledge: C9
Survival Technique: C1
Chain expertise - Retaliation: C5R8

Rush/Spin: C7

or

Attack: C8
Weapon Knowledge: C9
Survival Technique: C2
Chain expertise - Retaliation: C6

Rush/Spin: C7


Hex Melee:

Attack: C8
Weapon Knowledge: C9
Survival Technique: C1
Chain expertise - Retaliation: C5R6

Destruction Magic: C1
Curse Magic: C5
Magic Control: C1
Bless: C1
Chain expertise - CoTW: C3R0


Enhance Melee:

Attack: C9
Weapon Knowledge: C9
Survival Technique: C1
Chain expertise - Retaliation: C5R8

Support Magic: C4
Curative Magic: C2
Bless: C1
Chain Expertise - Enhancement: C2R5
or
Attack: C8
Weapon Knowledge: C9
Survival Technique: C2
Chain expertise - Retaliation: C6

Support Magic: C4
Curative Magic: C2
Bless: C1
Chain Expertise - Enhancement: C2R5

GEAR

NOTABLE SETS
Limit Break:
Spirit Avatar set bonus: +20% LB chance, (level x 0.3%) chance of nulling Expel/Death attacks.
Servant Set II - set bonus: -20 incant, +20% LB chance, +100 crit.
Christmas Avatar 2011, Christmas Append - set bonus: +20% LB chance, +100 crit.
Soulbreaker - set bonus: +20% LB chance, +100 crit.
Young Soul Avatar Red set bonus: +25% LB chance to player and demon.
Summer Beat set bonus: +20% LB chance, +50% LB dmg (when HP is under 50%), +50% LB dmg (when HP is under 30%).
Lover's Avatar - set bonus: -20% incant/cd, +10% LB chance if partner is Linked By Fate, +50% LB dmg.
Destruction symbol Set set bonus: +40 crit, +20% LB chance.

Winged Dragon Outfit set bonus: +10 STR/MAG/SPD/LUCK.
Summer Gothic - (for Enh/Melee) set bonus: -40% incant/cd.
Rider Suit - (for Enh/Melee) set bonus: -30% cd.

Head:

slot 1.
Anything or
Limit Break: Refer to notable LB sets.
Set bonus: Kabuto of the Day (M) - ONLY if also choosing Kikoku Mask (M) for slot 1. [Set bonus = +2% dmg.]

slot 2.
Crit: Omen Ornament (red), Riot Helm, Straw Hat
Cool-down: Marching Hat, Fighting Maid Headband (F), Omen Ornament (F), Hachigame of Japanese Patriotism
Resistance: King Frost Crown (+30% ice resist)

or any 3-5% head equip. E.g. Rider Full Face Helmet/Sound of Silence/Cheering Headband, Replica of Helm (M) (+3% dmg), Andra's Mask Super (+5% dmg).

slot 3.
Crit: Brown Salon Hat, Hachigame of Japanese Patriotism (+50 crit if partner LBF)
Damage: Andra's Mask Super (+15% dmg if Andras is Linked+), Baroque Hat Blue (M)/Sweet Belle Beret Blue (F) (+5% dmg if New Moon and Full Moon)

Face:

slot 1.
Anything or
Set bonus: Kikoku Mask (M) - ONLY if also choosing Kabuto of the Day for slot 1. [set bonus = +2% dmg]
Set bonus: Cat Mask (F) - ONLY if also choosing Cat Feet for slot 1. [Set bonus = +2% dmg]

slot 2.
Crit & Cool-down: Fox Mask
Cool-down: Marching Headset/D Face equips (-5% cd).
INT/VIT/LUCK: Re: Chaos Glasses (+2 INT/VIT/LUCK).
Elemental: Ruby/Lazurite/Agate/Beryl Eye
NOTE: Cool-down face items are bugged, no ETA when it will ever be fixed.

or any 5% face equip. E.g. Cheating Glasses, Mysterious Glasses (F), Clever Glasses.

slot 3.
Limit Break: Modern Thanatos
Damage: White Eyepatch (+3% attack/spin), Secret Service Shades (M) (+3% attack/spin/shot/rapid)

Neck:

slot 1.
Anything or
Limit Break: Remains of Authority (Destruction) - ONLY if also choosing, Emperor's Shout (Destruction), Kingdom's Scream (Destruction) and World's Demise (Destruction) for slot 1. [Set bonus: +40 crit, +20% LB chance]
Dmg Set bonus: Ruler's Corpse - ONLY if also choosing, Emperor's Shout, Kingdom's Scream and World's Demise for slot 1. [Set bonus: +15% dmg, Player obtains +120% XP]

slot 2.
Crit: Modern Sign
Cool-down: Re: Maki's Necklace (F) (-5% cd).
HP/MP Regen: Hollow Artery (F) (HP/MP Regen)
INT/VIT/LUCK: Betrayed Ruler's Corpse
Resistance: King Frost Necklace (+20% ice resist), Shamrock Necklace (+20% expel resist)
In-Game: Gleipnir

or any 4-5% neck gear. E.g. Roping Scarf, Ambitious Neck (M).

slot 3.
Limit Break: Modern Sign
Damage: Purple Rider Neck Warmer (+5% dmg on New Moon and Full Moon)

Top (if Male):

slot 1.
Anything or
Refer to notable LB sets.

slot 2.
Damage: Ruler's Top
Crit: Omen Jacket (red), Riot Jacket, Glare Vest
Cool-down: Ruins Avatar, DVA (-30% cd), Marching Top/Omen Top/D Series Tops (need to be reshape adjusted before SI) (-25% cd).
INT/VIT/LUCK: Re: Tops (+3 INT/VIT/LUCK, +8% dmg)

or any 8% top equip. E.g. Active Guard (+6% dmg), Ambitious Top, Dark Nostalgia Suit.

slot 3.
Crit: Robe of Japanese Patriotism
Limit Break: Soulbreaker
Damage: Jasmine (+12% dmg if partner is OH and above), Secret Service Jacket (+7% attack/spin/shot/rapid), Haori of True Warfare (+6% attack/rush/spin/shot).


Top (if Female):

slot 1.
Anything or
Refer to notable LB sets.

slot 2.
Crit: Omen Dress (red), Riot Jacket, Glare Vest
Cool-down: Messiah Avatar, DVA (-30% cd), Marching Top/Fighting Maid Dress/Omen Top/D Series Tops (need to be reshape adjusted before SI) (-25% cd)
INT/VIT/LUCK: Re: Tops (+3 INT/VIT/LUCK, +8% dmg)

or any 8% top equip. E.g. Active Guard (+6% dmg), Mysterious Blazer (+4 INT), Action Blazer, Saintly Nostalgia Suit.

slot 3.
Crit: Robe of Japanese Patriotism
Limit Break: Soulbreaker
Damage: Mint (+12% if Demon is OH and above), Secret Service Jacket (+7% attack/spin/shot/rapid), Cloak of True Dance (+6% attack/rush/spin/shot).

Bottoms: (if Male)

slot 1.
Anything ot
Limit Break: Refer to notable sets.

slot 2.
Damage: Ambitious Slacks
Crit: Riot Pants, Glare Jeans
Cool-down: Marching Slacks/Omen Trousers/D Series Bottoms (need to be reshape adjusted before SI) (-10% cd).

or any 7% bottoms. E.g. Ruler's Slacks, Dark Nostalgia Slacks.

slot 3.
Limit Break: Blk/Wht Angel Destruction Pants/Skirt
Damage: Hakama of True Warfare (+7% attack/rush/spin/shot).
Bottoms: (if Female)

slot 1.
Anything

slot 2.
Crit: Riot Pants, Glare Pants
Cool-down: Mysterious Skirt (-15% cd), Marching Skirt/D Series Bottoms (need to be reshape adjusted before SI) (-10% cd).

or any 7% bottoms. E.g. Action Skirt, Saintly Nostalgia Slacks.

slot 3.
Limit Break: Blk/Wht Angel Destruction
Damage: Hakama of True Dance (+7% attack/rush/spin/shot).

Foot:

slot 1.
Anything or
Limit Break: Refer to notable sets.

Set bonus: Cat Feet (F) - ONLY if also choosing Cat Mask (F) for slot 1. [Set bonus = +2% dmg]

slot 2.
Crit: Omen Boots/Pumps (red), Riot Boots , Glare Sandals
Cool-down: Marching Boots/Omen Shoes/ D Series Shoes (need to be reshape adjusted before SI) (-5% cd), Shoes of Japanese Patriotism
INT/VIT/LUCK: Re: Seraphic shoes (+2int/vit/luck)
Resistance: Brown Salon Shoes (M) (+10% ice & fire resist)

or any 5% shoe equip. E.g. Darkmail Boots, Motley Boots, Nostalgia Shoes, Mysterious Shoes (F), Action Shoes (F).

slot 3.
Crit: Shoes of Japanese Patriotism (+50 crit if partner LBF)
Limit Break: Blk/Wht Seraphic Shoes (Destruction)
Damage: Straw Sandals (M)/Modern Boots (F) (+5% dmg if partner is OH+), Shoes of True Warfare (M)/Tabi of True Dance (F) (+3% attack/rush/spin/shot).

Arm:

slot 1.
Anything or
Limit Break: Refer to notable LB sets.

slot 2.
Crit: Omen Glove F (red), Modern Pledge
Cool-down: Omen Gloves (F), Modern Limitation
Elemental: Ruby/Lazurite/Agate/Beryl Gauntlets

or any 5% arm equip. E.g: Powered Gloves (F) (+4% dmg), Wristband of Horns, Ruler's Gloves (M), Action Bracelet (F).

slot 3.
Limit Break: Soulbreaker Gloves
Elemental: Cursed Reflector

Earring:

slot 1.
Anything or
Limit Break: Emperor's Shout (Destruction) - ONLY if also choosing, Remains of Authority (Destruction), Kingdom's Scream (Destruction) and World's Demise (Destruction) for slot 1. [Set bonus: +40 crit, +20% LB chance]
Dmg Set bonus: Emperor's Shout - ONLY if also choosing Ruler's Corpse, Kingdom's Scream and World Demise for slot 1. [Set bonus: +15% dmg, Player obtains +120% XP]

slot 2.
Crit: Veronica Omega (+9% dmg)
or unmixed Veronica (+4% dmg), Iced/Seeking/Fury Earring : Slashing Flash (+3% dmg).
Cool-down: Apple Earring
INT/VIT/LUCK: Betrayed Emperor's Shout

slot 3.
Damage: Azure Tear (+5% attack/spin/shot/rapid), LNC earrings.
Ring:

slot 1.
Anything or
Limit Break: Kingdom's Scream (Destruction) - ONLY if also choosing, Emperor's Shout (Destruction), Remains of Authority (Destruction) and World's Demise (Destruction) for slot 1. [Set bonus: +40 crit, +20% LB chance]
Dmg Set bonus: Kingdom's Scream - ONLY if also choosing Ruler's Corpse, Emperor's Shout and World's Demise for slot 1. [Set bonus: +15% dmg, Player obtains +120% XP]

slot 2.
Damage: Christmas Ruby Ring +2 - made via item mixing Christmas Ruby Ring twice with a total of 3 Ring Regenerators.
MP Regen: Nibelungen
INT/VIT/LUCK: Betrayed Kingdom's Scream
In-Game: Ring of Blood Drain (close-range) (+4 close-range), Laurin's Ring (+3 STR),

slot 3.
Damage: Glory of Ulysseus (+15% dmg if partner Linked+), Mithra's Roar (+12% dmg if partner OH+)

Back:

slot 1.
Anything

slot 2.
Crit: Omen Wing (red), Shoulder Bag
Cool-down: Omen Wing
INT/VIT/LUCK: Re: Arcwings

or any 3% back equip. E.g. Coloured Arcwings.
or Cloak of the Abyss.
Back gears are low priority, you can even settle for statless ones.

slot 3.
Limit Break: Arcwings (Destruction)
Damage: Abyss Cloak Assault

Talisman:
Limit Break set bonus: Worlds Demise (Destruction) - ONLY if also choosing, Emperor's Shout (Destruction), Kingdom's Scream (Destruction) and Remains of Authority (Destruction) for slot 1. [Set bonus: +40 crit, +20% LB chance]

Limit Break: Gold LB Amulet (also +10% LB chance, not listed in game description)
Crit: Bagua Die
Damage: Symbol of Harmony
Set Bonus: World's Demise - ONLY if also choosing Ruler's Corpse, Emperor's Shout and Kingdom's Scream. [Set bonus: +15% dmg, Player obtains +120% XP]

or any cheap talisman just so you can ss Lilim to null sleep. E.g. Sprite Charm, Brute Charm, Feather Charm of Haunts (obtainable from side quest at H3).

COMP:

Dangerous COMP: +20% dmg.
Silver Paladion/Damage COMP: +15% dmg.
Sword Amplifier: +12% dmg.
Drill COMP/Amplifier COMP: +10% dmg.

WEAPONS


Primitives

Lord of Martyrs
Cost: 10 Magnetites, 10% Health
Effect: Increases Attack damage by 40% and reduces Critical by 20 and Spin damage by 20%

Slot 3 options:
Club of Rashomon [Characteristic: +20% Attack dmg]

Flamehorn
[Flame Boost: +20%]
- Since this is already fire affinity, you are free to ss something else for more damage boost.

Conviction [cannot be SI'd]
[Expel: +20%]
- Good for clearing Assassins runs. May need high Expel boosting gears to one hit.

Axe

Lord of the Blood Axe
Cost: 10 Magnetites, 10% Health
Effect:Increase Attack damage by 30%, Increased cast time to Rush and Spin by 20%

Slot 3 options:
Deathbringer [+10% Attack and Shot dmg]
Deathbringer (Wheel of Life) [+25% Attack and Shot dmg]

Thunder Fang
[Electric Boost: +20%]
- Good against Ganesha in Shiva/Vishnu....

2-handed Sword

Lord of Courage
Cost: 10 Magnetites, 10% Health
Effect: Increase Rush damage by 30%, Increase Rush cast time/cool down by 20%
(may increase crit?)

Slot 3 options:
Cosmopolitan Sword [(LV x 0.3)% Attack damage, (LV x 0.3)% Spin damage]
Large Steelslicer [+10% Weapon-based skill, +15% Rush damage]

Flamesword of Vanguard (Destruction)
[Flame boost: +30%]
- Good choice if you want to crit and LB. Destruction weapons have a +10% LB chance boost on slot 2, which is not listed in the description in game.

Coldstrike of Death (Destruction)
[Freeze Boost: +30%]
- Good choice if you want to crit and LB. Destruction weapons have a +10% LB chance boost on slot 2, which is not listed in the description in game.

Zero
[Freeze Boost: +20%]

Thunder's Edge
[Electric Boost: +20%]

Spirit Sword of Bishamonten
[Magic Boost: +20%]

Silverblade of the Heavens
[Magic Boost: +20%]

Hate of the Neckchopper
[Death Boost: +30%]
- Good for New Moon Shinagawa and Shiva/Vishnu Mobs. Can be made into destruction weapon in the future.

Death [cannot be SI'd]
[Death Boost: +20%]
- Good for New Moon Shinagawa and Shiva/Vishnu Mobs.

Muramasa
[Mind Boost: +15%]

Spear

Lord of the Beasts
Cost: 10 Magnetites, 10% Health
Effect: Increase Spin damage by 40%, Increase cool down time to Spin by 20%

Slot 3 options:
Serpentine Destructor [+15% Spin dmg]

Spear of Duftach
[Flame Boost: +20%]
- Good for Spin Melees in Ichi Gold boss room.

Phlegethon Lvl81+
[Flame Boost: +20%]

Poseidon's Trident Lvl81+
[Freeze Boost: +20%]

Poliahu
[Freeze Boost: +20%]

Stormpiercer
[Shock Boost: +20%]

Mistilteinn
[Magic Boost: +10%]
- Good for clearing Kirins in Ichi Gold if your damage is not high enough to one hit with other elements. Nowadays I just stick with FoV Destruction throughout the whole run.

Magnum Injection
[Magic Boost: +20%]
- Good for clearing Kirins in Ichi Gold if your damage is not high enough to one hit with other elements. Nowadays I just stick with FoV Destruction throughout the whole run.

Last Judgement
[Expel: +30%]
- Good for clearing Assassins runs. May need high Expel boosting gears to one hit. Can be made into destruction weapon in future.

Martial Arts

Lord of Fighters
Cost: 20 Magnetites, 10% Health
Effect: Increase Melee damage by 30%, +20% received damage

Slot 3 options:
Kozan of the North [+10% Rush damage, -20% Rush incantation]
Kozan of the South [+10% Spin damage, -20% Spin cool-down]

Burning Stag
[Flame Boost: +20%]

Shock Wind
[Shock Boost: +30%]
- Can be made into destruction weapon in future.

Taizan of the East
[Magic Boost: +30%]
- Can be made into destruction weapon in future.

Twirling Tonfas
[Expel Boost: +20%]
- Good for clearing Assassins runs. May need high Expel boosting gears to one hit.

Wood Doll Chopper
[Nerve Boost: +10%]

1-handed Sword

Lord of Soldiers
Cost: 10 Magnetites, 10% Health
Effect: Reduces Spin cool down time by 30% and Spin damage by 20%

Blade of Flames
Fire affinity, no boost.
- Good starter weapon for Suginami runs.

Blade of the Wind God
[Shock Boost: +20%]
- Good for starter melee.

Sorrowful Storm Lvl86+
[Shock Boost: +25%]

Blade of the Thunder God
[Electric Boost: +20%]
- Good for starter melee.

Sorrowful Thunder Lvl86+
[Electric Boost: +25%]

Maxwell
[Electric Boost: +30%]
- Can be made into destruction weapon in future.

Gram (Expel)
Expel affinity, no boost.

Sword of Sunlight Lvl91+
Expel Boost: +25%

Gram (Death)
Death affinity, no boost.

Sword of Moonlight Lvl91+
Death Boost: +25%
SMITHING


A smith, be it gunsmith or swordsmith, is a character that is usually dedicated to making weapons for use or sale. They gather materials to try to forge weapons. It is a lot of work and few have the determination to level a smith to a high level. A character who has crafting as a subclass may not be as proficient in smithing as someone who is pure and also may lose out on expertise points for attacking based skills.
Swordsmiths create melee weapons which are useful for weapon making for melee characters.
Gunsmiths create guns, long range weapons and shell casings that can be used in item mixing to create bullets. They are useful for weapon making for long range based characters.
The main stats that effect swordsmithing are vitality and luck. Vitality adds 1% per every 10 points added while luck adds 1% for every 5 points. There are not many alternate builds you can use with this combination so it may be best to go pure swordsmith or a tanking skill based melee. If you go pure swordsmith I suggest you get vitality first because it will give you an advantage in terms of your health. Alternately you could go luck first if you wish, for better monster drops and more critical defense.
The main stats for gunsmithing are Inteligence and Luck. Int adds 1% for every 10 points, similar to swordsmithing, and luck adds 1% for every 5 points. With this builds you could possibly go enhancer as a secondary class to make leveling easier and not have to rely on sponsoring until your character is complete. My suggestion is to go int first if you wish to be an enhancer, if not luck since int doesn't add much to pure gunsmiths.

To start out you'll want to get Weapon knowledge (Gun knowledge) to class 1. Fastest way I've found is is using Synth (30 Soulshards from Kodama in Suginami bronze which is an excellent way to get your new character a few levels and bring those to St. Germain to obtain occultism, the only expertise that unlocks synthesis), and locking every other expertise associated with that chain expertise but weapon knowledge. I find I can get 1 class to 1 class and 5 ranks per 5x expertise incense up until Weapon knowledge reaches Class 6, after that it slows down so you may have problems.

Gun knowledge is a bit different. You can get it up to class 1 through a quest in home 3: Bring a Type 38 infantry rifle Dropped by Trolls in sugi silver, Gyuki in Nakano, ichi gold floor b10 dropped from the boxes and Velata in Shinigawa Catacombs to the weapon shop in home 3 to unlock class 1 Gun Knowledge). Easiest way I've found is getting Rapid to class 1 to get Magnificent 7 and just use that on slimes or the Lost Hua Po, alternatively on Pixies or Leader Pixies if those areas are full. You should have high MP recovery or a lot of MP recovering items.

To get blades and crafting to class 1 you must see the dwarf near the north terminelle in babel. He will give you a quest to bring 10 Opals if you do not have either blades or crafts, he will also ask you to get some materials and make a weapon (this can be store-bought if you do not wish to waste materials). If you already have either blades or crafts and you wish to get the second skill you must give him 10 Rubys and repeat the quest for the expertise you have not yet attained.

As of this moment, only way to raise blades/crafting past class 1 is to actually make items or get textbooks. My suggestion for swordsmithing is to gather a bunch of Iron, Cedar and Steel and make morningstars, with scattering pollen and etude sword/blade. Once you get your swordsmithing up to class 4.7 a good alternative is to learn the Sol Blade recipe and either farm or buy Asada Archives from people to make that.

Courtesy of RedshirtRGM79: Gunsmithing: Scattering pollen (Author note: Blade/sword of etude would be nice too)+Cartridge recipies (Once you get Recipie B or higher). Alternatively, lotus purifier recipe C.

Swordsmith builds

Pure:
Blades: C6.5
Weapon knowledge: C9
Swordsmithing ends up with class 7 and uses 15500 points.
The above build is just for swordsmithing, and only gets you swordsmithing. Nothing else. It's a good point to work from and it's the basis for my other swordsmithing builds.

Pure 2 (The "I'm-really-fond-of-rush-or-spin-or-occult-or-I-can't-afford-lethes-build")
Blades: C6.5
Weapon knowledge: C9
Spin or Rush or Occultism: C1
This build costs 16500 points and is pure swordsmithing. If you don't feel like getting rid of rush, spin or occultism this is a good alternative to the pure build since you don't have to lethe those skills away.

Hybrid melee:
Weapon knowledge: C9
Blades: C6
Attack: C9
Survival: C2
This build gets retaliation to class 6.2, and swordsmithing to class 6.6.

Alternate hybrid build:
Weapon knowledge: C9
Blades: C6.5
Attack: C9
Survival: C1.5
This build gets swordsmithing up to class 7, and retaliation up to exactly class 6.

Gunsmith builds

Pure:
Gun knowledge: C9
Crafts: C7.2
Gunsmithing ends up with class 7 rank 5.
This build is the basis for gunsmithing, it gets you capped gunsmithing and nothing else. It uses 16200 expertise points.

Pure 2 (The "I'm-really-fond-of-rapid-or-I-can't-afford-lethes-build"):
Gun knowledge: C9
Crafts: C7.2
Rapid: C1
This build is for people who don't want to get rid of rapid, or can't afford lethes. It takes 17200 points. If you really don't want to get rid of rapid and you're going pure, it's okay since you don't really get anything else.

Hybrid:
Gun knowledge: C9
Shot: C3
MC: C2
Crafts: C7.2
Curse: C2
Demonlogy: C2
This build ends up with Class 3, rank 8 Sharp Shooting, class 5 rank 1 Magic Bullet, and Class 7 rank 5 gunsmithing. It uses 25200 expertise points.

Enhance/Smith:
Curative: C8
Support: C5
Bless: C2
Crafts: C7.2
Gun Knowledge: C3.8
This build gives you class 5 enhance, allowing you to easily level this type of character without the need to sponsor. It also gives you 6.5 gunsmithing and once you reach level 90 you can take away enhance to cap gunsmith or possibly become a SIer.
[V-III]Hybrid/SI build

You can find common SI builds around on the forums or other resources but the most common SI build I have seen and the one I use is as follows:

Gun Knowledge: C5
Crafts: C5
Weapon Knowledge: C9
Blades: C7

For gunsmithing however you could use which is the inverse of the above build.

Crafts: C7
Gun Knowledge: c9
Blades: c5
Weapon Knowledge :c5

Megaten Back-UP Wiki Vol.1 Build characters

SYNTHER


Synthesis is a production type chain expertise used to empower equipment in a variety of ways.
To being with, you need to unlock the Synthesis chain expertise, and to do that, you need to complete the Occultism quest from Saint Germain in Shinjuku Babel. He'll ask you for 30 soul shards to complete this quest. If you have the money, they're commonly sold by players in Home 3. Otherwise, you need to do Suginami Tunnels Bronze over and over, killing Kodamas. An average run will net you 3-6, so expect to be there a while.

Once you have the soul shards, head back to Saint Germain (make sure you have ticked the grey box beside occultism in your expertise window) and finish the quest off. This will automatically grant you Class 1 Occultism and a Lethe Bottle, and unlock the Synthesis chain expertise.

Go into the chain expertise window and locate the Tarot Fusion skill under Synthesis. It will be your staple for some time, so drag it out into whichever skill bar you keep rarely used skills in. Now you'll need some items to begin fusing!

Saint Germain sells 4 tarot cards that can be used for basic Tarot Fusion. They are :

The Fool - HP +3, MP -1 (has 10% less chance of succeeding, but gives greater expertise points when used) (200 macca)
The Magician - Mag+1, Str-2, Vit-2 (50 macca)
The Power - Str+1, Mag-2, Lck-2 (50 macca)
The Hermit - Spd+1, Str-2, Lck-2 (50 macca)

The remainder of the tarot cards are a bit harder to find...

Empress - Expertise gain+5%
Lovers - Partner (Demon)'s exp gain +5%, your exp gain -5%
Tower - Physical Def -3, Magic Def-3, Experience Gain +3%
Star - EXP gained+2%
Hierophant - Mag+1, Int+2
Chariot - Vit+2
Justice - Str+2, Mag-1, Spd-1
Death - Str+1, Vit+1
Devil - Mag+2, Str-1, Spd-1
Temperance - Vit+1, Luck+1, Int+1
Judgment - Spd+2, Str-1, Mag-1
Moon - Mag+2, Int+3
Sun - Luck+3, Spd+2
High Priestess - Mag+2, Luck -5, Magic Incantation speed -3%
Emperor - Spd+2, Luck -5, Shot +3% damage
World - 5% chance of not being stunned when hurt
Fortune - Str-1, Mag-1, Spd-1 Expertise gain +2%, Luck+5
Hanged Man - Str+2, Luck-5, Rush Damage+3%

Possible Locations:
Empress: Yagiya Prize for Shibuya Quartz. 9000 tickets
Lovers: Yagiya Prize for Sugi Tunnels. 9000 tickets
Tower: Yagiya Prize for Celu Tower. 9000 tickets
Star: Yagiya Prize for Ichigaya Camp. 9000 tickets
Hiero/Chariot/Justice/Death/Devil/Temperance/Judgement(?): Seem to be in a reward chest for completing Sugi tunnels gold, on a specific moon phase for each.
Moon & Sun: Reward chest in Catacombs Bronze. Possibly quite rare.
High Priestess: Reward chest in Zhu Que Cavern Bronze. Possibly quite rare.
Emperor & World: Reward chest in Ichigaya Camp gold 3 KINGS.
Fortune and Hanged Man locations not mentioned in wiki.

1. Stats

Primary Stat: Intelligence
Secondary Stat: Luck

Explanations on why will be covered in the Synthesis section.

2. Expertises

a. Occultism
Required to access Synthesis, and can only be increased by Synthesis. You will learn to hate this expertise. Each class gives a +1 boost in Intelligence.

b. Mineralogy
Used to raise Synthesis, and can only be increased by Synthesis. If you're aiming to be a pure synther, this will be the only way to increase Synthesis after you've maxed the other three. Class 5 is the max you should raise this Expertise.

c. Demonology
Used to raise Synthesis. Can be raised by demon fusion or the skills Magic Stone and Jewel Bribe. Should be raised after you've gained considerable ground in Occultism (and Mineralogy if you choose).

d. Weapon Knowledge
Used to raise Synthesis. Can be raised through Synthesis, Rush, or Spin. Because of the flexibility in how it can be raised, it should be raised last.

e. Other

Talk: Magic Stone and Jewel Bribes can be used to raise Demonology.

Bless, Curative Magic, & Support Magic: All only used to gain Enhancement.

3. Chain Expertises

a. Synthesis
To unlock this Chain you need:

Occultism: Class 1

Your main goal. You should know what this chain is about. Additionally, the % chance of fusion will never fall below 5% or rise above 100%.

Things to know
Each Skill will have a different formula to calculate the percentage. Each formula may have these terms in it:

Synthesis Rank- The total amount of ranks in the Synthesis chain expertise. Remember that 1 Class = 10 Ranks.

Difficulty- This is a specific number for each demon used in the synthesis. (I assume that tarot cards and zodiac stones have their own modifiers.)

Difficulty Level 0:
Law: Apsaras, Isora, Angel, Ogre, Onmoraki, Hua Po, Kodama, Knocker, Harpy, Ocypete, Kelaino, Macha
Neutral: Alp, Empusa, Garm, Cu Sith, Cait Sith, Jack Frost, Pyro Jack, Nozuchi, Bicorn, High Pixie, Pixie
Chaos: Azumi, Will O'Wisp, Gaki, Ghoul, Shikigami, Slime, Datsue-Ba, Poltergeist

Difficulty Level 1:
Law: Aello, Ameno-Uzume, Archangel, Onkot, Sarasvati, Cyclops, Jatayu, Jinn, Sudama, Bucca-Boo, Zhen, Dis, Badb Cath, Hathor, Baphomet, Furiae, Principality, Feng Huang, Rakshasa
Neutral: Apis, Inugami, Elf, Orthrus, Kaichi, Gandharva, Gyuuki, Kelpie, Shiisaa, Setanta, Tanki, Troll, Nekomata, Fomorian, Makami, Lilim, Unicorn
Chaos: Andras, Oni, C*ckatrice, Koppa tengu, Choronzon, Spector, Tarasque, Taraka, Turdak, Black Ooze, Blob, Mou-Ryo, Momunofu, Yakka

Difficulty Level 2:
Law: Virtue, Ubelluris, Omoikane, Suzaku, Thoth, Dwarf, Power, Phoenix, Freya
Neutral: Aquans, Erthys, Incubus, Valkyrie, Aeros, Santa Frost, Kaiwan, Kirin, Succubus, Senri, Nandi, Naga, Bai Ze, Pa bil sag, Flamies, Mothman, Lion Frost
Chaos: Artemis, Karasu Tengu, Ganga, Kikuri-Hime, Kushinada-Hime, Gorgon, Coatlicue, Decarabia, Basilisk, Pisaca, Forneus, Chatterskull, Legion

Difficulty Level 3:
Law: Garuda, Sati, Takemikazuchi, Pazuzu, Hresvelgr, Yatagarasu
Neutral: Oberon, Kurama Tengu, Cu Chulainn, Cerberus, Chernobog, Titania, Fenrir, Hel
Chaos: Okuninushi, King Frost, Koumokuten, Shiki Ouji, Jikokuten, Zouchouten, Nidhoggr, Bishamonten, Hecate, Yaksini

Difficulty Level 4:
Law: Odin, Mithra, Thor, Nyarlathotep, Pallas Athena
Neutral: Mot, Hanuman
Chaos: Arahabaki, Kali, Quetzalcoatl, Skadi, Surt, Wu Kong, Parvati, Loki

Difficulty Level 5:
Law: Uriel, Raphael
Neutral: Beiji Weng, Lilith
Chaos: -

AP- This simply refers to whether or not you are synthing to an AP weapon/armor.

Demon Feature- This refers to the Demon Features that help with synthing when the corresponding Demon is summoned. The formulas for the features are derived from the demon's stats, not the synther's.

If a Demon has Earth Mother Assist, add (Luck+Int)/20.
If a Demon has Moon Goddess, add (Luck+Int)/10.

Mirrors- This refers to the mirror of moonlights you can add during Tarot and Soul Stone fusion.

Friendship- The friendship value of the demon that is being crystallized. (Which has range from 0 to 10000 if I remember correctly.)

Additionally, during the Full Moon, the synther's chances of a successful fusion are multiplied by 1.2.

i. Tarot
Obtained at Rank 4.

Formula: int/10 + luck/5 + synthesis rank - (10*Difficulty) + 20 (if AP) + Demon Feature + 10 (if item already has the same crystal soul stone enchanted) + mirror

Get used to this skill, since you'll be seeing it a lot. The prime benefit to this skill is that failure does nothing except reduce the dur of the equipment you're trying to Synth by 5 (and the loss of the mirror if you used one). Thus it is the most cost effective of the skills in the long run.

ii. Crystallization
Obtained at Class 1.

Formula: 50 + int/10 + luck/10 + synthesis rank/2 - (20*Difficulty) + (Friendship-10000)/100 + 15 (if Philosopher's Stone)

Things to remember:

1. Only Demons Open Hearts or higher can be Crystallized.
2. Rebirthed demons cannot be Crystallized.
3. Make sure that the demon is not locked or the skill will not activate.
4. Failure results in the loss of the Gem used for the fusion and a fixed amount of friendship from the demon.

Gems for Families
Amethyst- Evil Dragon, Raptor
Aquamarine- Fairy, Foul
Coral- Dragon King
Diamond- Seraph, Tyrant
Emerald- Avian, Dragon, Element
Garnet- Beast, Wilder
Jade- Haunt, Wild Bird
Opal- Evil Demon, Femme
Pearl- Godly Beast, Heavenly God, Nation Ruler, Reaper
Peridot- Brute, Yoma
Ruby- Demon God, Guardian, Vile
Sapphire- Demigod, Earth Mother, Goddess, Holy Beast
Topaz- Earth Spirits, Nocturne
Turquoise- Divine, Fallen Angel

iii. Soul Stone
Obtained at Class 2.

Formula: int/5 + luck/10 + synthesis rank/2 - (15*Difficulty) + 20 (if AP) + Demon Feature + 10 (if item already has the same crystal tarot enchanted) + mirror

The last of the skills. Failure in this skill will result in the loss of the crystal (and mirror) and the loss of 10 dur on your equipment. This is where you use your AP mirrors.

b. Enhancement
To unlock this Chain you need:

Curative Magic: Class 2
Support Magic: Class 2
Bless: Class 1

This is how you'll contribute to parties, cause let's face it, a synther's damage output sucks. Synther's shouldn't go past Class 2 as it will eat up needed expertise for Synthesis.

Basic Skills:
Pulse of Assault (Class 2) – Increases close range, long range, and spell damage dependent on the caster's Intelligence.
Pulse of Solid (Class 2) – Increases close range, long range, and spell defense dependent on the caster's Intelligence.

4. Synthesis

a. Tarots
Omoikane- Intelligence +1, Luck +2, Magic -1
Kirin- Intelligence +1, Luck +2, Magic Affinity defense -2%
Thoth- Intelligence +2, Magic +1, Magic cast time -1%
Ganga- Intelligence +2, Magic/Strength/Speed -1, Support cooldown -3%
Parvati- Intelligence/Magic +2, Strength -5

b. Soul Stones

Head:
Thoth- MP +10, Strength -5, Speed -5, When Intelligence is 50+: Null Muddle, If Law: MP +15
Omoikane- Intelligence +2, Luck +1, When Synthesis is above Class 2: Intelligence +2, Luck +1
Virtue- Intelligence +5, Vitality -5

Face:
Omoikane- Intelligence +2, Luck +1, When Synthesis is above Class 2: Intelligence +2, Luck +1
Virtue- Intelligence +5, Vitality -5

Top:
Kaiwan- Intelligence +3, Luck +2, When Synthesis is above Class 3: Intelligence +3, Luck +2

Back:
Hresvelgr- Speed +10, Intelligence +5, MP Recovery -10, If Law: When HP is less than 20%, Long Range damage increases by 50%

Neck:
Kaichi- Null Bind, Intelligence +1, Luck +1, Strength -1

Bottom:
Koumokuten- Intelligence +10, Vitality -5, If Chaos: Blunt affinity damage +5%
Parvati- Null Mute, If Chaos: Intelligence +10, Magic +4

Shoes:
High Pixie- Magic +2, Intelligence +2, Force defense +5
Azumi- Strength +2, Luck +2, Ice defense +5

Ring/Earring/Extra:
Kikuri-Hime- Magic +1, Intelligence +1

5. How to Build

a. Final Builds

Pure Synther
Class 6 Occultism
Class 6 Demonology
Class 5 Mineralogy
Class 9 Weapon Knowledge

Hybrid Synther
Class 2 Curative Magic
Class 2.8 Support Magic
Class 1 Bless
Class 6 Occultism
Class 6 Demonology
Class 8.2 Weapon Knowledge

Or whatever combination of 8.2 classes of Weapon Knowledge and Mineralogy.

b. Leveling

The first thing you should do is get Class 2 Enhance. This will allow you to actually participate in parties besides sponsoring and leeching.

Once that is set, work on Occultism (and Mineralogy if you so choose). After that, raise Demonology to the max. Then work on your Weapon Knowledge.

If you are going for a Pure Synther, after you reach your desired level, (i.e. 90+), lethe off your Enhance and work on the rest of your expertises.

c. Demon

As stated above, certain features can help a synther's %, which is based off the demon's luck and intelligence. To get the best boost from your demon, you will need to get the Moon Goddess Feature, which is only available from Artemis. (Of course, this only works for Tarot and Soul Stones fusion. If you want a demon to help you with Crystallization, grab a Lucky Demon for the +10 Luck.)

Now Artemis has a decent growth all by herself, but if you want to squeeze the maximum boost from her, you'll need to go into rebirthing.

The rebirth pattern I would probably use is:

Sowilo-> Ingwaz