General Guide for TRO

From TRO Wiki
Jump to: navigation, search

General Guide for TRO

General Knowledge

Prontera's Kafra
The Kafra at Central Prontera (/navi prontera 157/183) is different from the usual Kafra. She also acts as universal rental NPC (Cart, Mado, Gryphon, Dragon) and allows you to open storage other than your main one. In TRO, there is a total of 6 personal storages you can access. The main one usually accessed by @storage is Storage 0. The rest of the storage is accessed through the aforementioned Kafra.

Refining

In TRO, there are various method to refine our gears.
Whitesmith Weapon Refine
With your whitesmith skill "Weapon Refine", you'll be able to refine your weapon up to +20. If you fail in refining your weapon, the weapon will not break but will delevel instead.

  My note on this refine system: Pretty neat, however it is not recommended to use this method to refine this past +7 because you'll burn your Oridecon faster than the other methods.

Blessed Oridecon / Blessed Elunium
Typical refine system where you use Blessed Oridecon or Blessed Elunium to refine your gears. Failure won't break or delevel your gears.
To make Blessed Oridecon or Blessed Elunium, you need to go to Blessed Bro NPC (/navi paramk 67/100). To go to Paramarket, go click Market Warper sign near the center of Prontera and choose whatever option and you'll be teleported to the Paramarket. Below is the required materials to make Blessed Oridecon / Elunium

Blessed Bro NPC
Items Required Materials
Blessed Oridecon 20x Oridecon and 1 million Zeny
Blessed Elunium 20x Elunium and 1 million Zeny


To use the blessed ores, you need to talk to Blacksmith Dister (/navi prt_in 52/56). Keep in mind that you can only use Blessed Oridecon / Elunium if your gear refine level is +6 or above. There is also zeny cost but it is negligible (around 40k Zeny per refine attempt).

  My note on this refine system: Cool, but it is costly. Use this method to refine this to +12. Higher than that the failure chance is so high that it's not worth burning your every resource of Zeny and Oridecon/Elunium

Dupe Refining
The bread and butter of refining in TRO. Basically, you use your duplicates to refine your gears. Let's say you have +10 Katana [4]; with another Katana [4] in your inventory, you'll be able to dupe refine it to increase its level to +11. This goes up to +20.
The required refine level to use dupe refining is +4. To use dupe refining, go to Safe Refiner NPC (/navi prt_in 55/60). It cost a measly 1,000z and the duplicate to dupe refine.

  My note on this refine system: You don't even need Blessed Ores or Whitesmith Weapon Refine. This is the only way to go. You can start at +4 which means you'll need only 17 dupes to refine it to +20. Good luck!

Zeny Farming

Well, refining is costly. There is no any other way to put it, you need a lot of zeny to refine all your gears to +20 using blessed ore methods. One easy way to farm zeny is Sarah Memory instance. Once you hit level 100, just go straight to the instance. Meister is recommended due to their superb movement speed and AOE. Enemies here is around 10-15k HP, so no big deal. Each run will net you 6,3M with overcharge. Use command "@storeall" after each run to save time.

Enchantments

Here in TRO, enchanting is different from your usual renewal server. Here we use enchant stones and there is no RNG just as advertised. Enchant stones are divided based on their level (120, 130, 140, 150, 160, up until 200). Here is the list on how to get them:

Where to find Enchant Stones
Level of Enchant Stones How to Obtain
Enchant Stone 120 Ghost Palace instance quest reward
Enchant Stone 130 Airship Raid instance quest reward
Enchant Stone 140 Devil's Tower instance quest reward, Faceworms Nest instance quest reward, Charleston Crisis instance quest reward
Enchant Stone 160 Buy at Geffen Magic Tournament instance shop, Bios Island instance quest reward, Morse's Cave instance quest reward, Temple of the Demon God instance quest reward
Enchant Stone 170 Magma Dungeon 3 drops (5% from Rigid Lava Golem, 2.5% from the rest of the mobs of said dungeon), EDDA biolab instance quest reward
Enchant Stone 180 Einbech Dungeon 3 drops, Odin Past drops, Abyss Lake 4 drops (all at 5% drop rate)
Enchant Stone 200 Dark Monastery drops and Old Glast Heim Hard & Challenge Mode instance quest reward

How to use those enchant stones? Easy. You just use it like a normal consumable when you equipped enchant-able gears. There are three slots of enchants, with the second and third slot unlock a different effect which you can enchant to your gears. Look below for the complete list

Enchantment List
Slot 1 Enchants STR, AGI, VIT, INT, DEX, LUK, DEF, MDEF, HP Regen, SP Regen, ASPD%, ATK, MATK, Crit, HIT, Flee
Slot 2 Enchants STR, AGI, VIT, INT, DEX, LUK, DEF, MDEF, HP Regen, SP Regen, ASPD%, ATK, MATK, Crit, HIT, Flee,
Normal Monster Killer, Boss Monster Killer, Normal Monster Resist, Boss Monster Resist, Heal Power, Cast Time Reduction
Slot 3 Enchants STR, AGI, VIT, INT, DEX, LUK, DEF, MDEF, HP Regen, SP Regen, ASPD%, ATK, MATK, Crit, HIT, Flee,
Normal Monster Killer, Boss Monster Killer, Normal Monster Resist, Boss Monster Resist, Heal Power, Cast Time Reduction,
Ranged Damage, Melee Damage, Critical Damage, Magical Damage, Spellcasting Damage, Single Target Damage, AOE Damage, Control Rate, Homunculus Damage, Skill Delay, Max HP%, Max SP%

Max level of each slot is 10. For example, STR+10, DEF+10, and AOE Damage+10%. Also, you don't have to fully upgrade the first slot enchant to enchant the second slot, you just need to enchant the first slot once to enchant the second slot. For example, STR+1, DEF+1, AOE Damage+10%. However, it is recommended to fully enchant your gears because these enchants are powerful

Thinkering Your Build

If you're looking for specifics, you're looking at the wrong guide. I'm not here to tell you on how to play a certain build, instead I'm here to guide you on how the system works and to let you thinker how to improve your character yourself.
Before going further with how to thinker your gears, you need to understand what modifiers affect your damage. In TRO, there are custom modifiers on top of the official ones; what the custom modifiers do is replacing the specific skill damage modifier that KRO implemented like for example "Increase Adoramus damage by 5% per 3 refine rate." from Saint Mace (Item ID: 590003). There will be no more specific skills damage modifier like that, instead you'll build your gears on these modifiers below.

Modifiers
Damage Modifiers Physical Damage It boost your physical damage
My note: it is self-explanatory really. Physical damage affect all damage that is not MISC or MAGIC. Skills like Bowling Bash, Eruption, Overbrand, Fatal Menace are all affected by this modifier.
Melee Damage It boosts your melee damage
My note: it boost every skills that is melee but not auto-attack. Remember, skills that uses spear are NOT melee, thus will not be affected by this mofiier
Single Target Damage It boosts single target damage
My note: It boosts every type of single target damage, whether it is physical or magical. Skills like Finger Offensive, Pierce, Hundred Spear, Spiral Pierce, Pressure are affected by this modifier.
AOE Damage It boosts your AOE damage
My note: It boosts every type of AOE damage, whether it is physical or magical. Skills like Storm Gust, Meteor Storm, Wind Cutter, Psychic Wave, Diamond Dust are affected by this modifier.
Ranged Damage It boosts your ranged damage
My note: It boosts every ranged damage. Skills like Warg Strike, Barrage, Spore Explosion, Acid Terror, Demonstration are affected by this modifier.
Magic Damage It boosts your magic damage
My note: It boost your magic damage. Skills like Storm Gust, Gravitational Field, Fire Walk, Magnus Exorcismus are affected by this modifier.
Element Damage It boost your particular elemental damage
My note: Pretty self explanatory, it boost a particular element. This usually boost magical damage since skills that use elemental damage are mostly magic.
Spellcasting Damage It boost your spell damage depending how long you cast the spell
My note: The higher your variable cast time reduction, the lower the spellcasting damage modifier will be. Thus, it is recommended to have at most 30% variable cast time reduction to have this spellcasting modifier powerful still.
Auto-attack Damage It boost your auto-attack damage
My note: Pretty self-explanatory, it boosts only your auto attack damage (Double Attack and Triple Attack). If you're a battle priest who use Duple Light, this won't boost your Duple Light damage. Only your auto attack.
Class Killer Normal Monster Killer It increase your damage to normal monsters (both physical and magic)
My note: pretty good up until Dark Monastery, if you're gunning for endgame contents, boss killer might be better since you should be able to 1-2 hit endgame normal mobs, thus rendering this modifier a not priority.
Boss Monster Killer It increase your damage to normal monsters (both physical and magic)
My note: a good modifier for endgame contents where you're farming MVPs or bosses like Traitor, Phantom Himmelmez & Phantom Amdarais. Those bosses have ridiculously high HP so higher damage is recommended to tackle them quickly. Doing it slowly against bosses is not recommended due to various bad statuses they can inflict. The faster they are going down, the better.
Physical Class Killer It increase your physical damage to both normal and boss monsters
My note: pretty much the same with the above two, although this boost your physical damage to both normal and boss monsters. Remember, All Class Killer (all class means both normal and bosses) is counted separately
Magical Class Killer It increase your magical damage to both normal and boss monsters
My note: pretty much the same with the above two, although this boost your magical damage to both normal and boss monsters. Remember, All Class Killer (all class means both normal and bosses) is counted separately
Race Killer It boost your damage (both physical and magic) to a particular race
My note: Too many races to count in RO, avoid this type of damage modifier unless there is a specific target you'd like to tackle with. Remember, All Race Killer is counted separately.
Size Killer It boost your your damage (both physical and magic) to a particular size
My note: Better than race killer since there is only three sizes in RO (small, medium, and big). Remember, All Size Killer is counted separately.
Control It affects the damage your summon(s) dish to the enemies
My note: Summons use Control stat as their damage scaling. Other modifier do not affect summons DPS, thus if you're playing summoner class (Biolo, Dark Knight, Elemental Master), just pile on Control stat and resistances.
Homunculus Damage It affects your homunculus damage
My note: It boosts your homunculus damage, that's all it do. Homunculus, as of right now, is only modified by homunculus damage. Thomas will update so that other modifiers will affect homunculus damage too, look for the next class rebalance.
Resistance Modifiers Melee Resistance It reduces melee damage from enemies
My note: One of the three damage type resistance in TRO. Use this in early to midgame, in lategame the most damaging damage is usually magic and ranged. Adding more melee resistance is not necessary
Magic Resistance It reduces magic damage from enemies
My note: One of the three damage type resistance in TRO.
Ranged Resistance It reduces ranged damage from enemies
My note: One of the three damage type resistance in TRO.
Size Resistance Small It reduces damage from small-sized enemies
My note: It reduces melee, magic, and ranged damage as long as its from small-sized enemies. Not a lot of endgame enemies are small-sized, equip according to the type of enemies you face
Medium It reduces damage from medium-sized enemies
My note: It reduces melee, magic, and ranged damage as long as its from medium-sized enemies. Most endgame enemies (including MVPs) are medium and large sized, equip according to the type of enemies you face
Large It reduces damage from medium-sized enemies
My note: It reduces melee, magic, and ranged damage as long as its from large-sized enemies. Most endgame enemies (including MVPs) are medium and large sized, equip according to the type of enemies you face
Class Resistance Normal Monster Resistance It reduces all kinds of damage from normal monsters
My note: This is soooo underrated I can't even explain why. It reduces normal enemies' damage (!), this is pretty powerful in early and midgame situation where you're just farming normal mobs. This makes Magma Dungeon 3 like a walk in a park.
Boss Monster Resistance It reduces all kinds of damage from boss monsters
My note: If you're one-shotted by MVP, go ahead and use this. This and status resist go a looooong way against MVPs.
Race Resistance It reduces all kinds of damage from a particular race
My note: There are too many races in RO, totally not worth the effort.
Elemental Resistance It reduces a particular elemental damage from enemies
My note: There are 10 elements in RO. It's not a good idea to build on this type of resistance because most endgame enemies have more than one elemental attack at their disposal , thus building specific type of elemental resistance is not rewarding enough.

Gear Progression Level 100-140

There is nothing special here, even using vendor gears is okay. Use whatever cards you can farm and do episode 16.2 to get the Imperial Set (Grace Set is better but harder to farm and cost a lot of time to get). Gear thinkering starts at the next section.

Gear Progression Level 141-200

I'm going to list all possible gear progression starting from level 140. If a specific instance is too hard, maybe come back again once you hit higher levels. Even though this is sorted based on level progression, doesn't mean lower level instance / dungeon is easier than the higher level one. One easy example is Temple of Demon God is much MUCH harder than EDDA Biolab or Magma Dungeon 3. I'm listing all the gears available from level 141-200 here, you'd might want to consult this to build your gears.

TRO Leveling Dungeon 1
Card Name Effect Compound on Dropped by
Amelit Card Adds a high chance to restore 1% HP when physically attacking Weapon / Shield Amelit
Emelit Card All class resistance + 20% Armor Emelit
Rubylit Card Melee resistance + 30%
Ranged resistance + 10%
Shoes Rubylit
Sapphlit Card Magic resistance + 30% Shield Sapphlit
Topalit Card When using First Aid, autocast level 1 Renovatio on the user Accessory Topalit


TRO Leveling Dungeon 2
Card Name Effect Compound on Dropped by
Dark Knight Card Increase damage dealt when wielding one of the following weapons by 20%
Two-Handed Sword, Spear, Two-Handed Spear, Scythe, Axe, Two-Handed Axe, Katar, Huuma Shuriken
Weapon Dark Knight
Earth Knight Card Melee damage + 10% Weapon Earth Knight
Flame Knight Card Increase damage dealt when wielding one of the following weapons by 20%
Dagger, Sword, Mace, Knuckle, Instrument, Whip, Guns
Weapon Flame Knight
Ice Knight Card Magic all class killer + 10% Weapon Ice Knight
Light Knight Card Heal Power + 50%
If equipped by a Crusader: Increase Holy and Neutral element magic damage by 30%
Weapon Light Knight


Bios Isle (Lvl 160 requirement)
Item Name Attack/Magic Power
DEF/MDEF
Effect Type Equipped by
Ancient Hero Boots 0 Grants a different effect based on the equipped Ancient Hero Weapon Shoes All classes
Iron Nail 80 For each 2 Refine Levels:
MaxHP + 1%
Refine Level +9:
MaxHP+ 1000
Refine Level+11:
Max HP+5%
When equipped with Ancient Hero Boots:
MaxHP + 2000
MaxHP + 30%
Knuckle Acolyte classes
Aeon Staff 160 AOE Damage + 2 x Refine
When equipped with Ancient Hero Boots:
MATK + 80
AOE Damage + 40%
Two-Handed Staff Mage, Acolyte, and Soul Linker classes
Clarity Huuma Shuriken 160 AOE Damage + 2 x Refine
When equipped with Ancient Hero Boots:
AOE Damage + 80%
Huuma Shuriken Ninja classes
Red Lotus Sword 160 Control Rate + 2 x Refine
When equipped with Ancient Hero Boots:
Control Rate + 80
One-Handed Sword Novice, Swordsman, Merchant, and Thief classes
Royal Bow 150 AOE Damage + Refine
Refine Level +9:
ASPD + 10%
Refine Level +11:
Ranged Damage + 5%
AOE Damage + 15%
When equipped with Ancient Hero Boots:
ATK + 80
AOE Damage + 40%
Bow Archer and Rogue classes
Narcissus Bow 140 Ranged Damage + Refine
Refine Level +9:
Ranged Damage + 10%
Refine Level +11:
Ranged Damage + 20%
AOE Damage + 15%
When equipped with Ancient Hero Boots:
ATK + 80
Ranged Damage + + 40%
Bow Archer and Rogue classes


EDDA Biolab (Lvl 170 requirement)
Item Name Attack/Magic Power Effect Type Equipped by
Raging Dragon Fist 50 Melee damage + 10%
Refine effects:
+9: Melee damage + 20%
+11: Melee damage + 30%
Knuckle Monk and Priest classes
Fighting God's Bandage 10 MaxHP + 10%
Refine effects:
+9: MaxHP + 20%
+11: MaxHP + 30%
Knuckle Monk and Priest classes
Staff of Miracle 200 Ghost magic + 5%
Refine effects:
+9: Ghost magic + 20%
+11: Ghost magic + 30%
Two-Handed Staff Mage, Acolyte, and Soul Linker classes
Gravitation Staff 200 Neutral magic + 5%
Refine effects:
+9: Neutral magic + 20%
+11: Neutral magic + 30%
Two-Handed Staff Mage, Acolyte, and Soul Linker classes
Adorare Staff 155 Heal power + 50%
Refine effects:
+9: Holy magic + 20%
+11: Holy magic + 30%
Two-Handed Staff Mage, Acolyte, and Soul Linker classes
Engine Pilebunker 70 Vulcan Arm damage + 10%
Refine effects:
For each refine level:
ASPD + 1%
+9: Vulcan Arm damage + 15%
+11: Vulcan Arm damage + 15%
Mace Mechanic
Coolant Injection 70 Physical damage + 10%
Refine effects:
+9: Physical damage + 25%
+11: Physical damage + 15%
Mace Mechanic
Gene Rod 10 Control rate + 20 + (3xRefine) Mace Alchemist classes
Lucis Flail 60 ASPD + 1
Refine Level +9:
Increase damage of Duple Light by 40%
Refine Level +11:
Enables physical attacks to auto cast level 2 Judex at a certain chance.
(If you learned a higher level, it will auto cast that level instead)
Mace Swordsman, Merchant, and Acolyte classes
Bright Pendulum 80 Variable cast time - 10%
Refine Level +9:
MaxSP + 20%
Refine Level +11:
Magical damage + 20%
Mace Novice, Swordsman, Merchant, and Acolyte classes
Rapid Fire 75 Ranged damage + 20%
Refine Level +9:
ASPD + 2
Refine Level +11:
ASPD + 3
Enable use of Level 10 Double Attack
Cross Bow Archer and Rogue classes
Sharp Star Bow 155 Critical + 20
Refine effects:
+9: Ranged damage + 10%
+11: Critical damage + 30%
Bow Archer and Rogue classes
Aiming Bow 145 Skill delay - 5%
For each refine level:
Skill delay -1%
Refine Level +9:
Single target damage + 10%
Refine Level +11:
Single target damage + 20%
Bow Archer and Rogue classes
Falken Shooter 115 Beast Skill damage + 10%
Refine Level +9:
Beast Skill damage + 20%
Refine Level +11:
Beast skill damage + 40%
Bow Ranger
Wind Gale 155 Magical damage + 10%
Refine Level +9:
Magical damage + 30%
Refine Level +11:
10% chance to autocast Wind Blade level 10 when auto attacking
Bow Archer and Rogue classes
Volar 155 AOE damage + 10%
Refine Level +9:
AOE damage + 20%
Refine Level +11:
AOE damage + 20%
Two-Handed Sword Swordsman and Dark Knight classes
Vernan 155 Single Target damage + 10%
Refine Level +9:
Single Target damage + 20%
Refine Level +11:
Single Target damage + 20%
Two-Handed Sword Swordsman and Dark Knight classes
Crimson Rose Stick 50 Fire magic + 10%
Earth magic + 10%
Refine Level +9:
Fire magic + 20%
Earth magic + 20%
Refine Level +11:
Magical damage + 20%
One-handed Staff Novice, Mage, Acolyte, and Soul Linker classes
Psychic Spear Rod 50 Neutral magic + 20%
Refine Level +9:
Neutral magic + 40%
Refine Level +11:
Magical damage + 30%
One-handed staff Novice, Mage, Acolyte, and Soul Linker classes
Dust Grave 50 Water magic + 10%
Wind magic + 10%
Refine Level +9:
Water magic + 20%
Wind magic + 20%
Refine Level +11:
Magical damage + 30%
One-handed staff Novice, Mage, Acolyte, and Soul Linker classes
Psoenitentia 50 Holy magic + 20%
Refine Level +9:
Holy magic + 40%
Refine Level +11:
Magical damage + 30%
One-handed staff Novice, Mage, Acolyte, and Soul Linker classes
Heart Whip 50 Melee damage + 10%
Refine Level +9:
Melee damage + 20%
Refine Level +11:
Physical damage + 30%
Whip Wanderer
Scarlet Ribbon 50 Flee + 60
Refine Level +9:
Melee damage + 20%
Refine Level +11:
Flee + 100
Whip Wanderer
Reaper Cross 145 Physical damage + 5%
Refine Level +9:
AOE damage + 30%
Refine Level +11:
Physical damage + 20%
Katar Guillotine Cross
Aqudo Filo 185 Critical Damage + 5%
Refine Level +9:
Physical all size killer + 15%
Refine Level +11:
Physical damage + 10%
Indestructible in battle
Katar Guillotine Cross
Maxi Spanner 165 Indestructible in battle
Small size resistance + 10%
Medium size resistance + 10%
Refine Level +9:
Melee damage + 15%
Refine Level +11:
Increase damage of Axe Tornado by 15%
Two-Handed Axe Mechanic
Boltijin 70 Increases damage of Fire Bolt, Cold Bolt and Lightning Bolt by 20%
Refine Level +9:
Increases damage of Fire Bolt, Cold Bolt and Lightning Bolt by additional 30%
Refine Level +11:
Increases damage of Earth Spike by 50%
Book Sage, Priest, and Star Gladiator classes
Judgement Slasher 175 When equipped with Repent Slasher:
Critical + 40
Total Refine Level of entire set is at least +16:
Poison Magic + 20%
Total Refine Level of entire set is at least +18:
Magical damage + 10%
Total Refine Level of entire set is at least +20:
Poison Magic + 30%
Dagger Assassin and Kagerou/Oboro classes
Repent Slasher 65 When equipped with Judgement Slasher*(typo):
Critical + 40
Total Refine Level of entire set is at least +16:
Poison Magic + 20%
Total Refine Level of entire set is at least +18:
Magical damage + 10%
Total Refine Level of entire set is at least +20:
Poison Magic + 30%
Dagger Assassin and Kagerou/Oboro classes
Jack the Knife 70 Single Target damage + 10%
Refine Level +9:
Melee damage + 20%
Refine Level +11:
Single Target damage + 20%
Dagger Novice, Swordsman, Merchant, Thief, Mage, Ninja, and Soul Linker classes
Platinum Dagger 55 Magical damage + 5%
Refine Level +9:
All element magic damage + 15%
Refine Level +11:
Magical all size killer + 20%
Dagger Novice, Swordsman, Merchant, Thief, Mage, Ninja, and Soul Linker classes
Argen Bianco 70 Single Target damage + 10%
Refine Effects:
For each refine leve:
Single Target damage + 2%
One-Handed Spear Swordsman classes
Harve 70 AOE damage + 10%
Refine Effects:
For each refine leve:
AOE damage + 2%
One-Handed Spear Swordsman classes
Fortrage 90 Skill delay - 10%
Ranged damage + 10%
Refine Level +11:
Skill delay - 10%
Ranged damage + 10%
One-Handed Spear Swordsman classes
Black Circle 120 Neutral magic + 10 + (2xRefine)% Musical Instrument Minstrel
Antique Cello 60 Variable Cast Time - 10%
Refine Level +9:
Heal Power + 50%
Refine Level +11:
SP Consumption - 50%
Musical Instrument Minstrel
Farthezan 50 Holy magic + 20%
Neutral magic + 20%
Refine Level +9:
Variable Cast Time - 20%
Refine Level +11:
Holy Magic + 30%
Neutral Magic + 30%
One-Handed Sword Novice, Swordsman, Merchant and Thief classes
Estal 70 Physical damage + 10%
For each refine level:
INT + 1
Refine Level +9:
INT + 10
Refine Level +11:
Ranged damage + 10%
One-Handed Sword Novice, Swordsman, Merchant and Thief classes
Golden Wrench 185 Melee damage + 10%
Indestructible in battle
Refine Level +9:
Physical damage + 10%
Refine Level +11:
Single Target damage + 10%
One-Handed Axe Mechanic
Vicious Mind Aura - If base STR is 130:
Melee damage + 3%
If base AGI is 130:
ASPD + 5%
If base VIT is 130:
Skill delay - 3%
If base INT is 130:
Magical damage + 3%
If base DEX is 130:
Ranged damage + 3%
If base LUK is 130:
Critical damage + 3%
Lower Headgear All classes
Rekenber Guard Card - ATK + 5%
When compounded on either Dagger, One-Handed Sword or Two-Handed Sword:
Increases Physical Melee damage by 10%
For each 3 refine levels:
Increases Physical Melee damage by additional 2%
Base Level at least 200:
For each 3 refine levels:
Increases Physical Melee damage by additional 3%
Weapon Card -
Rekenber Senior Guard Card - ATK + 5%
When compounded on either One-Handed Spear or Two-Handed Spear:
Increases Physical Ranged damage by 10%
For each 3 refine levels:
Increases Physical Ranged damage by additional 2%
Base Level at least 200:
For each 3 refine levels:
Increases Physical Ranged damage by additional 3%
Weapon Card -
Regenschirm Scientist Card - MATK + 5%
When compounded on Two-Handed Staff:
All Element Magic damage + 10%
For each 3 refine levels:
All Element Magic damage + additional 2%
Base Level at least 200:
For each 3 refine levels:
All Element Magic damage by additional 3%
Weapon Card -


Soutanes (Odin Past) Level 180 Requirement
Item Name DEF/MDEF
ATK/MATK
Effect Type Equipped by
STR Soutane 10 MaxHP + 15%
MaxSP + 15%
For each 2 Refine Levels:
Melee damage + 3%
STR + 2
When equipped with Clergy's Boots and Clergy's Manteau:
Skill Delay - 25 %
Melee damage + 30%
STR + 35
Armor All classes
AGI Soutane 10 MaxHP + 15%
MaxSP + 10%
ASPD + 10%
For each 2 Refine Levels:
ASPD + 6%
AGI + 2
When equipped with Clergy's Boots and Clergy's Manteau:
Skill Delay - 40 %
ASPD + 30%
AGI + 35
Armor All classes
VIT Soutane 15 MaxHP + 20%
MaxSP + 15%
For each 2 Refine Levels:
MaxHP + 2%
VIT + 2
When equipped with Clergy's Boots and Clergy's Manteau:
Skill Delay - 25 %
MaxHP + 30%
VIT + 35
Armor All classes
INT Soutane 10 MaxHP + 5%
MaxSP + 20%
Variable Cast Time - 10%
For each 2 Refine Levels:
Magical damage + 3%
INT + 2
When equipped with Clergy's Boots and Clergy's Manteau:
Skill Delay - 10 %
Magical Damage + 30%
INT + 35
Armor All classes
DEX Soutane 10 MaxHP + 15%
MaxSP + 10%
ASPD + 10%
For each 2 Refine Levels:
Ranged damage + 3%
DEX + 2
When equipped with Clergy's Boots and Clergy's Manteau:
Skill Delay - 10 %
Ranged damage + 30%
DEX + 35
Armor All classes
LUK Soutane 10 MaxHP + 15%
MaxSP + 10%
Critical + 10
For each 2 Refine Levels:
Critical damage + 3%
LUK + 2
When equipped with Clergy's Boots and Clergy's Manteau:
Skill Delay - 10 %
Critical Damage + 30%
LUK + 35
Armor All classes
Summoner's Soutane ? Unequipping this item will kill all your summons.
Control +70
For each 2 Refine Levels:
Control + 1
MaxSP + 1%
When equipped with Clergy's Boots and Clergy's Manteau:
Control + 90
Armor All classes
Clergy's Manteau 25 Unequipping this item will kill all your summons.
Set Effect:
Set item level + 60
Set items:
Clergy's Manteau
Clergy's Boots
Soutane Armor
Manteau All classes
Clergy's Boots 25 Unequipping this item will kill all your summons.
Set Effect:
Set item level + 160
Set items:
Clergy's Manteau
Clergy's Boots
Soutane Armor
Manteau All classes
Conjure Dagger 10 Control + 5
For each Refine Level:
Control + 4
Dagger Alchemist and Sage classes


Abyss Lake 4 (Dragon) (Lvl 180 requirement)
Item Name Attack/Magic Power
DEF/MDEF
Effect Type Equipped by
Red Dragon Plate 35 MaxHP + 15%
MaxSP + 10%
Melee Resistance + 30%
When equipped with Dragon Scale Boots and Dragon Scale Hood
Melee Resistance + 10%
Armor All classes
Green Dragon Plate 35 MaxHP + 10%
MaxSP + 10%
Perfect Dodge + 30
When equipped with Dragon Scale Boots and Dragon Scale Hood
Perfect Dodge + 10
Armor All classes
Gold Dragon Plate 20 MaxHP + 50%
MaxSP + 5%
Heal 3% HP every second
When equipped with Dragon Scale Boots and Dragon Scale Hood
DEF + 10
Armor All classes
Purple Dragon Plate 35 MaxHP + 15%
MaxSP + 10%
Ranged Resistance + 30%
When equipped with Dragon Scale Boots and Dragon Scale Hood
Ranged Resistance + 10%
Armor All classes
Blue Dragon Plate 5 MaxHP + 5%
MaxSP + 20%
Magic Resistance + 30%
When equipped with Dragon Scale Boots and Dragon Scale Hood
Magic Resistance + 10%
Armor All classes
Silver Dragon Plate 20 MaxHP + 25%
MaxSP + 35%
Heal 3% SP every second
When equipped with Dragon Scale Boots and Dragon Scale Hood
MDEF + 10
Armor All classes
Dragon Scale Hood 45 Set Effect:
Set effect depends on the type of Dragon Armor the user is wearing
Set Items:
Dragon Scale Hood
Dragon Scale Boots
Dragon Armor
Garment All classes
Dragon Scale Hood 45 Set Effect:
Set effect depends on the type of Dragon Armor the user is wearing
Set Items:
Dragon Scale Hood
Dragon Scale Boots
Dragon Armor
Shoes All classes


Einbroch Dungeon 3 (Lvl 180 requirement)
Item Name Attack/Magic Power Effect Type Equipped by
Will be added later


Automatic Armors Episode 17.2 (Level 190 requirement)
Item Name Attack/Magic Power Effect Type Equipped by
Will be added later

Gear Progression Level 200-

Dark Monastery Weapons Level 200 Requirement
Item Name ATK/MATK Effect Type Equipped by
Dark Monastery Armors Level 200 Requirement
Item Name DEF/MDEF Effect Type Equipped by
Abyssal Robe 0 Unequipping this item will kill all your of your summons
For each Refine Level:
Control + 5
Armor All classes
Abyssal Cape 0 Unequipping this item will kill all your of your summons
For each Refine Level:
Control + 5
Garment All classes
Abyssal Boots 0 Unequipping this item will kill all your of your summons
For each Refine Level:
Control + 5
Shoes All classes
Servant Robe 0 For each Refine Level:
Homunculus Damage + 5%
Armor All classes
Servant Cape 0 For each Refine Level:
Homunculus Damage + 5%
Garment All classes
Servant Boots 0 For each Refine Level:
Homunculus Damage + 5%
Shoes All classes
Cursed Vestment 20 MaxHP + 10%
MaxSP + 10%
Skill Delay - 20%
If base STR is 130, and base INT is less than 130:
STR + (Refine)
Physical Damage + (Refine)
If base INT is 130, and base STR is less than 130:
INT + (Refine)
Magical Damage + (Refine)
When equipped with Cursed Boots and Cursed Shawl:
Skill Delay - 10%
Armor All classes
Cursed Shawl 20 MaxHP + 10%
MaxSP + 10%
Skill Delay - 20%
If base STR is 130, and base INT is less than 130:
STR + (Refine)
Physical Damage + (Refine)
If base INT is 130, and base STR is less than 130:
INT + (Refine)
Magical Damage + (Refine)
Garment All classes
Cursed Boots 20 MaxHP + 10%
MaxSP + 10%
Skill Delay - 20%
If base STR is 130, and base INT is less than 130:
STR + (Refine)
Physical Damage + (Refine)
If base INT is 130, and base STR is less than 130:
INT + (Refine)
Magical Damage + (Refine)
Shoes All classes
Cursed Feather Beret TBD
Mask of Darkness TBD
Bio Lab 5
Card Name Effect Compound on Dropped by
True Eremes Guile Card Critical damage + 20%
----------------------------
When compounded to level 4 weapon: Critical damage + 5%
Refine level +10: Critical damage +5%
Weapon V Eremes
True Margaretha Sorin Card Holy magic + 20%
----------------------------
When compounded to level 4 weapon: holy magic + 5%
Refine level +10: Holy magic +5%
Weapon V Magaleta
True Kathryne Keyron Card Spellcasting damage + 20%
----------------------------
When compounded to level 4 weapon: Spellcasting damage + 5%
Refine level +10: Spellcasting damage +5%
Weapon V Katrinn
True Cecil Damon Card Ranged damage + 20%
----------------------------
When compounded to level 4 weapon: Ranged damage + 5%
Refine level +10: Ranged damage +5%
Weapon V Shecil
True Howard Alt-Eisen Card AOE damage + 20%
----------------------------
When compounded to level 4 weapon: AOE damage + 5%
Refine level +10: AOE damage +5%
Weapon V Harword
True Seyren Windsor Card Melee damage + 20%
----------------------------
When compounded to level 4 weapon: Melee damage + 5%
Refine level +10: Melee damage +5%
Weapon V Seyren
True Randell Lawrence Card Physical resistance + 20%
----------------------------
When compounded to level 4 weapon: Physical resistance + 5%
Refine level +10: Physical resistance +5%
Weapon V Randel
True Flamel Emure Card Control + 20%
----------------------------
When compounded to level 4 weapon: Control + 5%
Refine level +10: Control +5%
Weapon V Flamel
True Celia Aldea Card Magic resistance + 20%
----------------------------
When compounded to level 4 weapon: Magic resistance + 5%
Refine level +10: Magic resistance +5%
Weapon V Celia
True Chen Liu Card MaxHP + 20%
----------------------------
When compounded to level 4 weapon: MaxHP + 5%
Refine level +10: MaxHP +5%
Weapon V Chen
True Gertie Wi Card Single target damage + 20%
----------------------------
When compounded to level 4 weapon: Single target damage + 5%
Refine level +10: Single target damage +5%
Weapon V Gertie
True Trentini Card Physical damage + 20%
----------------------------
When compounded to level 4 weapon: Physical damage + 5%
Refine level +10: Physical damage +5%
Weapon V Trentini
True Alphoccio Basil Card SP consumption + 20%
----------------------------
When compounded to level 4 weapon: SP consumption + 5%
Refine level +10: SP consumption +5%
Weapon V Alphoccio


There are also custom card effects from episode 17.2 mobs. Look below

Episode 17.2 Custom Card Effects
Card Name Effect Compound on Dropped by
Roaming Spellbook Card INT + 3
MaxHP + 5%
MaxSP + 5%
All element magic + 5%
Accessory Roaming Spellbook
Bookworm Card INT + 2
VIT +1
MaxHP + 10%
Spellcasting damage + 10%
Accessory Bookworm
Bath Manager Card INT + 3
MaxHP + 10%
Control + 10%
Accessory Bookworm
Bath Manager Card INT + 3
MaxHP + 10%
Control + 10%
Accessory Bath Manager
Broken Cleaner Card STR + 3
MaxHP + 10%
Dragon Skill damage + 10%
Accessory Broken Cleaner (ID: 20633 and 20634)
Grand Papillia Card
(Boss)
Decreases damage taken from Boss class by 20%.
Increases received Healing amount by 30%.
Shield Grand Papillia
Grand Papillia Card
(Boss)
Decreases damage taken from Normal class by 20%.
Increases received Healing amount by 15%.
Shield Silva Papillia
Aries Card AGI + 2
MaxHP + 10%
MaxSP + 10%
Poison magic + 15%
Shoes Aries
Papila Cae Card DEX + 2
MaxHP + 10%
MaxSP + 10%
Increases damage of Sharpshooting by 25%
Shoes Papila Cae
Papila Ruba Card INT + 2
MaxHP + 10%
MaxSP + 10%
Holy magic + 15%
Shoes Papila Ruba
Greater Papila Card LUK + 2
MaxHP + 10%
MaxSP + 10%
AOE damage + 5%
Melee damage + 10%
Shoes ?
Papila Card DEX + 2
MaxHP + 10%
MaxSP + 10%
AOE damage + 5%
Ranged damage + 10%
Shoes Papila
Verporta Card STR + 2
MaxHP + 10%
MaxSP + 10%
AOE damage + 15%
Shoes Verporta
Greater Broken Gardener Beta Card When compounded on a Book class weapon:
HIT + 20
ATK + 5%
For each Refine Level:
Increases Melee Physical damage by 1%
Refine Level +10:
AOE damage +15%
Weapon S. Broken Gardener Beta (20632)
Broken Gardener Beta Card LUK + 2
MaxHP + 10%
MaxSP + 10%
Neutral magic + 15%
Shoes Broken Gardener Beta
Dried Rafflesia Card AGI + 2
MaxHP + 10%
MaxSP + 10%
Water magic + 15%
Shoes Dried Rafflesia
Research Assistant Bot Card INT + 2
MaxHP + 10%
MaxSP + 10%
Fire magic + 25%
Shoes Research Assistant Bot
Sweetie Card
(Boss)
Physical damage + 30%
SP consumption - 25%
Weapon Sweetie

Gear Thinkering

Welcome to the most important section of the guide; it is mainly about how to build your character gears, what modifiers should you consider adding. As I've said before, I won't tell you how to gear up your character. Playing the game, making mistakes in building your characters, researching what to wear is fun in its own way.
Let's take a case by case example.

Case 1

The first case I'd discuss here is the Inquisitor job. It has three main builds: Magic, Combo, and Tank. Let's go with combo build, shall we? For combo build, here are all the skills:

INQUISITOR
2nd Job 3rd Job 4th Job
• Chain Combo
• Combo Finish
• Tiger Fist
• Chain Crush Combo
• Palm Strike
• Dragon Combo
• Fallen Empire
• Tiger Cannon
• Gate of Hell
• Flash Combo
• First Brand
• Second Faith
• Third Punish
All the skills here are Melee, Single Target, and have STR as their damage scaling All the skills here are Melee too, but they are not Single Target skills instead they are all AOE skills.
All of them also have STR as their damage scaling

Before deciding what gears to gun for, it's crucial to grasp the gameplay mechanics of Combo Monk. From the table provided above, Combo Monk has two focuses, one is single target and the other one is AOE. Identify which one you'll be relying on; single target skills or AOE skills? Keep in mind there is no one keypress skill spam in TRO, however focusing on either one of them benefits you in the long run. Let's say you opt for AOE skilltree and would like to devastate a lot of enemies at once and want to go with Third Punish. Take a look at the 4th job Combo skilltree. All three of them are categorized as Melee and AOE skills. That itself gives a lot of information you need to build your character. Take a look at what damage modifiers that would affect those skills:

• Melee Damage
• Physical Damage
• AOE Damage
• Size Killer
• Race Killer
• Class Killer
• Critical Damage

PS: Damage modifiers like Elemental Damage won't increase your skills damage output even if you're using elemental weapon/elemental converter/sage elemental weapon skills. If it were up to me, I'd build Combo Monk like this:

Your Character
Left Side Character Portrait Right Side
Upper Headgear
Sea Captain Hat
I AM HANDSOME Middle Headgear
Robo Eyes
Lower Headgear
Spiked Scarf
Armor
+20 STR Soutane
-
STR+10
STR+10
AOE Damage+10%
Right Hand
+20 Raging Dragon Fist
True Trentini Card
True Trentini Card
STR+10
STR+10
AOE Damage+10%
Left Hand
Abyss Shield
-
STR+10
STR+10
AOE Damage+10%
Garment
+20 Clergy's Manteau
-
STR+10
STR+10
AOE Damage+10%
Footwear
+20 Clergy's Boots
Verporta Card
STR+10
STR+10
AOE Damage+10%
Right Accessory
Illusion Morrigane Pendant
Boiling Swordfish Card
Left Accessory
Illusion Morrigane Belt
Boiling Swordfish Card

Achieving synergy among gear pieces is crucial. Balancing the damage modifiers like Melee Damage, Physical Damage, and AOE Damage ensures optimal effectiveness. For instance, +20 STR Soutane combined with Clergy's Manteau and Clergy's Boots provides 95% Melee Damage modifier. 95% is more than enough for a damage modifier, you'd be best adding other damage modifiers like mentioned above. Let me give you an example; If you're piling up Melee Damage up to 150% and did not bother with other damage modifiers; let's say you deal 300k damage without any damage modifier whatsoever, you'll deal 300,000+150%+0%+0%=750,000. However, if you have 95% Melee Damage, 25% Physical Damage and 20% AOE Damage, it'll yield you 300,000+95%+25%+20%=877,500 damage. Well, the real math is not going to be stupidly simple like that, but you should get the gist of what I'm trying to convey here. A well-balanced approach is the key.
Take a look at the table above, since we already use physical damage modifier in Sea Captain Hat (25% Physical Damage), Robo Eyes (12% Physical Damage) and Spiked Scarf (12% Physical Damage) which totals in 49% physical damage, normally, we'd put AOE damage modifier like True Howard Alt-Eisen card to weapons, but be more flexible! There is a lot of custom cards and enchants that give AOE damage modifier but not a lot of physical damage modifier. Thus, for me personally, I'd prefer to go with 2x True Trentini card which would boost my physical damage modifier and keep it balanced with 50% AOE Damage from enchantments. Note: Physical damage modifier is kinda rare because it is not available from enchantments. Here is the total modifiers I'd get from all the gears above:

• Physical Damage = 109%
• AOE Damage = 85%
• Melee Damage = 140%
• All Size Physical Damage = 12%
• All Race Physical Damage = 12%

I'd personally think that the melee damage modifier is too high but since there is no other option might as well roll with it. This is pure damage build, not caring resistance whatsoever. I won't go deep into resistance modifier, but it works pretty much the same as damage modifier. REMEMBER! Defense > Offense. Being dead makes you worthless.

Case 2

This time we're building a magic character. There is a lot of magic classes, with the most popular being Arch Mage; Cardinal, Elemental Master, Soul Ascetic, Abyss Chaser, Shadow Cross (magic build), Hyper Novice, Troubadour (to some extent) are all magic build classes. Magic classes are intended to always be in the back rank in party play. Why? Because here in TRO all spell ALWAYS require cast time (fixed cast time) and also because there is a damage modifier called Spellcasting Damage which increases your damage based on how long you cast your spells (the lower your your variable cast time, the higher your damage will be). However, it is some kind of double-edged sword to be completely honest because you might get obliterated while "doing the spell incantation" (lol). Anyway, let's proceed with Adoramus build Cardinal here. In TRO, Adoramus is a single target Holy/Neutral magic attack. Holy elemental damage is easier than neutral, so let's go with that.

Your Character
Left Side Character Portrait Right Side
Upper Headgear
+20 Unicorn Horn
Kiel D-01 Card
I AM HANDSOME Middle Headgear
Azure Diadem
Kiel D-01 Card
Lower Headgear
Rainbow Scarf
Armor
+20 INT Soutane
-
INT+10
Normal Monster Resist+10%
Single Target Damage+10%
Right Hand
+20 Adorare Staff
True Gertie Wie Card
True Gertie Wie Card
INT+10
INT+10
Spellcasting Damage+10%
Left Hand
-
Garment
+20 Clergy's Manteau
Yellow Pitaya Card
INT+10
Normal Monster Resist+10%
Normal Monster Resist+10%
Footwear
+20 Clergy's Boots
Amon Ra Card
INT+10
INT+10
Spellcasting Damage+10%
Right Accessory
Illusion Morpheus Bracelet
Bookworm Card
Left Accessory
Illusion Morpheus Bracelet
Bookworm Card

This set strike a balance between offense and defense. Here is my @battlestats:

• Skill Delay -70%
• Spellcasting Damage = 64%
• Single Target Damage = 70%
• All Size Magical Damage = 24%
• Holy Damage = 135%
• Normal Monster Resist = 30%
• Heal Power = 50%
• Magical Damage = 90%
• Variable Cast Time -10%

The set above by no means is a super offensive build. Normal resist is to stay alive from magic, meanwhile Amon Ra Card protects you with Kyrie Elision when you're struck with physical hit. This should help you with Adoramus casting thus reducing the need to use Fragment of Love. Still, magic attacks from endgame contents render this build useless, lol. Oh yeah, one thing worthy of note is Suffragium skill. It reduces your your variable cast time thus by using Suffragium, you're directly reducing your spellcasting damage, but if your Adoramus damage is an overkill to your target enemies (the damage way past the enemy maxHP), why not reduce your damage a bit so your chance of staying alive becomes higher or maybe for you to do it faster?

Case 3

I'm using Troubadour for a support character.

Your Character
Left Side Character Portrait Right Side
Upper Headgear
Divine Guard Hat
I AM HANDSOME Middle Headgear
Shadow Booster
Lower Headgear
Fragment of Love
Armor
+20 Cursed Armor
Emelit Card
VIT+10
Normal Monster Resist+10
MaxHP +10%
Right Hand
+20 Antique Cello
True Celia Aldea Card
True Randell Lawrence Card
VIT+10
Normal Monster Resist+10
MaxHP +10%
Left Hand
Abyss Shield
Sapphlit Card
VIT+10
Normal Monster Resist+10
MaxHP +10%
Garment
+20 Cursed Shawl
-
VIT+10
Normal Monster Resist+10
MaxHP +10%
Footwear
+20 Cursed Boots
Rubylit Card
VIT+10
Normal Monster Resist+10
MaxHP +10%
Right Accessory
Bowman's Scarf
-
Left Accessory
Bowman's Scarf
-

A Troubadour doesn't really need anything other than resistances, maxhp, or skill delay IMO but it all depends on how you want to play them. With the gears above, here is total resistance I got:

• Melee Resistance = 60%
• Magic Resistance = 70%
• Ranged Resistance = 34%
• All Class Resistance = 20%
• All Size Resistance = 12%
• Normal Monster Resistance = 50%
• Skill Delay - 72%
• Variable Cast Time - 10%
• Heal Power + 50%
• SP Consumption - 50% 

All Size, All Class, and All Race adds up to your Melee/Magic/Ranged Resistance. Here we have 60% of melee resistance. If a BOSS enemy hits us for 100,000 damage with Bowling Bash, our resistance would reduce the damage down to 100,000-60%-20%-5%= 30,400. Again, this is just a stupid math, the real calculation wouldn't be so stupidly simple. This is just to explain my point. FYI, maximum amount of resistance for each category is 75%. Other than resistance you could also put maxHP if you need more survivability or maybe use SP reduction like True Alphoccio Card for Offertorium Priest.

 While the information provided above may not represent the optimal choice for building your character, it serves more of a guide to make you understand how you build your characters. If you find your damage modifier is already substantial, yet your damage output is still lacking, you might need something to increase your base damage. This can be increased depending on what stats scaling your skills use; for example INT would increase most magic skills (Storm Gust, Diamond Dust, Meteor Storm, etc), MaxHP (for Tiger Canon, Dragon Breath, etc), MaxSP (for Finger Offensive, Investigate, Elemental Master's Spirit Summons). Higher base damage will result in more significant boost to your damage, factoring in all your damage modifiers. Sometimes you want to go full gungho on enemies, but if being a glass canon stresses you out (dying a lot), then go tweak your build a little bit; add more resistances or hp etc etc. In the end, what matters is your creativity and willingness to try which gears complement your playstyle better.

Endgame Contents

Headgears

Headgears in TRO are all repurposed to avoid power creep. All of them have horizontal progression; upper headgear boasts two stats modifiers, whereas middle, lower headgear and accessories feature only one stats modifier. The effectiveness of the stats modifier on them depends on the status weight of each stats modifier. For example, Black Ribbon has two stats modifier, AOE Damage and Melee Damage. AOE Damage and Melee Damage both have a stats weight of 5, meaning at level 250 Black Ribbon will give you 12% of both AOE and Melee Damage modifier. Do note that not all stats modifier has a weight of 5, damage to class has stats weight of 2 instead of 5; meaning you'll get 25% class damage modifier if you're max leveled. One last important thing is if a headgear occupies two slots simultaneously (middle and lower or upper and middle), the stats modifier will be doubled as well.
All things discussed above are only on max leveled character because the headgear and accessories effect are all calculated based on your character level. Stats weight of 5 meaning you'll get 5% of your character level (if you character level is 200, you'll get 10% modifier instead of 12%, AOE Damage wise). The higher you character level, the better the effect will be.

Dark Monastery

Dark Monastery is a custom dungeon here in TRO that is meant for endgame content. Look below for things to consider before going in

• You can't use Yggdrassil Berry or Seed here. You're still able to use normal potions (Red, Orange, Yellow, White, Blue, and Green), slim potions (Slim Red, Slim Yellow, Slim White), and syrups (red, white, blue, and the concentrated syrup) 
• The enemies here have more than 10 millions of HP, so it is recommended to at least be able to dish out damage around 4 millions or so before attempting this dungeon.
• All the enemies here are all normal monster except Traitor (MVP). Normal monster resist is advised
• Steer clear from water attack (Jack Frost, Water Ball, Storm Gust, Diamond Dust, etc) for level 1 DM. Avoid using Neutral/Poison/Wind attack for level 2 DM, and Holy/Fire/Poison attack for level 3 DM. Shadow and Undead element attack is of course should never be used here.
• Do this dungeon with party if it's too hard. No shame in doing it with people, it's fun too!

Dark Monastery Dungeon Level 1

All mobs at level 1 have 22,50% chance to drop Weapon Fragment and Shadow Fragment.

Dark Monastery Level 1
Monster Name Max HP Size Race Element Skills
Errant Familiar (Knight) 17,500,000 Large Formless Dark lvl 4 -
Errant Familiar (Medusa) 15,000,000 Medium Fish Water lvl 4 Darkness Attack? (No idea what it is)
Haunted Armor 25,000,000 Small Formless Neutral lvl 4 Evil Land, Bowling Bash,

Dark Monastery Dungeon Level 2

All the mobs here have 45% chance to drop weapon and shadow fragment.

Dark Monastery Level 2
Monster Name Max HP Size Race Element Skills
Evil Whisp 3,190,000 Small Formless Ghost lvl 4 Death's Embrace, Evil Land, Wide Stone, Pneuma
Follower 23,000,000 Medium Demi-human Poison lvl 4 Poison React, Venom Dust, Enchant Poison, Venom Impress, Poison Cloud, Evil Land
Errant Familiar (Dragon) 25,000,000 Large Dragon Wind lvl 4 Wide Stun, Life Drain, something similar to Spore Explosion (probably ranged damage)

Dark Monastery Dungeon Level 3

All the mobs here have 90% chance to drop weapon and shadow fragment and 15% chance to drop enchant stone 200. Traitor is 100% drop chance for weapon fragment, shadow fragment, enchant stone 200 and condensed evil

Dark Monastery Level 3
Monster Name Max HP Size Race Element Skills
Errant Familiar (Duneyrr) 17,500,000 Large Beast Earth lvl 4 -
Errant Familiar (Mage) 12,500,000 Medium Demi-human Fire lvl 4 Death's Embrace
Errant Familiar (Lich) 22,500,000 Large Undead Undead lvl 4 Defender
Looming Shadow 19,000,000 Small Formless Dark lvl 4 Dark Thunder (Shadow version of Jupitel Thunder, beware of its quick cast of the spell), Death's Embrace, Evil Land
Dark Mimic 25,000,000 Small Formless Dark lvl 4 Defender, Evil Land, Auto Guard, Blind Attack, Bash(?)
Errant Bishop 15,000,000 Medium Demi-human Neutral lvl 4 (!) Magnus Exorcismus (!), NPC_CHANGEHOLY (!)(change attribute to holy), Evil Land
Traitor (MVP) 450,000,000 Medium Demi-human Neutral lvl 4 It's better to show it with video, click here

Old Glast Heim

Old Glast Heim Hard Mode

Old Glast Heim is not your typical Old Glast Heim Challenge Mode in Renewal RO. The mob here is ridiculously strong if you're not prepared or don't have endgame gear. Don't worry it is doable solo but still require a good amount of knowledge of said instance to finish it. This instance gives the best gears you can possibly get in TRO (Temporal)

Old Glast Heim Hard Mode
Monster Name Max HP Size Race Element Skills
Wandering Archer 12,000,000 Medium Demon Dark lvl 4 Severe rainstorm (slow, but ridiculous damage)
Corrupted Palace Guard 20,000,000 Medium Demon Dark lvl 4 Defender, Auto Guard, Maximize Power
Corrupted Monk 15,000,000 Large Undead Undead lvl 4 Death's Embrace, Storm Gust
Corrupted Steward 15,000,000 Medium Undead Undead lvl 4 Venom Dust
Grand Chamberlain in Pain 18,000,000 Medium Undead Undead lvl 4 Quicken
Corrupted Knight of Abyss 17,000,000 Large Demi-human Dark lvl 1 Flying Kick, Brandish Spear
Khalitzburg Knight 15,000,000 Medium Demi-human Undead lvl 1 Auto Guard, Death's Embrace, Grimtooth
Bloody Knight 20,000,000 Large Demi-human Neutral lvl 4 Meteor Storm
1st Commander 25,000,000 Medium Demi-human Undead lvl 4 Summon Slaves (2x Corrupted Steward), Bowling Bash
2nd Commander 25,000,000 Medium Demi-human Undead lvl 4 Summon Slaves (2x Wandering Archer)
Suffering Khalitzburg 10,000,000 Medium Demi-human Undead lvl 4
Corrupted Soul 250,000,000 Large Formless Poison lvl 1 Wide Stun, Wide Curse, Wide Silence, Wide Stone, Evil Land, Storm Gust, Heaven's Drive, Summon Slaves (2x Suffering Khalitzburg), Punishment (?)
Amdarais 150,000,000 Large Undead Undead lvl 1

Schmidt's Route

I might do this section once the Schmidt's accessories are released, lol.

Old Glast Heim Challenge Mode

Pending

Yuno Magical Library

A custom instance where you can fight MVPs (excluding Bio Lab MVPs and Instances Bosses) to your heart's content. You'd get all the drop like their cards, but keep in mind Bubble Gem does not work here. To find Yuno Magical Library go select it from the instance list from a warper. Here is the list of MVPs you can find there:

Yuno Magical Library
Left Wing Morroc • Amon Ra
• Nightmare Amon Ra
• Osiris
• Pharaoh
• Phreeoni
• Wounded Morroc
Right Wing Rockridge • Spider Chariot
Rachel • Atroce
• Gloom Under Nightmare
Ayothaya • Lady Tanee
Louyang • Bacsojin Turtle • Turtle General
Prontera • Baphomet
• Golden Thief Bug
Other • Venomous Chimera
Cursed Abbey • Beelzebub
• Fallen Bishop Hibram
Gonryun • Evil Snake Lord
Rudus • Bestia Lutie • Garm
• Stormy Knight
Brasilis • Boitata New World • Queen Scaraba
• Gold Queen Scaraba
• Hardrock Mammoth
Glastheim • Dark Lord
• Contaminated Dark Lord
• Contaminated Spider Queen
Moskovia • Gopinich
Illusion • Deep Sea Witch
• Deep Sea Kraken
• Chaotic Baphomet
• Illusion Dracula
• Awakened Ktullanux
• Angry Moonlight
• Shining Teddy Bear
• Wootan Defender
• Ancient Tao Gunka
• Ominous Turtle General
Veins • Ifrit
Hugel • Detale
• Bone Detale
Einbroch • Jewelgoliant
• RSX-0806
Geffen • Doppelganger
• Dracula
• Orc Hero
• Orc Lord
• Time Keeper
Yuno • Kiel D-01
• Muspellskoll
• Vesper
Izlude • Drake
• Kraken
Lighthalzen • King of the Alley
• Ygnizem
Payon • Eddga
• Moonlight Flower
Dewata • Leak
Guild Dungeons • Daehyon
• Gioia
• Kades
• Pyuriel
Comodo • Maya
• Tao Gunka
Mjolnir • Mistress
Odin Temple • Randgris
• Ingrid
• Reginleif
Amatsu • Incantation Samurai

Selecting the MVP you'd want to farm will teleport you to an instance; once you've defeated the MVP, you'll be teleported to a small room with a treasure chest. CLICK IT to grab the loot. What you get should be in accordance to the MVP loot table, 1% for cards.