Swordman
From iRO Wiki
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| Job Base: | Novice | ||||
| Job Type: | First | ||||
| Changes At: | Izlude | ||||
| Number of Skills: | 10 | ||||
| Total Skill Points: | 70 | ||||
| Total Quest Skills: | 3 | ||||
| Job Bonuses | |||||
| STR | AGI | VIT | INT | DEX | LUK |
| +7 | +2 | +4 | +0 | +3 | +2 |
Swordmen are honest and as stubborn as the strong waves of the ocean. With strong physical attacks, defense, and a sense of command, a Swordman can become a headstrong leader to others. Swordmen continuously train to gain more skill and strength.
After reading King Tristan 3rd's official notice recruiting adventurers, swordmen join with the hope of becoming ever stronger. Equipped with strong armor and weapons, the brave swordman joins the world of adventure.
Contents |
Swordman Data
Base Classes
Skills
See Knight Skills or Crusader Skills for second class skills.
Regular
| | Bash |
| | Endure |
| | Increase HP Recovery |
| | Magnum Break |
| | Provoke |
| | Sword Mastery |
| | Two-Handed Sword Mastery |
Quest
| | Berserk |
| | Fatal Blow |
| | HP Recovery While Moving |
Soullinked
none
Unimplemented
none
Job Bonus
The bonus to stats given for each job level are listen in the below table.
| Stat\Amount | +1 | +2 | +3 | +4 | +5 | +6 | +7 |
|---|---|---|---|---|---|---|---|
| STR | 2 | 14 | 33 | 40 | 47 | 49 | 50 |
| AGI | 30 | 46 | |||||
| VIT | 6 | 18 | 38 | 42 | |||
| INT | |||||||
| DEX | 10 | 22 | 36 | ||||
| LUK | 26 | 44 |
ASPD
Jobchange guide
The Swordman job change quest is straightforward. Just walk through three maps while avoiding pitfalls. Misjudging the alignment of cells and walking off the path will cause you to fall into a pit filled with aggressive fabres, chonchons, and various weak monsters. To get out of the pit, you must find the portal which is in the northeast corner.
Requirements
- Reach job level 10 as a Novice.
- Directions to the Swordmen Academy:
- In Izlude, enter the building on the west side of town. Talk to the NPC in the center, then the guard to the west. This guard will transfer you to a new room. Talk to the guard here to initiate the test.
Descriptions of Test Maps
- First Map: A simple map. Just walk to the other side.
- Second Map: This map involves two parallel bridges. Take your time and be careful not to fall off. Remember: You don't have to hold the mouse button down to walk.
- Third Map: Similar to the first map except for the upper and lower levels. The lower level has a darker color than the upper level. Take your time and click carefully to get to the lower level.
After exiting the test maps, speak to the large Swordman in the main room to become a Swordman. Go to the southeast corner of the same room to talk to a black-haired man for a free base level. Return to him after getting Bash Lv. 1 for another free base level.
Stats
- STR: Increases Weight Limit and ATK.
- AGI: Increases ASPD and Flee.
- VIT: Increases maxHP, HP regeneration, resistance against several Status Effects, SoftDEF, SoftmDEF and the efficiency of healing items.
- INT: Increases maxSP, SP regeneration, resistance against several Status Effects, SoftmDEF and the efficiency of SP recovery items.
- DEX: Increases Hit, ASPD, and ATK.
- LUK: Increases Critical, ATK, Perfect Dodge and resistance against several Status Effects.
Builds
See Knight Builds or Crusader Builds for build strategies.
Equipment Used
Swordmen can use many weapons in RO, but only a few of them are suggested for use. The equipment and weapons will change once the Swordman has become a Knight or Crusader.
- One Handed Swords: i.e. Blade, Ring Pommel Saber, Saber. These are a good choice for a Swordmen, since Sword Mastery affects these weapons. However, their ASPD is lower than that of a dagger, but do more damage on medium sized monsters. (The ASPD increases to that of a dagger after becoming a Knight or Crusader, however.)
- Daggers: i.e. Main gauche, Stiletto, Gladius, Ice Pick. Also a good choice of weapon since Sword Mastery also applies to daggers. ASPD of daggers is higher as a Swordman, but do less damage on medium and large monsters compared to a one handed sword. Daggers do 100% to small monsters though, which is useful against Metalings.
- Two Handed Swords: i.e. Katana, Bastard sword, Two Handed Sword. These are not the best choice for a beginning Swordman since the ASPD is lower and a shield cannot be worn with one equipped. These are excellent weapons for Knights, though.
- Spears: i.e. Pike, Trident. Swordman rarely use these unless to take advantage of their range to attack Greatest Generals from afar. However, one handed spears are great for Knights, while two handed spears are best for Spear Quicken Crusaders. Two handed spears can also be used on Knights to get high damage without the aid of a high level Provoke, but shields cannot be worn simutaneously.
- Anything else: i.e. Maces, Axes. Stay away from these. They will have very low ASPD and damage output.
Tips and tricks
none
Alternative names
none
External links
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