Complete Night Walker Guide
A fully detailed Night Walker guide -created by SanjitS95
Version/Updates under Notes
The Night Walker
Summary
Luck, skill, and a bit of cunning separate the Night Walkers from the rest. Though marked and assisted by the spirit of darkness, Umbra, Night Walkers put great importance in independence, which leads some to learn poison skills. Night Walkers serve justice in places where light does not reach, so those who are willing to serve in the shadows may become a Night Walker.
"Darkness Will Bring Forth The Eruption Of Innate Power To The Thief"
Pros
- Attacks with a claw and throwing stars, range is only beaten by the Bowman
- High level of avoidability
- Attack rather quickly
- Vampire, like Drain (Assassin's ability), gives Night Walkers another way to recover HP
- Critical Throw amplifies overall damage output
- Has Haste and Flash Jump, allowing faster movement speed and jump of the entire party, and the ability to double jump for yourself
- Saves money because of Vampire by not having to buy HP potions
- Has Shadow Partner, a skill that summons a "copy" of your character that mimics your attacks
- Have the skill Alchemist, which increases the effect and duration of potions
Cons
- Cannot kill mobs up close, this is made up for by Darkness in 1st job, Poison Sling and/or Avenger in 3rd job
- Don't get much stronger than 1st job until about level 40 or so
- Avenger does not curve, so Night Walkers must be on an even platform to hit monsters
- Shadow Partner requires the consumption of a Summoning Rock, which is very expensive and hard to find
(However, they may be purchased from Alcaster for only 5,000 mesos once all of his quests have been completed)
- Main attack skill for most encounters is Lucky Seven, which is a 1st job skill, until they get Triple Throw in the 3rd job
- Low survivability, comparable to other ranged attackers, because of generally low HP and no HP protection skills but have high avoidability
- Like the Assassins are very, VERY common, if not the most common of the Cygnus Knights classes
Stat Distribution
The stat distribution is the exact same as an Assassin's and a "Claw Thief" except you get 6 AP (ability/stat points) until level 70 where you get the regular 5 AP.
The main stats for a Night Walker are DEX (which increases your accuracy) and LUK (which increases your weapon attack).
NEVER touch STR, HP, MP, or INT, these four stats should never be given AP, even until level 120!
Levels 1-10
As a Noblesse all your going to do is whack things with your starting weapon. So add every single ability point into STR. This will help you reach level 10 a lot faster. I thought you said the main stats for a Night Walker is DEX and LUK? Well, they are but don't worry once you become a Night Walker you'll have your AP reset for you by Eckhart.
- STR: +6 every level
Levels 10-40
Your DEX should always be at 2 times your level until level 41, and the rest of your AP should go directly into LUK. Though at level 10 you will have 25 AP in DEX. Continue adding the rest of your AP points into LUK until you reach level 13. Once you level to level 13, you can use one of the two methods below:
- LUK +6 for three levels
- DEX +5 for two levels and remainder on LUK
(This way you get maximum LUK early every 5 levels)
Or,
- LUK: +4 on each level
- DEX: +2 on each level
(I recommend this method because it is easier to keep track of)
Reference:
Level 10: 25 Dex, Rest in LUK
Level 15: 30 DEX, Rest in LUK
Level 30: 60 DEX, Rest in LUK
Level 35: 70 DEX, Rest in LUK
Level 40: 80 DEX, Rest in LUK
Levels 41-69
Up to level 40 your DEX should have been twice your level, so at level 40 you had 80 DEX. But from level 41 onwards you should now only have 40+your level, and the rest of your AP should be in LUK. The reason for this is that you need to maximize the amount of damage you put out, while still keeping DEX at an amount where you can be able to wear the appropriate equipment to increase weapon defense.
- LUK: +6 for four levels
- DEX: +5 for only one level and one on LUK
(This way you get maximum LUK early every 5 levels)
Or,
- Luk: +5 on each level
- DEX: +1 on each level
(I recommend this method because it is easier to keep track of)
Reference:
Level 41: 81 DEX, Rest in LUK
Level 50: 90 DEX, Rest in LUK
Level 55: 95 DEX, Rest in LUK
Level 60: 100 DEX, Rest in LUK
Level 70: 110 DEX, Rest in LUK
Levels 70-120
Once you reach level 70 you no longer receive 6 AP per level, instead you only receive 5 AP. Also, at this point a lot of Night Walkers (and Hermits alike) choose to cap their DEX. "Capping" is when you completely stop adding points into DEX and apply every ability point into LUK, but by doing this, Night Walkers/Hermits must gain accuracy through buffs, potions, etc. and receive slightly higher damage output because of the excess LUK.
- LUK: +5 every level
Reference:
Level 80: 110 DEX, Rest in LUK
Level 90: 110 DEX, Rest in LUK
Level 100: 110 DEX, Rest in LUK
Level 110: 110 DEX, Rest in LUK
Level 120: 110 DEX, Rest in LUK
Or you could go for a higher cap (better for Bosses),
- DEX: +5 only one level
(Notice how DEX comes first now)
- LUK: +5 for nine levels
Reference:
Level 71: 115 DEX, Rest in LUK
Level 81: 120 DEX, Rest in LUK
Level 91: 125 DEX, Rest in LUK
Level 101: 130 DEX, Rest in LUK
Level 111: 135 DEX, Rest in LUK
Level 112: 140 DEX, Rest in LUK
(Add another 5 into DEX)
Level 120: 140 DEX, Rest in LUK
Skills
Night Walkers have nearly the same skills as a Thief, Assassin, Hermit, and Night Lord but with a touch of poison and darkness.
Bolded Skill Level is the mastery level.
Bolded Skill in SP build means the skill should now be maxed.
For an index of every single Night Walker skill click here.
Noblesse
Three Snails: Hurls snail shells to attack monsters from long distance.
- Level 1: MP -3; Damage 10
- Level 2: MP -5; Damage 25
- Level 3: MP -7; Damage 40
File:Nimblefeet.gif Nimble Feet: Enables the character to move around quickly for a very short amount of time.
- Level 1: MP -10; speed +10 for 4 seconds
- Level 2: MP -15; speed +15 for 8 seconds
- Level 3: MP -20; speed +20 for 12 seconds
Recovery: Enables the user to recover HP constantly for 30 sec.
- Level 1: MP -10; Recover 24 HP in 30 sec.
- Level 2: MP -20; Recover 48 HP in 30 sec.
- Level 3: MP -30; Recover 72 HP in 30 sec.
Blessing of the Sprite: Buff up the character using the power of the sprite. Every time your highest character level rises 10, 1 skill point goes up.
- Level 1: Weapon Attack +1, Magic Attack +2, Accuracy +1, Avoid +1
- Level 10: Weapon Attack +10, Magic Attack +20, Accuracy +10, Avoidability +10
- Level 20: Weapon Attack +20, Magic Attack +40, Accuracy +20, Avoidability +20
Echo of Hero: Buff up the character using the power of the sprite. Every time your highest character level rises 10, 1 skill point goes up.
- Level 1: -30 Mp, 40 Minute Duration, +2% Magic Attack and Weapon Attack, 2 hour cool down
Noblesse SP Build
Level 1 - You do not get a point on this level.
Level 2 - +1 Nimble Feet (1)
Level 3 - +1 Nimble Feet (2)
Level 4 - +1 Nimble Feet (MAXED)
Level 5 - +1 Recovery (1)
Level 6 - +1 Recovery (2)
Level 7 - +1 Recovery (MAXED)
Level 8 - You do not get a point on this level.
Level 9 - You do not get a point on this level.
Level 10 - You do not get a point on this level.
End Result
Three Snails-0
Nimble Feet-MAXED
Recovery-MAXED
Blessing of the Sprite-Varies on level of character and character used to create Night Walker
Echo of Hero-0
So why no Three Snails? Simple, your going to be using ranged attacks for the rest of your life as a Night Walker.
What about Echo of Hero? Echo of Hero unlocks at level 120 (the max level for Cygnus Knight classes).
Night Walker (1st Job Advancement)
Nimble Body: Increases accuracy and avoidability.
- Level 1: Accuracy +2, Avoid +2
- Level 5: Accuracy +10, Avoidability +10
- Level 10: Accuracy +20, Avoidability +20
Keen Eyes: Increases the range of attack when using throwing stars.
- Level 1: Range of attack for throwing star: +25
- Level 4: Range of attack for throwing star: +100
- Level 8: Range of attack for throwing star: +200
Disorder: Temporarily decreases the morale of an opponent. Its weapon def. and attack will suffer, and the attacking enemy will suddenly stop attacking. Can't perform the attack on an enemy that's already in "disorder," however.
- Level 1: MP -6, 32 seconds affected time, Monster Attack -2, Monster Weapon Defense -2
- Level 5: MP -8, 40 seconds affected time, Monster Attack -10, Monster Weapon Defense -10
- Level 10: MP -10, 50 seconds affected time, Monster Attack -20, Monster Weapon Defense -20
Dark Sight: Use MP to hide behind the shadows. While hiding, the enemy won't attack, and you can't attack either. All movements other than attacking are available. It's temporary, so after a while, you'll be back to normal. Lowers your speed.
- Level 1: MP -23, 20 seconds duration, Speed -27
- Level 5: MP -15, 100 seconds duration, Speed -15
- Level 10: MP -5, 200 seconds duration, No speed change
Lucky Seven: Use MP to throw 2 throwing stars and apply damage based on LUK, regardless of the level of the character's Claw Mastery.
- Level 1: MP -8; Attack twice, 58% damage per strike
- Level 10: MP -11; Attack twice, 100% damage per strike
- Level 20: MP -16; Attack twice, 150% damage per strike
Darkness: Summon a Sprite that defends you. It attacks nearby enemies.
- Level 1: MP -11, Summon Darkness with Attack power 21 for 105 sec.
- Level 10: MP -15, Summon Darkness with Attack power 30 for 150 sec.
- Level 20: MP -20, Summon Darkness with Attack power 40 for 200 sec.
Dark Sight SP Build
Level 10 - +1 Disorder (1)
Level 11 - +3 Nimble Body (3)
Level 12 - +3 Keen Eyes (3)
Level 13 - +3 Keen Eyes (6)
Level 14 - +2 Keen Eyes (MAXED); +1 Lucky Seven (1)
Level 15 - +3 Lucky Seven (4)
Level 16 - +3 Lucky Seven (7)
Level 17 - +3 Lucky Seven (10)
Level 18 - +3 Lucky Seven (13)
Level 19 - +3 Lucky Seven (16)
Level 20 - +3 Lucky Seven (19)
Level 21 - +1 Lucky Seven (MAXED); +2 Disorder (3)
Level 22 - +3 Dark Sight (3)
Level 23 - +3 Dark Sight (6)
Level 24 - +3 Dark Sight (9)
Level 25 - +1 Dark Sight (MAXED); +2 Nimble Body (5)
Level 26 - +3 Nimble Body (8)
Level 27 - +2 Nimble Body (MAXED); +1 Darkness (1)
Level 28 - +3 Darkness (4)
Level 29 - +3 Darkness (7)
Level 30 - +3 Darkness (10)
End Result
Nimble Body-MAXED
Keen Eyes-MAXED
Disorder-3
Dark Sight-MAXED
Lucky Seven-MAXED
Darkness-10
Why only 3 on Disorder? Disorder is next to pointless seeing as it forces a melee attack, and the ability itself won't do much as it decreases weapon defense and weapon attack by a number, not a percent which at high levels does nearly nothing.
Then why do I have to max out Nimble Body? Nimble Body adds accuracy, which is very important once you cap your DEX (see Stat Distribution: Levels 70-120).
Why max Dark Sight and not Darkness? Dark Sight can help you survive and makes traveling easier, while Darkness increases your overall damage output and can help push off nearby enemies that you cannot attack with throwing stars. Though, overtime as you reach higher levels, Darkness will help less as its overall damage output decreases.
Low Nimble Body SP Build
Level 10 - +1 Darkness (1)
Level 11 - +3 Nimble Body (3)
Level 12 - +3 Keen Eyes (3)
Level 13 - +3 Keen Eyes (6)
Level 14 - +2 Keen Eyes (MAXED); +1 Lucky Seven (1)
Level 15 - +3 Lucky Seven (4)
Level 16 - +3 Lucky Seven (7)
Level 17 - +3 Lucky Seven (10)
Level 18 - +3 Lucky Seven (13)
Level 19 - +3 Lucky Seven (16)
Level 20 - +3 Lucky Seven (19)
Level 21 - +1 Lucky Seven (MAXED); +2 Darkness (3)
Level 22 - +3 Darkness (6)
Level 23 - +3 Darkness (9)
Level 24 - +3 Darkness (12)
Level 25 - +3 Darkness (15)
Level 26 - +2 Darkness (17); +1 Disorder (1)
Level 27 - +2 Disorder (3); +1 Dark Sight (1)
Level 28 - +3 Dark Sight (4)
Level 29 - +3 Dark Sight (7)
Level 30 - +3 Dark Sight (MAXED)
End Result
Nimble Body-3
Keen Eyes-MAXED
Disorder-3
Dark Sight-MAXED
Lucky Seven-MAXED
Darkness-17
Why only 3 on Disorder? Disorder is next to pointless seeing as it forces a melee attack, and the ability itself won't do much as it decreases weapon defense and weapon attack by a number, not a percent which at high levels does nearly nothing.
Then why do I put 3 into Nimble Body? Nimble Body adds accuracy, which is very important once you cap your DEX (see Stat Distribution: Levels 70-120), though 3 does not add much accuracy it is required to unlock Keen Eyes.
Why max Dark Sight and leave Darkness at 17? Though Darkness is important it can be maxed later, Dark Sight is just as important. Darkness increases your overall damage output and helps push off nearby enemies that you cannot attack with throwing stars. While Dark Sight can help you survive and makes traveling easier.
No Keen Eyes SP Build
Level 10 - +1 Darkness (1)
Level 11 - +3 Lucky Seven (3)
Level 12 - +3 Lucky Seven (6)
Level 13 - +3 Lucky Seven (9)
Level 14 - +3 Lucky Seven (12)
Level 15 - +3 Lucky Seven (15)
Level 16 - +3 Lucky Seven (18)
Level 17 - +2 Lucky Seven (MAXED); +1 Darkness (2)
Level 18 - +3 Darkness (5)
Level 19 - +3 Darkness (8)
Level 20 - +3 Darkness (11)
Level 21 - +3 Darkness (14)
Level 22 - +3 Darkness (17)
Level 23 - +3 Darkness (MAXED)
Level 24 - +3 Disorder (3)
Level 25 - +3 Dark Sight (3)
Level 26 - +3 Dark Sight (6)
Level 27 - +3 Dark Sight (9)
Level 28 - +1 Dark Sight (10); +2 Nimble Body (2)
Level 29 - +3 Nimble Body (5)
Level 30 - +3 Nimble Body (8)
End Result
Nimble Body-8
Keen Eyes-0
Disorder-3
Dark Sight-MAXED
Lucky Seven-MAXED
Darkness-MAXED
Why only 3 on Disorder? Disorder is next to pointless seeing as it forces a melee attack, and the ability itself won't do much as it decreases weapon defense and weapon attack by a number, not a percent which at high levels does nearly nothing.
Then why do I put 8 into Nimble Body? Nimble Body adds accuracy, which is very important once you cap your DEX (see Stat Distribution: Levels 70-120).
Why leave Keen eyes at 0? Though Keen Eyes is very important it is not mandatory. Therefore you max out Dark Sight and Darkness, and leave Nimble Body at 8. Dark Sight can help you survive and makes traveling easier, while Darkness increases your overall damage output and can help push off nearby enemies that you cannot attack with throwing stars.
Darkness SP Build
Level 10 - +1 Darkness (1)
Level 11 - +3 Nimble Body (3)
Level 12 - +3 Keen Eyes (3)
Level 13 - +3 Keen Eyes (6)
Level 14 - +2 Keen Eyes (MAXED); +1 Lucky Seven (1)
Level 15 - +3 Lucky Seven (4)
Level 16 - +3 Lucky Seven (7)
Level 17 - +3 Lucky Seven (10)
Level 18 - +3 Lucky Seven (13)
Level 19 - +3 Lucky Seven (16)
Level 20 - +3 Lucky Seven (19)
Level 21 - +1 Lucky Seven (MAXED); +2 Darkness (3)
Level 22 - +3 Darkness (6)
Level 23 - +3 Darkness (9)
Level 24 - +3 Darkness (12)
Level 25 - +3 Darkness (15)
Level 26 - +3 Darkness (18)
Level 27 - +2 Darkness (MAXED); +1 Nimble Body (4)
Level 28 - +3 Nimble Body (7)
Level 29 - +3 Nimble Body (MAXED)
Level 30 - +3 Disorder (3)
End Result
Nimble Body-MAXED
Keen Eyes-MAXED
Disorder-3
Dark Sight-0
Lucky Seven-MAXED
Darkness-MAXED
Why only 3 on Disorder? Disorder is next to pointless seeing as it forces a melee attack, and the ability itself won't do much as it decreases weapon defense and weapon attack by a number, not a percent which at high levels does nearly nothing.
Then why do I have to max out Nimble Body? Nimble Body adds accuracy, which is very important once you cap your DEX (see Stat Distribution: Levels 70-120).
Why max Darkness and leave nothing in Dark Sight? Though Dark Sight is important, Darkness is just as important. Darkness increases your overall damage output and helps push off nearby enemies that you cannot attack with throwing stars.
Night Walker (2nd Job Advancement)
Claw Mastery: Increases the mastery of throwing stars and accuracy, along with the maximum number of throwing stars to recharge. It only applies when the character is using throwing stars.
- Level 1: Mastery of claw-related weapons 15%, accuracy +1%, 10 extra throwing stars.
- Level 10: Mastery of claw-related weapons 35%, accuracy +10%, 100 extra throwing stars.
- Level 20: Mastery of claw-related weapons 60%, accuracy +20%, 200 extra throwing stars.
Critical Throw: Enables the character to make a critical attack with throwing stars on a certain success rate.
- Level 1: 21% success rate, critical damage 113%
- Level 15: 35% success rate, critical damage 155%
- Level 30: 50% success rate, critical damage 200%
Claw Booster: Use HP and MP to temporarily boost up the attacking speed of the claw. It only applies when the character is equipped with a claw throwing stars.
- Level 1: HP -29, MP -29; Increase in claw's attacking speed for 10 sec.
- Level 10: HP -20, MP -20; Increase in claw's attacking speed for 100 sec.
- Level 20: HP -10, MP -10; Increase in claw's attacking speed for 200 sec.
Haste: Temporarily improves the speed and jumping ability of every member of the party.
- Level 1: For MP -15, +2 in speed and +1 in jump for 10 sec.
- Level 10: For MP -15, +20 in speed and +10 in jump for 100 sec.
- Level 20: For MP -30, +40 in speed and +20 in jump for 200 sec.
Flash Jump: While in the air after a jump, use this skill + the arrow for a 2nd jump. The higher the skill level, the farther the distance for the jump.
- Level 1: MP -60, Jumps a certain distance.
- Level 10: MP -33, Jumps a certain distance.
- Level 20: MP -13, Jumps a certain distance.
Sudden Attack: When attacking during the Dark Sight state, it is possible to deal more damage.
- Level 1: Damage 103%
- Level 5: Damage 115%
- Level 10: Damage 130%
Vampire: Attack the enemy a number of times to absorb some of the damage and restore HP. Can not absorb more than Monster's maximum HP, or more than half of the character's maximum HP.
- Level 1: MP -10, 11% damage, 4% Chance of Health Drain, Hits 3 monsters
- Level 10: MP -16, 20% damage, 7% Chance of Health Drain, Hits 4 monsters
- Level 20: MP -28, 30% damage, 10% Chance of Health Drain, Hits 6 monsters
No Sudden Attack SP Build
Level 30 - +1 Vampire (1)
Level 31 - +3 Claw Mastery (3)
Level 32 - +3 Critical Throw (3)
Level 33 - +3 Critical Throw (6)
Level 34 - +3 Critical Throw (9)
Level 35 - +3 Critical Throw (12)
Level 36 - +3 Critical Throw (15)
Level 37 - +3 Critical Throw (18)
Level 38 - +3 Critical Throw (21)
Level 39 - +3 Critical Throw (24)
Level 40 - +3 Critical Throw (27)
Level 41 - +3 Critical Throw (MAXED)
Level 42 - +3 Vampire (4)
Level 43 - +3 Vampire (7)
Level 44 - +3 Vampire (10)
Level 45 - +3 Vampire (13)
Level 46 - +3 Vampire (16)
Level 47 - +3 Vampire (19)
Level 48 - +1 Vampire (MAXED); +2 Claw Mastery (5)
Level 49 - +3 Claw Booster (3)
Level 50 - +3 Claw Booster (6)
Level 51 - +1 Claw Booster (7); +2 Flash Jump or +2 Haste (2)
Level 52 - +3 Flash Jump or +3 Haste (5)
Level 53 - +3 Flash Jump or +3 Haste (8)
Level 54 - +3 Flash Jump or +3 Haste (11)
Level 55 - +3 Flash Jump or +3 Haste (14)
Level 56 - +3 Flash Jump or +3 Haste (17)
Level 57 - +3 Flash Jump or +3 Haste (MAXED)
Level 58 - +3 Claw Booster (10) or +3 Darkness (MAXED)
Level 59 - +3 Flash Jump or +3 Haste (3)
Level 60 - +3 Flash Jump or +3 Haste (6)
Level 61 - +3 Flash Jump or +3 Haste (9)
Level 62 - +3 Flash Jump or +3 Haste (12)
Level 63 - +3 Flash Jump or +3 Haste (15)
Level 64 - +3 Flash Jump or +3 Haste (18)
Level 65 - +2 Flash Jump or +2 Haste (MAXED); +1 Claw Booster (8/11)
Level 66 - +3 Claw Mastery (8)
Level 67 - +3 Claw Mastery (11)
Level 68 - +3 Claw Mastery (14)
Level 69 - +3 Claw Mastery (17)
Level 70 - +3 Claw Mastery (MAXED)
End Result
Claw Mastery-MAXED
Critical Throw-MAXED
Claw Booster-11
Haste-MAXED
Flash Jump-MAXED
Sudden Attack-0
Vampire-MAXED
Why only 11 on Claw Booster? A level 1 Claw Booster increases your attacking speed by the same amount it would at level 30. The only reason you add points into it is because it reduces the cost of recasting and lengthens the time of the buff.
So why no Sudden Attack? Sudden Attack makes only one attack do 130%, and it also requires Dark Sight to be maxed which does not work with the Darkness SP Build.
Why does it say +3 Flash Jump or +3 Haste? From levels 51 to 57 it is your choice whether to max out either Haste or Flash Jump first, and max the other from 59-65. If you find yourself soloing more often it would be better to max Flash Jump first, or if you find yourself in parties more then you should max Haste first.
Why does it say +3 Claw Booster or +3 Darkness? For the Low Nimble Body Build Darkness is left at 17, so at level 58 you have a choice of having Claw Booster or Darkness last longer.
Why do I need to max out Critical Throw before I max out Vampire? Though Vampire does not use throwing stars to cause damage, it is still affected by Critical Throw. Since Vampire is a mob attack its damage is quite unstable alone, but Critical Throw slightly makes it more stable.
Low Flash Jump/Haste SP Build
Level 30 - +1 Vampire (1)
Level 31 - +3 Claw Mastery (3)
Level 32 - +3 Critical Throw (3)
Level 33 - +3 Critical Throw (6)
Level 34 - +3 Critical Throw (9)
Level 35 - +3 Critical Throw (12)
Level 36 - +3 Critical Throw (15)
Level 37 - +3 Critical Throw (18)
Level 38 - +3 Critical Throw (21)
Level 39 - +3 Critical Throw (24)
Level 40 - +3 Critical Throw (27)
Level 41 - +3 Critical Throw (MAXED)
Level 42 - +3 Vampire (4)
Level 43 - +3 Vampire (7)
Level 44 - +3 Vampire (10)
Level 45 - +3 Vampire (13)
Level 46 - +3 Vampire (16)
Level 47 - +3 Vampire (19)
Level 48 - +1 Vampire (MAXED); +2 Claw Mastery (5)
Level 49 - +3 Claw Booster (3)
Level 50 - +3 Claw Booster (6)
Level 51 - +1 Claw Booster (7); +2 Flash Jump or +2 Haste (2)
Level 52 - +3 Flash Jump or +3 Haste (5)
Level 53 - +3 Flash Jump or +3 Haste (8)
Level 54 - +3 Flash Jump or +3 Haste (11)
Level 55 - +3 Flash Jump or +3 Haste (14)
Level 56 - +3 Flash Jump or +3 Haste (17)
Level 57 - +3 Flash Jump or +3 Haste (MAXED)
Level 58 - +3 Claw Booster (10) or +3 Darkness (MAXED)
Level 59 - +3 Sudden Attack (3)
Level 60 - +3 Sudden Attack (6)
Level 61 - +3 Sudden Attack (9)
Level 62 - +1 Sudden Attack (MAXED); +2 Flash Jump or +3 Haste (2)
Level 63 - +3 Flash Jump or +3 Haste (5)
Level 64 - +3 Flash Jump or +3 Haste (8)
Level 65 - +3 Flash Jump or +3 Haste (11)
Level 66 - +3 Claw Mastery (8)
Level 67 - +3 Claw Mastery (11)
Level 68 - +3 Claw Mastery (14)
Level 69 - +3 Claw Mastery (17)
Level 70 - +3 Claw Mastery (MAXED)
End Result
Claw Mastery-MAXED
Critical Throw-MAXED
Claw Booster-10
Haste-11/MAXED
Flash Jump-11/MAXED
Sudden Attack-MAXED
Vampire-MAXED
Why only 10 on Claw Booster? A level 1 Claw Booster increases your attacking speed by the same amount it would at level 30. The only reason you add points into it is because it reduces the cost of recasting and lengthens the time of the buff.
So why max Sudden Attack and leave Flash Jump or Haste at 11? Sudden Attack may allow 1-hit-killing with the 130% thus cutting the mp cost for a skill in half +5 MP, though it does take time to recast Dark Sight. A lower Flash Jump only means using more MP.
Why does it say +3 Flash Jump or +3 Haste? From levels 51 to 57 it is your choice whether to max out either Haste or Flash Jump first, and leave the other at 0 from. If you find yourself soloing more often it would be better to max Flash Jump, or if you find yourself in parties more then you should max Haste.
Why does it say +3 Claw Booster or +3 Darkness? For the Low Nimble Body Build Darkness is left at 17, so at level 58 you have a choice of having Claw Booster or Darkness last longer.
Why do I need to max out Critical Throw before I max out Vampire? Though Vampire does not use throwing stars to cause damage, it is still affected by Critical Throw. Since Vampire is a mob attack its damage is quite unstable alone, but Critical Throw slightly makes it more stable.
No Claw Booster SP Build
Level 30 - +1 Vampire (1)
Level 31 - +3 Claw Mastery (3)
Level 32 - +3 Critical Throw (3)
Level 33 - +3 Critical Throw (6)
Level 34 - +3 Critical Throw (9)
Level 35 - +3 Critical Throw (12)
Level 36 - +3 Critical Throw (15)
Level 37 - +3 Critical Throw (18)
Level 38 - +3 Critical Throw (21)
Level 39 - +3 Critical Throw (24)
Level 40 - +3 Critical Throw (27)
Level 41 - +3 Critical Throw (MAXED)
Level 42 - +3 Vampire (4)
Level 43 - +3 Vampire (7)
Level 44 - +3 Vampire (10)
Level 45 - +3 Vampire (13)
Level 46 - +3 Vampire (16)
Level 47 - +3 Vampire (19)
Level 48 - +1 Vampire (MAXED); +2 Claw Mastery (5)
Level 49 - +1 Claw Booster (1) or +1 Darkness(18); +2 Flash Jump or +2 Haste (2)
Level 50 - +3 Flash Jump or +3 Haste (5)
Level 51 - +3 Flash Jump or +3 Haste (8)
Level 52 - +3 Flash Jump or +3 Haste (11)
Level 53 - +3 Flash Jump or +3 Haste (14)
Level 54 - +3 Flash Jump or +3 Haste (17)
Level 55 - +3 Flash Jump or +3 Haste (MAXED)
Level 56 - +3 Sudden Attack (3)
Level 57 - +3 Sudden Attack (6)
Level 58 - +3 Sudden Attack (9)
Level 59 - +1 Sudden Attack (MAXED); +2 Flash Jump or +2 Haste (2)
Level 60 - +3 Flash Jump or +3 Haste (5)
Level 61 - +3 Flash Jump or +3 Haste (8)
Level 62 - +3 Flash Jump or +3 Haste (11)
Level 63 - +3 Flash Jump or +3 Haste (14)
Level 64 - +3 Flash Jump or +3 Haste (17)
Level 65 - +3 Flash Jump or +3 Haste (MAXED)
Level 66 - +3 Claw Mastery (8)
Level 67 - +3 Claw Mastery (11)
Level 68 - +3 Claw Mastery (14)
Level 69 - +3 Claw Mastery (17)
Level 70 - +3 Claw Mastery (MAXED)
End Result
Claw Mastery-MAXED
Critical Throw-MAXED
Claw Booster-1
Haste-MAXED
Flash Jump-MAXED
Sudden Attack-MAXED
Vampire-MAXED
Why only 1 on Claw Booster? A level 1 Claw Booster increases your attacking speed by the same amount it would at level 30. The only reason you add points into it is because it reduces the cost of recasting and lengthens the time of the buff. Since 1 Claw Booster only lasts 10 seconds it is next useless.
Why does it say +3 Flash Jump or +3 Haste? From levels 49 to 55 it is your choice whether to max out either Haste or Flash Jump first, and max the other from 59-65. If you find yourself soloing more often it would be better to max Flash Jump first, or if you find yourself in parties more then you should max Haste first.
Why does it say +1 Claw Booster or +1 Darkness? For the Low Nimble Body Build Darkness is left at 17, so at level 48 you have a choice of having Claw Booster or Darkness last longer.
Why do I need to max out Critical Throw before I max out Vampire? Though Vampire does not use throwing stars to cause damage, it is still affected by Critical Throw. Since Vampire is a mob attack its damage is quite unstable alone, but Critical Throw slightly makes it more stable.
No Vampire SP Build
Level 30 - +1 Vampire (1) or +1 Darkness (18)
Level 31 - +3 Claw Mastery (3)
Level 32 - +3 Critical Throw (3)
Level 33 - +3 Critical Throw (6)
Level 34 - +3 Critical Throw (9)
Level 35 - +3 Critical Throw (12)
Level 36 - +3 Critical Throw (15)
Level 37 - +3 Critical Throw (18)
Level 38 - +3 Critical Throw (21)
Level 39 - +3 Critical Throw (24)
Level 40 - +3 Critical Throw (27)
Level 41 - +3 Critical Throw (MAXED)
Level 42 - +3 Sudden Attack (3)
Level 43 - +3 Sudden Attack (6)
Level 44 - +3 Sudden Attack (9)
Level 45 - +1 Sudden Attack (MAXED); +2 Claw Mastery (5)
Level 46 - +3 Claw Booster (3)
Level 47 - +3 Claw Booster (6)
Level 48 - +3 Claw Booster (9)
Level 49 - +3 Claw Booster (12)
Level 50 - +3 Claw Booster (15)
Level 51 - +1 Claw Booster (16); +2 Flash Jump or +2 Haste (2)
Level 52 - +3 Flash Jump or +3 Haste (5)
Level 53 - +3 Flash Jump or +3 Haste (8)
Level 54 - +3 Flash Jump or +3 Haste (11)
Level 55 - +3 Flash Jump or +3 Haste (14)
Level 56 - +3 Flash Jump or +3 Haste (17)
Level 57 - +3 Flash Jump or +3 Haste (MAXED)
Level 58 - +3/1 Claw Booster (19/18) or +3/2 Darkness (MAXED)
Level 59 - +3 Flash Jump or +3 Haste (3)
Level 60 - +3 Flash Jump or +3 Haste (6)
Level 61 - +3 Flash Jump or +3 Haste (9)
Level 62 - +3 Flash Jump or +3 Haste (12)
Level 63 - +3 Flash Jump or +3 Haste (15)
Level 64 - +3 Flash Jump or +3 Haste (18)
Level 65 - +2 Flash Jump or +2 Haste (MAXED); +1 Claw Booster (MAXED/17/18)
Level 66 - +3 Claw Mastery (8)
Level 67 - +3 Claw Mastery (11)
Level 68 - +3 Claw Mastery (14)
Level 69 - +3 Claw Mastery (17)
Level 70 - +3 Claw Mastery (MAXED)
End Result
Claw Mastery-MAXED
Critical Throw-MAXED
Claw Booster-MAXED
Haste-MAXED
Flash Jump-MAXED
Sudden Attack-MAXED
Vampire-1
So why no Vampire? Vampire is meant to be an early mobbing skill but is essentially used to save money by not needing to buy HP potions.
Why does it say +3 Flash Jump or +3 Haste? From levels 51 to 57 it is your choice whether to max out either Haste or Flash Jump first, and max the other from 59-65. If you find yourself soloing more often it would be better to max Flash Jump first, or if you find yourself in parties more then you should max Haste first.
Why does it say +3 Claw Booster or +3 Darkness? For the Low Nimble Body Build Darkness is left at 17, so at level 58 you have a choice of having Claw Booster or Darkness last longer.
Why does it say +1 Vampire or +1 Darkness? For the Low Nimble Body Build Darkness is left at 17, so at level 30 you add 1 to Darkness so it lasts longer and does slightly more damage.
Night Walker (3rd Job Advancement)
Shadow Partner: For a certain amount of time, a shadow will appear, repeating your every move. There's no real stamina in it, and it will disappear after some time.
- Level 1: MP - 200, 1 Summoning Rock; Summon for 60 sec., Attack 20%, Skill 21%.
- Level 15: MP - 130, 1 Summoning Rock; Summon for 120 sec., Attack 60%, Skill 29%.
- Level 30: MP - 55, 1 Summoning Rock; Summon for 180 sec., Attack 80%, Skill 50%.
Shadow Web: Creates a web of shadow of oneself to hold up to 6 monsters. Once stuck, the monsters held in the spiderweb will be unable to move.
- Level 1: MP - 10; For 5 sec., holds the enemies with 42% success rate.
- Level 10: MP - 14; For 6 sec., holds the enemies with 60% success rate.
- Level 20: MP - 22; For 8 sec., holds the enemies with 80% success rate.
Avenger: Uses MP to make an enormous throwing star for attack. The throwing star will go through an enemy, and attack the ones behind it, too.
- Level 1: MP - 16; Uses 3 throwing stars to attack up to 4 enemies, Damage 65%
- Level 15: MP - 23; Uses 3 throwing stars to attack up to 5 enemies, Damage 130%.
- Level 30: MP - 30; Uses 3 throwing stars to attack up to 6 enemies, Damage 180%.
Alchemist: Increases the effect of the recovery-based items like potions and others, and lengthen time for the effect, if the item is based on such. However, items such as Elixir and others that base the recovery in % do not apply in this skill.
- Level 1: Recovery rate 103%, Duration of Effect 103%.
- Level 10: Recovery rate 130%, Duration of Effect 130%.
- Level 20: Recovery rate 150%, Duration of Effect 150%.
Triple Throw: Attacks monsters with 3 stars instantly, inflicting an enormous amount of damage to the monster.
- Level 1: MP -11, 102% damage
- Level 10: MP -15, 120% damage
- Level 20: MP -29, 140% damage
Venom: Throws a star that's been smeared with poison; the monster struck has a chance of being poisoned. Usable up to 3 times against each monster.
- Level 1: 31 Basic Attack, 11% probability, 2 second duration
- Level 10: 40 Basic Attack, 20% probability, 2 second duration
- Level 20: 50 Basic Attack, 30% probability, 3 second duration
Poison Sling: Throw a bomb that makes a poisonous cloud. Monsters in the Venom Cloud continuously take damage.
- Level 1: MP -21, 4 seconds, 51% Probability, 100% Range
- Level 15: MP -35, 20 seconds, 65% Probability, 100% Range
- Level 30: MP -50, 40 seconds, 80% Probability, 100% Range
No Shadow Web SP Build
Level 70 - +1 Shadow Web (1) or +1 Claw Booster (2/11/12/18/19)
Level 71 - +3 Shadow Partner (3)
Level 72 - +3 Shadow Partner (6)
Level 73 - +3 Shadow Partner (9)
Level 74 - +3 Shadow Partner (12)
Level 75 - +3 Shadow Partner (15)
Level 76 - +3 Shadow Partner (18)
Level 77 - +3 Shadow Partner (21)
Level 78 - +3 Shadow Partner (24)
Level 79 - +3 Shadow Partner (27)
Level 80 - +3 Shadow Partner (MAXED)
Level 81 - +3 Poison Sling or +3 Avenger (3)
Level 82 - +3 Poison Sling or +3 Avenger (6)
Level 83 - +3 Poison Sling or +3 Avenger (9)
Level 84 - +3 Poison Sling or +3 Avenger (12)
Level 85 - +3 Poison Sling or +3 Avenger (15)
Level 86 - +3 Poison Sling or +3 Avenger (18)
Level 87 - +3 Poison Sling or +3 Avenger (21)
Level 88 - +3 Poison Sling or +3 Avenger (24)
Level 89 - +3 Poison Sling or +3 Avenger (27)
Level 90 - +3 Poison Sling or +3 Avenger (MAXED)
Level 91 - +3 Alchemist (3)
Level 92 - +3 Alchemist (6)
Level 93 - +3 Alchemist (9)
Level 94 - Save 2 Points (2); +1 Alchemist (10)
Level 95 - Save 3 Points (5)
Level 96 - Save 3 Points (8)
Level 97 - Save 3 Points (11)
Level 98 - Save 3 Points (14)
Level 99 - Save 3 Points (17)
Level 100 - +20 Triple Throw (MAXED)
Level 101 - +3 Alchemist (13)
Level 102 - +3 Alchemist (16)
Level 103 - +3 Alchemist (19)
Level 104 - Save 2 Points (2); +1 Alchemist (MAXED)
Level 105 - Save 3 Points (5)
Level 106 - Save 3 Points (8)
Level 107 - Save 3 Points (11)
Level 108 - Save 3 Points (14)
Level 109 - Save 3 Points (17)
Level 110 - +20 Venom (MAXED)
Level 111 - +3 Poison Sling or +3 Avenger (3)
Level 112 - +3 Poison Sling or +3 Avenger (6)
Level 113 - +3 Poison Sling or +3 Avenger (9)
Level 114 - +3 Poison Sling or +3 Avenger (12)
Level 115 - +3 Poison Sling or +3 Avenger (15)
Level 116 - +3 Poison Sling or +3 Avenger (18)
Level 117 - +3 Poison Sling or +3 Avenger (21)
Level 118 - +3 Poison Sling or +3 Avenger (24)
Level 119 - +3 Poison Sling or +3 Avenger (27)
Level 120 - +3 Poison Sling or +3 Avenger (MAXED); +1 Echo of Hero (MAXED)
End Result
Shadow Partner-MAXED
Shadow Web-1
Avenger-MAXED
Alchemist-MAXED
Triple Throw-MAXED
Venom-MAXED
Poison Sling-MAXED
Why does it say +1 Shadow Web or +1 Claw Booster? Shadow Web is next to useless at level 1 and in most of the previous 2nd job builds Claw Booster is not maxed, so adding 1 to Claw Booster will increase its duration.
Why does it say +3 Poison Sling or +3 Avenger? From levels 81 to 90 it is your choice whether to max out either Avenger or Poison Sling first, and max the other last of all your 3rd job skills at the levels 111 to 120. This choice is one of the most important decisions you will ever have to make as Night Walker. Both have their advantages and disadvantages, it really comes down to your style of play.
Why do I save SP at level 94 to 99 and 104 to 109? Triple Throw and Venom are not given to you upon reaching 3rd job advancement, Triple Throw unlocks at level 100 after doing a quest and Venom unlocks at 110 the same way.
Why max Venom and Alchemist and not Shadow Web? Shadow Web has a success rate of 80% when maxed, but take it as a 20% chance of failing, though if it does succeed and used with Vampire it can make healing easier and can help at bosses by trapping spawns. Venom has a success rate of 65.7%, (chances of failing per attack = 0.7, overall chances of failing = 0.7 x 0.7 x 0.7 = 0.343, thus overall chances of passing = 1 - 0.343 = 0.657) which is a 34.3% chance of failing. Also, Venom adds bonus damage and poisons a single target (which can stack) but does not work on bosses. So approximately 3 or 4 out of 10 Triple Throws will not use Venom and Alchemist will work on every potion (except % ones), and makes potions cheaper in a sense and makes them last longer.
Why do you get 4 SP at Level 120? You don't, Echo of Hero is gained through doing a quest at that level.
No Alchemist SP Build
Level 70 - +1 Alchemist (1) or +1 Claw Booster (2/11/12/18/19)
Level 71 - +3 Shadow Partner (3)
Level 72 - +3 Shadow Partner (6)
Level 73 - +3 Shadow Partner (9)
Level 74 - +3 Shadow Partner (12)
Level 75 - +3 Shadow Partner (15)
Level 76 - +3 Shadow Partner (18)
Level 77 - +3 Shadow Partner (21)
Level 78 - +3 Shadow Partner (24)
Level 79 - +3 Shadow Partner (27)
Level 80 - +3 Shadow Partner (MAXED)
Level 81 - +3 Poison Sling or +3 Avenger (3)
Level 82 - +3 Poison Sling or +3 Avenger (6)
Level 83 - +3 Poison Sling or +3 Avenger (9)
Level 84 - +3 Poison Sling or +3 Avenger (12)
Level 85 - +3 Poison Sling or +3 Avenger (15)
Level 86 - +3 Poison Sling or +3 Avenger (18)
Level 87 - +3 Poison Sling or +3 Avenger (21)
Level 88 - +3 Poison Sling or +3 Avenger (24)
Level 89 - +3 Poison Sling or +3 Avenger (27)
Level 90 - +3 Poison Sling or +3 Avenger (MAXED)
Level 91 - +3 Shadow Web (3)
Level 92 - +3 Shadow Web (6)
Level 93 - +3 Shadow Web (9)
Level 94 - Save 3 Points (3)
Level 95 - Save 3 Points (6)
Level 96 - Save 3 Points (9)
Level 97 - Save 3 Points (12)
Level 98 - Save 3 Points (15)
Level 99 - Save 3 Points (18)
Level 100 - +20 Triple Throw (MAXED); +1 Shadow Web (10)
Level 101 - +3 Shadow Web (13)
Level 102 - +3 Shadow Web (16)
Level 103 - +3 Shadow Web (19)
Level 104 - Save 3 Points (3)
Level 105 - Save 3 Points (6)
Level 106 - Save 3 Points (9)
Level 107 - Save 3 Points (12)
Level 108 - Save 3 Points (15)
Level 109 - Save 3 Points (18)
Level 110 - +20 Venom (MAXED); +1 Shadow Web (MAXED)
Level 111 - +3 Poison Sling or +3 Avenger (3)
Level 112 - +3 Poison Sling or +3 Avenger (6)
Level 113 - +3 Poison Sling or +3 Avenger (9)
Level 114 - +3 Poison Sling or +3 Avenger (12)
Level 115 - +3 Poison Sling or +3 Avenger (15)
Level 116 - +3 Poison Sling or +3 Avenger (18)
Level 117 - +3 Poison Sling or +3 Avenger (21)
Level 118 - +3 Poison Sling or +3 Avenger (24)
Level 119 - +3 Poison Sling or +3 Avenger (27)
Level 120 - +3 Poison Sling or +3 Avenger (MAXED); +1 Echo of Hero (MAXED)
End Result
Shadow Partner-MAXED
Shadow Web-MAXED
Avenger-MAXED
Alchemist-1
Triple Throw-MAXED
Venom-MAXED
Poison Sling-MAXED
Why does it say +1 Alchemist or +1 Claw Booster? Alchemist is next to useless at level 1 and in most of the previous 2nd job builds Claw Booster is not maxed, so adding 1 to Claw Booster will increase its duration.
Why does it say +3 Poison Sling or +3 Avenger? From levels 81 to 90 it is your choice whether to max out either Avenger or Poison Sling first, and max the other last of all your 3rd job skills at the levels 111 to 120. This choice is one of the most important decisions you will ever have to make as Night Walker. Both have their advantages and disadvantages, it really comes down to your style of play.
Why do I save SP at level 94 to 99 and 104 to 109? Triple Throw and Venom are not given to you upon reaching 3rd job advancement, Triple Throw unlocks at level 100 after doing a quest and Venom unlocks at 110 the same way.
Why max Venom and Shadow Web and not Alchemist? Shadow Web has a success rate of 80%, but take it as a 20% chance of failing, though if it does succeed and used with Vampire it can make healing easier and can help at bosses by trapping spawns. Venom has a success rate of 65.7%, (chances of failing per attack = 0.7, overall chances of failing = 0.7 x 0.7 x 0.7 = 0.343, thus overall chances of passing = 1 - 0.343 = 0.657) which is a 34.3% chance of failing. Also, Venom adds bonus damage and poisons a single target (which can stack) but does not work on bosses. So 2 out of 10 Shadow Webs will not work, and approximately 3 or 4 out of 10 Triple Throws will not use Venom. Alchemist will work on every potion (except % ones), but if you think about it only makes potions cheaper in a sense and makes them last longer.
Why do you get 4 SP at Level 120? You don't, Echo of Hero is gained through doing a quest at that level.
No Venom SP Build
Level 70 - Save 1 Point (1) or +1 Claw Booster (2/11/12/18/19)
Level 71 - +3 Shadow Partner (3)
Level 72 - +3 Shadow Partner (6)
Level 73 - +3 Shadow Partner (9)
Level 74 - +3 Shadow Partner (12)
Level 75 - +3 Shadow Partner (15)
Level 76 - +3 Shadow Partner (18)
Level 77 - +3 Shadow Partner (21)
Level 78 - +3 Shadow Partner (24)
Level 79 - +3 Shadow Partner (27)
Level 80 - +3 Shadow Partner (MAXED)
Level 81 - +3 Poison Sling or +3 Avenger (3)
Level 82 - +3 Poison Sling or +3 Avenger (6)
Level 83 - +3 Poison Sling or +3 Avenger (9)
Level 84 - +3 Poison Sling or +3 Avenger (12)
Level 85 - +3 Poison Sling or +3 Avenger (15)
Level 86 - +3 Poison Sling or +3 Avenger (18)
Level 87 - +3 Poison Sling or +3 Avenger (21)
Level 88 - +3 Poison Sling or +3 Avenger (24)
Level 89 - +3 Poison Sling or +3 Avenger (27)
Level 90 - +3 Poison Sling or +3 Avenger (MAXED)
Level 91 - +3 Shadow Web or +3 Alchemist (3)
Level 92 - +3 Shadow Web or +3 Alchemist (6)
Level 93 - +3 Shadow Web or +3 Alchemist (9)
Level 94 - Save 3 Points (3)
Level 95 - Save 3 Points (6)
Level 96 - Save 3 Points (9)
Level 97 - Save 3 Points (12)
Level 98 - Save 3 Points (15)
Level 99 - Save 3 Points (18)
Level 100 - +20 Triple Throw (MAXED); +1 Shadow Web or +1 Alchemist (10)
Level 101 - +3 Shadow Web or +3 Alchemist (13)
Level 102 - +3 Shadow Web or +3 Alchemist (16)
Level 103 - +3 Shadow Web or +3 Alchemist (19)
Level 104 - +1 Shadow Web or +1 Alchemist (MAXED) +2 Shadow Web or +2 Alchemist (2)
Level 105 - +3 Shadow Web or +3 Alchemist (5)
Level 106 - +3 Shadow Web or +3 Alchemist (8)
Level 107 - +3 Shadow Web or +3 Alchemist (11)
Level 108 - +3 Shadow Web or +3 Alchemist (14)
Level 109 - +3 Shadow Web or +3 Alchemist (17)
Level 110 - +3 Shadow Web or +3 Alchemist (MAXED)
Level 111 - +3 Poison Sling or +3 Avenger (3)
Level 112 - +3 Poison Sling or +3 Avenger (6)
Level 113 - +3 Poison Sling or +3 Avenger (9)
Level 114 - +3 Poison Sling or +3 Avenger (12)
Level 115 - +3 Poison Sling or +3 Avenger (15)
Level 116 - +3 Poison Sling or +3 Avenger (18)
Level 117 - +3 Poison Sling or +3 Avenger (21)
Level 118 - +3 Poison Sling or +3 Avenger (24)
Level 119 - +3 Poison Sling or +3 Avenger (27)
Level 120 - +3 Poison Sling or +3 Avenger (MAXED); +1 Echo of Hero (MAXED)
End Result
Shadow Partner-MAXED
Shadow Web-MAXED
Avenger-MAXED
Alchemist-MAXED
Triple Throw-MAXED
Venom-1
Poison Sling-MAXED
Why does it say Save 1 Point or +1 Claw Booster? Venom is unlocked at level 110 and you will only be putting 1 excess point in it. Also, in most of the previous 2nd job builds Claw Booster is not maxed, so adding 1 to Claw Booster will increase its duration.
Why does it say +3 Poison Sling or +3 Avenger? From levels 81 to 90 it is your choice whether to max out either Avenger or Poison Sling first, and max the other last of all your 3rd job skills at the levels 111 to 120. This choice is one of the most important decisions you will ever have to make as Night Walker. Both have their advantages and disadvantages, it really comes down to your style of play.
Why do I save SP at level 94 to 99 and 104 to 109? Triple Throw and Venom are not given to you upon reaching 3rd job advancement, Triple Throw unlocks at level 100 after doing a quest and Venom unlocks at 110 the same way.
Why max Alchemist and Shadow Web and not Venom? Shadow Web has a success rate of 80%, but take it as a 20% chance of failing, though if it does succeed and used with Vampire it can make healing easier and can help at bosses by trapping spawns. Venom has a success rate of 65.7%, (chances of failing per attack = 0.7, overall chances of failing = 0.7 x 0.7 x 0.7 = 0.343, thus overall chances of passing = 1 - 0.343 = 0.657, 65.7% is a MAXED Venom) which is a 34.3% chance of failing. Though Venom adds bonus damage it is not much and the poison effect on a single target (which can stack), does not work on bosses and cannot kill (leaving the monster with 1 HP). So 2 out of 10 Shadow Webs will not work and Alchemist will work on every potion (except % ones), and makes potions cheaper in a sense and makes them last longer.
Why does it say +3 Shadow Web or +3 Alchemist From levels 91 to 93 and 100-110 it is your choice whether to max out either Shadow Web or Alchemist first, and max the other after Triple Throw. This choice really comes down to your style of play, Alchemist helps you save money and Shadow Web can help you run away and help with mob skills.
Why do you get 4 SP at Level 120? You don't, Echo of Hero is gained through doing a quest at that level.
Low or No 2nd Mobbing Attack SP Build
Level 70 - +1 Poison Sling or +1 Avenger (1); or +1 Claw Booster (2/11/12/18/19)
Level 71 - +3 Shadow Partner (3)
Level 72 - +3 Shadow Partner (6)
Level 73 - +3 Shadow Partner (9)
Level 74 - +3 Shadow Partner (12)
Level 75 - +3 Shadow Partner (15)
Level 76 - +3 Shadow Partner (18)
Level 77 - +3 Shadow Partner (21)
Level 78 - +3 Shadow Partner (24)
Level 79 - +3 Shadow Partner (27)
Level 80 - +3 Shadow Partner (MAXED)
Level 81 - +3 Poison Sling or +3 Avenger (3)
Level 82 - +3 Poison Sling or +3 Avenger (6)
Level 83 - +3 Poison Sling or +3 Avenger (9)
Level 84 - +3 Poison Sling or +3 Avenger (12)
Level 85 - +3 Poison Sling or +3 Avenger (15)
Level 86 - +3 Poison Sling or +3 Avenger (18)
Level 87 - +3 Poison Sling or +3 Avenger (21)
Level 88 - +3 Poison Sling or +3 Avenger (24)
Level 89 - +3 Poison Sling or +3 Avenger (27)
Level 90 - +3 Poison Sling or +3 Avenger (MAXED)
Level 91 - +3 Shadow Web or +3 Alchemist (3)
Level 92 - +3 Shadow Web or +3 Alchemist (6)
Level 93 - +3 Shadow Web or +3 Alchemist (9)
Level 94 - Save 3 Points (3)
Level 95 - Save 3 Points (6)
Level 96 - Save 3 Points (9)
Level 97 - Save 3 Points (12)
Level 98 - Save 3 Points (15)
Level 99 - Save 3 Points (18)
Level 100 - +20 Triple Throw (MAXED); +1 Shadow Web or +1 Alchemist (10)
Level 101 - +3 Shadow Web or +3 Alchemist (13)
Level 102 - +3 Shadow Web or +3 Alchemist (16)
Level 103 - +3 Shadow Web or +3 Alchemist (19)
Level 104 - Save 3 Points (3)
Level 105 - Save 3 Points (6)
Level 106 - Save 3 Points (9)
Level 107 - Save 3 Points (12)
Level 108 - Save 3 Points (15)
Level 109 - Save 3 Points (18)
Level 110 - +20 Venom (MAXED); +1 Shadow Web or +1 Alchemist (MAXED)
Level 111 - +3 Shadow Web or +3 Alchemist (3)
Level 112 - +3 Shadow Web or +3 Alchemist (6)
Level 113 - +3 Shadow Web or +3 Alchemist (9)
Level 114 - +3 Shadow Web or +3 Alchemist (12)
Level 115 - +3 Shadow Web or +3 Alchemist (15)
Level 116 - +3 Shadow Web or +3 Alchemist (18)
Level 117 - +2 Shadow Web or +2 Alchemist (MAXED); +1 Poison Sling or +1 Avenger or Anything not maxed (2)
Level 118 - +3 Poison Sling or +3 Avenger or Anything not maxed (5)
Level 119 - +3 Poison Sling or +3 Avenger or Anything not maxed (8)
Level 120 - +3 Poison Sling or +3 Avenger or Anything not maxed (11); +1 Echo of Hero (MAXED)
End Result
Shadow Partner-MAXED
Shadow Web-MAXED
Avenger-11/MAXED
Alchemist-MAXED
Triple Throw-MAXED
Venom-MAXED
Poison Sling-11/MAXED
+1 Poison Sling or +1 Avenger or +1 Claw Booster? In this build you will choose to max out either Poison Sling or Avenger and in most of the previous 2nd job builds Claw Booster is not maxed, so adding 1 to Claw Booster will increase its duration.
Why does it say +3 Poison Sling or +3 Avenger? From levels 81 to 90 it is your choice whether to max out either Avenger or Poison Sling first, and add only 11 to the other at the levels 111 to 120. This choice is one of the most important decisions you will ever have to make as Night Walker. Both have their advantages and disadvantages, it really comes down to your style of play.
Why do I save SP at level 94 to 99 and 104 to 109? Triple Throw and Venom are not given to you upon reaching 3rd job advancement, Triple Throw unlocks at level 100 after doing a quest and Venom unlocks at 110 the same way.
Why max Venom, Shadow Web and Alchemist but not Avenger or Poison Sling? Shadow Web has a success rate of 80%, but take it as a 20% chance of failing, though if it does succeed and used with Vampire it can make healing easier and can help at bosses by trapping spawns. Venom has a success rate of 65.7% (chances of failing per attack = 0.7, overall chances of failing = 0.7 x 0.7 x 0.7 = 0.343, thus chances of success = 1 - 0.343 = 0.657), which is a 34.3% chance of failing. Also, Venom adds bonus damage and poisons a single target (which can stack) but does not work on bosses. So 2 out of 10 Shadow Webs will not work, and approximately 3 or 4 out of 10 Triple Throws will not use Venom. Alchemist will work on every potion (except % ones), and makes potions cheaper in a sense and makes them last longer. While both Avenger and Poison Sling attack multiple enemies at once (mobbing), since they both do the same thing in different ways, by maxing Venom, Shadow Web, and Alchemist and only one of the mobbing skills you have a broader range of abilities.
Why do you get 4 SP at Level 120? You don't, Echo of Hero is gained through doing a quest at that level.
Advancement Walkthroughs
Like the regular classes (Warrior, Magician, Thief, Bowman, and the Pirate) all Cygnus Knight classes go through "upgrades" which give you access to new and more powerful abilities. This section will tell you how to move on to the next advancements as a Night Walker at the correct levels.
1st Job Advancement: The Knight in Training
Once you have reached level 10, find the Night Walker job instructor Eckhart (or Icarut in some versions), it should be the guy sitting on the tree. Talk to Eckhart and follow his instructions, once this is done you will have become a (1st Job Advancement) Night Walker or a "Knight in Training"
Upon reaching 1st job advancement, you will gain access to the 1st job Night Walker skills, receive a medal, some training subis (which cannot be recharged or sold), and a training claw (1 lower weapon attack then a normal Garnier). Equip all of them and start training your brand new Night Walker!
2nd Job Advancement: The Official Knight
Once you have reached level 30, go find the Night Walker job instructor Eckhart (or Icarut in some versions) again. After talking to him he will give you a quest where you are required to collect 30 Proof of Exams.
Head over to the "Training Hall 2" where you should begin hunting Tigurus (which drop Proof of Exams). Then, once you have collected 30 Proof of Exams from hunting Tigurus, talk to the NPC present and you will be taken out of "Training Hall 2". Finally, head back to Eckhart and talk to him. And you will gain access to the 2nd job Night Walker skills, receive a medal, and 1 skill point.
3rd Job Advancement: The Knight Sergeant
When you have reached level 70, a light-bulb should appear over your head, click it and Tactician Neinheart will talk to you to start the quest. Next, talk to the Night Walker job instructor Eckhart (or Icarut in some versions) and he will ask you to go talk to Tactician Neinheart. Talk to Tactician Neinheart again and you will be issued a search warrant in exchange for a Dark Crystal (not a Black Crystal).
Then, you must begin your search for Eckhart throughout the whole of Ereve. Once you find him, talk to him and the "Transforming Wizard" will be summoned. Defeat him and collect the item that the Transforming Wizard drops. Talk to Eckhart once more. Then activate the new quest and talk to Shinsoo. After talking to Shinsoo you will have gained access to the 3rd job Night Walker skills, receive a medal, and 1 skill point.
Build Suggestions
This section will talk about which 1st job builds, 2nd job builds, and 3rd job builds work well together, and will have a summary of each build set.
Of course these are just suggestions so you do not have to follow them exactly.
Format:
.Title For Build Set.
1st Job Build Name >>> 2nd Job Build Name >>> 3rd Job Build Name
Summary: -Context-
Complete End Result:
- Skill Name/Link-Skill Level
.Pure Mobbing.
Darkness Build >>> No Sudden Attack Build >>> No Venom Build
Summary: The Pure Mobbing build set gives a maxed Darkness and a maxed Vampire, these two skills will help push off the closest enemies to you, while Poison Sling and Avenger will become your main attacks. Since you do not have Sudden Attack or Dark Sight it is not suggested to go "misting" (misting is when you use Poison Sling and Vampire from a place where monster cannot attack you) at Skelegons and Skelesaurus' too early. Shadow Web will help hold enemies in place which makes "luring" (luring is when you attack all monsters in a map and have them follow you to a high level player waiting to kill the monsters) and general mobbing a lot easier. You will be using Poison Sling and Avenger to train, and Triple Throw to go bossing. Since Venom doesn't work on bosses it is literally useless in this build set. At level 70 the bonus skill point should be put into Claw Booster.
Complete End Result:
- Echo of Hero-MAXED
- Nimble Body-MAXED
- Keen Eyes-MAXED
- Disorder-3
- Dark Sight-0
- Lucky Seven-MAXED
- Darkness-MAXED
- Claw Mastery-MAXED
- Critical Throw-MAXED
- Claw Booster-12
- Haste-MAXED
- Flash Jump-MAXED
- Sudden Attack-0
- Vampire-MAXED
- Shadow Partner-MAXED
- Shadow Web-MAXED
- Avenger-MAXED
- Alchemist-MAXED
- Triple Throw-MAXED
- Venom-0
- Poison Sling-MAXED
.Hybrid Mobbing.
Low Nimble Body Build >>> Low Flash Jump/Haste Build >>> No Alchemist Build
Summary: The Hybrid Mobbing build set gives a maxed Darkness, Dark Sight and Sudden Attack, these three skills combined with Poison Sling and Vampire will allow you to go "misting" (misting is when you use Poison Sling and Vampire from a place where monster cannot attack you) at Skelegons and Skelesaurus' earlier then Hermits/Night Lords if you max Poison Sling first. With this build you get both Shadow Web and Venom which help with mobbing and single-monster attacking, respectively. Shadow Web can also be used for "luring" (luring is when you attack all monsters in a map and have them follow you to a high level player waiting to kill the monsters). The build set also boosts single-monster attacking by amplifying Triple Throw's overall damage output with Venom. Since this build set is a hybrid it can prove to be expensive (like most hybrid builds in MapleStory) and is not recommended if your unfunded seeing as it does not have Alchemist and a low Haste or Flash Jump. It is recommended to max Haste instead of Flash Jump as it will help you with getting into parties, at level 58 add 3 skill points into Darkness, and at level 70 the bonus skill point should be put into Claw Booster.
Complete End Result:
- Echo of Hero-MAXED
- Nimble Body-3
- Keen Eyes-MAXED
- Disorder-3
- Dark Sight-MAXED
- Lucky Seven-MAXED
- Darkness-MAXED
- Claw Mastery-MAXED
- Critical Throw-MAXED
- Claw Booster-8
- Haste-11/MAXED
- Flash Jump-11/MAXED
- Sudden Attack-MAXED
- Vampire-MAXED
- Shadow Partner-MAXED
- Shadow Web-MAXED
- Avenger-MAXED
- Alchemist-0
- Triple Throw-MAXED
- Venom-MAXED
- Poison Sling-MAXED
.Pure Single.
Low Nimble Body Build >>> No Vampire Build >>> No Shadow Web Build
Summary: The Pure single build set gives a maxed Darkness, Dark Sight and a maxed Sudden Attack, Darkness will help push off the closest enemies to you, while Dark Sight and Sudden Attack will help at bosses and general training if your patient. In this build set Triple Throw becomes your main attack (which is amplified by Venom). Poison Sling and Avenger will become your secondary attacks as they cannot reach full potential without Vampire. Since you do have Sudden Attack and Dark Sight you could go "misting" (misting is when you use Poison Sling from a place where monster cannot attack you) at Skelegons and Skelesaurus' earlier then Hermits/Night Lords if you max Poison Sling first but once again will not be as effective without Vampire and Shadow Web. You will be using Triple Throw to train and go bossing. Since Venom doesn't work on bosses your overall damage output is slightly lowered. At level 30 and 70 the bonus skill points should be put into Darkness. At level 120 if you want you can put 2 skill points into your 2nd mobbing attack and 1 skill point into Darkness maxing it.
Complete End Result:
- Echo of Hero-MAXED
- Nimble Body-3
- Keen Eyes-MAXED
- Disorder-3
- Dark Sight-MAXED
- Lucky Seven-MAXED
- Darkness-19/MAXED
- Claw Mastery-MAXED
- Critical Throw-MAXED
- Claw Booster-MAXED
- Haste-MAXED
- Flash Jump-MAXED
- Sudden Attack-MAXED
- Vampire-0
- Shadow Partner-MAXED
- Shadow Web-0
- Avenger-19/MAXED
- Alchemist-MAXED
- Triple Throw-MAXED
- Venom-MAXED
- Poison Sling-19/MAXED
.Hybrid Single.
Dark Sight Build >>> No Vampire Build >>> No Alchemist Build
Summary: The Hybrid Single build set gives a maxed Dark Sight and a maxed Sudden Attack, these two skills and Poison Sling will allow you to go "misting" (misting is when you use Poison Sling from a place where monster cannot attack you) at Skelegons and Skelesaurus' earlier then Hermits/Night Lords if you max Poison Sling first. With this build you get both Shadow Web and Venom which help with mobbing and single-monster attacking, respectively. Shadow Web can also be used for "luring" (luring is when you attack all monsters in a map and have them follow you to a high level player waiting to kill the monsters). The build set also boosts single-monster attacking by amplifying Triple Throw's overall damage output with Venom. Since this build set is a hybrid it can prove to be expensive (like most hybrid builds in MapleStory) and is not recommended if your unfunded seeing as it does not have Alchemist or Vampire. At level 30 the skill point should be put into Darkness and at level 70 the bonus skill point should be put into Darkness.
Complete End Result:
- Echo of Hero-MAXED
- Nimble Body-MAXED
- Keen Eyes-MAXED
- Disorder-3
- Dark Sight-MAXED
- Lucky Seven-MAXED
- Darkness-12
- Claw Mastery-MAXED
- Critical Throw-MAXED
- Claw Booster-MAXED
- Haste-MAXED
- Flash Jump-MAXED
- Sudden Attack-MAXED
- Vampire-0
- Shadow Partner-MAXED
- Shadow Web-MAXED
- Avenger-MAXED
- Alchemist-0
- Triple Throw-MAXED
- Venom-MAXED
- Poison Sling-MAXED
.Late Claw Support.
No Keen Eyes Build >>> No Claw Booster Build >>> Low or No 2nd Mobbing Attack Build
Summary: The Late Claw Support build set requires immense patience, and makes the Poison Sling or Avenger choice even harder because you will never put skill points into the mob ability you didn't pick. This build set gives a maxed Darkness, Dark Sight and Sudden Attack, these three skills combined with Poison Sling and Vampire will allow you to go "misting" (misting is when you use Poison Sling and Vampire from a place where monster cannot attack you) at Skelegons and Skelesaurus' earlier then Hermits/Night Lords if you max Poison Sling instead of Avenger. With this build you get Shadow Web, Venom and Alchemist which help with mobbing, single-monster attacking and saving money, respectively. Shadow Web can also be used for "luring" (luring is when you attack all monsters in a map and have them follow you to a high level player waiting to kill the monsters), Avenger is the best choice of mobbing attack for "luring". This build set also boosts single-monster attacking by amplifying Triple Throw's overall damage output with Venom. One thing interesting thing about this build is that it is considered a hybrid it's easier to maintain then regular hybrid builds (most hybrid builds in MapleStory are expensive) since it has Alchemist. At level 29 add 1 skill point into Nimble Body and 2 into Keen Eyes, at level 30 add 3 skill points into Keen Eyes, and at levels 117 to 120 add 3 skill points into Keen Eyes and 8 skill points put into Claw Booster.
Complete End Result:
- Echo of Hero-MAXED
- Nimble Body-3
- Keen Eyes-MAXED
- Disorder-3
- Dark Sight-MAXED
- Lucky Seven-MAXED
- Darkness-MAXED
- Claw Mastery-MAXED
- Critical Throw-MAXED
- Claw Booster-9
- Haste-MAXED
- Flash Jump-MAXED
- Sudden Attack-MAXED
- Vampire-MAXED
- Shadow Partner-MAXED
- Shadow Web-MAXED
- Avenger-0/MAXED
- Alchemist-MAXED
- Triple Throw-MAXED
- Venom-MAXED
- Poison Sling-0/MAXED
Places To Train
This section of the guide will briefly describe the best monsters and maps to train on at certain levels.
It is suggested to do highly rewarding and storyline (or Job) quests as your first priority.
Most of these are meant for grinding (leveling) purposes only, as the monster are significantly lower than your current level. This means you will be killing them in 1 to 2 hits but getting items which are also subpar to you current level.
Clicking a monster or map will give you more information on locations, drops, other monster in the map etc.
Levels 1 to 13
. . . . .. . . . .
In these levels you should be going through the 'Ereve quests. Doing all the quests will get you to level 13 guaranteed.
Levels 14 to 20
. . . . .. . . . .
Once you have left Ereve head over to Victoria Island and make your way to Pig Beach. In this map there's a huge amount of Pigs and Ribbon Pigs, though at times it can be quite crowded as it is a favored training spot amongst all classes.
Levels 21 to 25
. . . . .. . . . .. . . . .
Upon reaching level 21 you should begin to train on Green Mushrooms at Southern Forest III in Ellinia. Closer to level 25 you may want to begin training on Horny Mushrooms at Forest Up North I, which is also in Ellinia.
Levels 26 to 30
. . . . .. . . . .
Here you can either continue training off of Horny Mushrooms in Ellinia or move to Henesys and start to train on Blue Mushrooms at Blue Mushroom Forest all the way to your 2nd Job Advancement.
Levels 31 to 35
. . . . .. . . . .. . . . .
Congratulations on making it to your 2nd job advancement, but here come the "long levels". After obtaining your 2nd job advancement you have a choice of either training on Wild Boars at Land of Wild Boar II in Perion, or heading over to Sleepywood and training on Zombie Mushrooms at Ant Tunnel Park.
Levels 36 to 40
. . . . .
At these levels you should head down to Sleepywood and start to train purely off of Evil Eyes at Cave of Evil Eye. Be careful though, there are many Jr. Boogie which get extremely annoying with their abilities.
Levels 41 to 45
. . . . .. . . . .. . . . .
It is around these levels where things start to pick up for Night Walkers. Here You have a choice hear to either head over to Perion and make your way to The Burnt Land and kill every single Fire Boar you see, or travel to Ludibrium and start training off Chronos in Path of Time.
Levels 46 to 50
. . . . .
Upon reaching level 46 you'll be heading out Ludibrium and will most likely be staying there for a long while. Head down in to Terrace Hall then make your way over to the Path of Time and start to purely train off of Platoon Chronos.
Levels 51 to 55
. . . . .
Here you are going to be moving on from Platoon Chronos and begin training on the strongest of the Chronos group, the Master Chronos. They are located one map to the right of the Platoon Chronos at the Path of Time in Ludibrium
Legal
Copyright © 2009-2010 SanjitS95 and MapleWiki.net
All names are licensed or trademark of Wizet.
You may not use or copy this guide without my permission (part or whole).
Edit my user page and ask me for permission and I'll get back to you as fast as possible.
Websites allowed to use my guide (with proper credit):
MapleTip.com
Hidden-street.net
MapleWiki.net
Notes
Thanks to whoever made the Assassin/Long guide (I edited the pros and cons into this guide).
Version 1.0
- (completion of guide)
Version 1.1
- changed page name from 'Night Walker (Skill) Guide' to 'Complete Night Walker Guide'
- added Places To Train section
Version 1.2
- changed chances of failure for Venom
Version 1.3
- corrected a few minor errors and a couple links
Version 1.4
- couple of cosmetic changes
- small changes in a few SP builds
Version 1.5
04:26 PM, 21 August 2010 (PDT)
- currently correcting the Places To Train section (I had already leveled past those levels during the making of this guide, sorry for any inconvenience)
- added time and date to Notes Section to help better log progression of guide (as of this version)
Version 1.6
07:08 PM, 22 August 2010 (PDT)
- began removing excess links per section
- few cosmetic and grammatical changes
Version 1.7
05:36 PM, 24 August 2010 (PDT)
- finished removing excess links on all sections
Version 1.8
08:28 PM, 24 August 2010 (PDT)
- completed and corrected Places To Train section up to Level 55