Adventurer Class

Thanks for this Awesome guide to Shinami! Info taken from Nodiatis forum.


The Long lasting Build

Class bonus: 3% bonus to all experience gains. Up to 9% with skill bonuses.

Melee: 3% bonus to exp gains.
Magic: -3% penalty to exp gains.
Defense: 3% bonus to exp gains.
Recovery: -3% penalty to exp gains.

Starting stats

All stats: 101

Stat importance:

Melee stats:
STR - This stat is only important if you don't use bows.
DEX - Raise this regardless of the weapon you use.
PST - Determines your max energy. A lot of gems use Energy.

Offensive
Str-Dex-Pst 2-1-0 unless your energy needs a lot of constant resting.

Defensive
Str-Dex-Pst 1-2-0 unless your energy needs a lot of constant resting.

Hybrid
Alternate these between each level unless your energy needs a lot of constant resting
Str-Dex-Pst 2-1-0
Str-Dex-Pst 1-2-0

Magic stats
INT - I try to raise this evenly with CNC since they both affect dealing max damage with gems.
CNC - I try to raise this evenly with INT since they both affect dealing max damage with gems. It keeps gems from being blocked by shields.
MST - Determines your max mana. A lot more gems use Mana.

INT-CNC-MST alternate between 2-1-0 and 1-2-0 unless your mana needs a lot of constant resting.

Defense stats
AGI - This helps with parrying/dodging attacks which reduces damage which is less healing. Less healing means more energy and mana for offensive usage.
CNT - This is what makes use of all your points each branch of the magic colors. It is the sole stat that affects if you resist spells or even LOWER the damage of spells cast at you. Again, resisted/weakened spells means less healing. Less healing means more energy and mana for offensive use.
DUR - This is the ONLY STAT that raises your HP. The bigger the HP cushion you have, the longer you last in a fight.

Offensive
Alternate with 2-1-0 and 0-1-2 each level

Defensive
Alternate with 2-0-0 and 0-0-2 unless you feel the magic damage is getting too much for you to handle.

Hybrid
INT-CNT-DUR 1-1-1

Recovery stats
PRE - This affects your energy regen rate in AND out of battle. I don't know how much is needed to make a noticeable difference in regen speed. =/
MRE - This affects your mana regen rate in AND out of battle. I don't know how much is needed to make a noticeable difference in regen speed. =/
REG - I suspect this stat is almost worthless until you get your Combat Recovery stat to a high level. Confirmation please? You can use such gems while looting item drops to help your recovery speed up some.
NOTE:YOU MUST HAVE AT LEAST 1 POINT IN COMBAT RECOVERY TO RECOVER ANY HP/ENERGY/MANA IN BATTLE AT ALL!!!

This is the stat part that I'm simply playing by ear with a 1-1-1 stat ratio hoping I'm wrong with my assumptions about REG. Therefore, I can't really suggest a stat ratio here.

Recommended weapon type:
Offensive
Two-handed weapons for more damage and a lot more crits compared to a defensive build. Try to get a weapon with high accuracy. High crit rate don't do you any good if you miss a lot from poor weapon accuracy.

Defensive
1 handed weapons. 1 handed so you can still use a shield. Shields block damage and blocked damage means less healing. Less healing means…ah, forget it. You should get the idea by now.

Hybrid
The most expensive build since it requires 2 weapons and a shield. I doubt many will use this build at all because of the costs and my low post count but oh well. =)

Recommended skills:

About the level 20 skills - these I don't have. I need someone to fill in the blanks on these. I don't even know what they DO. Also, keep in mind that when a skill level is higher than your level, you lose 10% exp per skill level on the trophies you use for that skill.

Stats
Class Enhancement - Ah~ the exp sink when you're gathering trophies to get your skills caught up to your level. I was level 3 with a Class skill of 7 which is 25k exp for a single level. This skill also helps your other Stat skills increase quicker so it's a double win having this at a high level after lots of trophy gathering.

I don't really have any idea how to keep these. I just know that keeping them even is a good way to level quick when you want to. Any ideas would be nice?

Learning
These all take forever to raise and out of them all, I only focus on 2 skills right now.

Passive Advancement - This determines how much exp you get from using Passive Training on a non-Stat, non-Learning skill. The higher this is, the quicker Suiting goes up.

Advanced Learning - This speeds up the rate of Learning skill growth. That means Passive Advancement will get better at a quicker pace with this skill at a higher level.

I alternate between these two skills every 5 levels they gain.


My Weapons builds

Offensive type
Slashing/Piercing/Crushing - +1-2 points above your level.
Critical Strike - equal to your level.
Over Crit - equal to your level.
Two-handed - +2 points above your level.

Defensive type
Slashing/Piercing/Crushing - +2 points above your level.
Critical Strike - equal to your level.
Over Crit - equal to your level.
Two-handed - don't raise it.

Offense and Defense hybrid
Slashing/Piercing/Crushing - equal to your level.
Critical Strike - equal to your level.
Over Crit - equal to your level.
Two-handed - equal to your level.


My Protection builds

Offensive
Suiting - equal to your level.
Blocking - equal to your level.
Parry - equal to level.
Combat Recovery - Whatever you feel like.

Defensive
Suiting - The sky is the limit. Set your own limit here. Never take off the passive training from this skill. Never let it become less than 2 skill levels higher than your level.
Blocking - +2 your level. No less than that. This will take a while to raise after a while. =/
Parry - -1 to equal to your level.
Combat Recover - Whatever you want.

Hybrid
Suiting - +2 your level.
Blocking - equal to your level.
Parry - equal to your level.
Combat Recovery - Again, I don't care what you keep it at.

Pick 3 colors of magic at most unless you want to grind a LOT of trophies.
Life Magic

Offensive
Sorcery - -1 to equal to your level unless you want more white/green gems in your pouch.
White Magic - equal to your level.
Green Magic - if you use it, equal to your level.
Mental Conservation - If you use staffs, keep it equal to your level. Otherwise, don't bother touching it.

Defensive
Sorcery - equal to your level unless you want more white/green gems in your pouch.
White Magic - equal to your level unless your healing gems aren't cutting it.
Green Magic - if you use it, equal to your level.
Mental Conservation - you don't need this.

Hybrid
Sorcery - equal to your level unless you want more white/green gems in your pouch.
White Magic - equal to your level.
Green Magic - if you use it, equal to your level.
Mental Conservation - If you use staffs, keep it equal to your level. Otherwise, don't bother touching it.

Death Magic

Offense
Diabolism- equal to your level unless you want more red/black gems in your pouch.
Red Magic - if you use it, equal to your level.
Black Magic - if you use it, equal to your level.
Staves - If you use staffs, keep it equal to your level. Otherwise, don't bother touching it.
Sleight of Hand - If you use staffs, keep it equal to your level. Otherwise, don't bother touching it.
Destruction - equal to level

Offense
Diabolism- equal to your level unless you want more red/black gems in your pouch.
Red Magic - if you use it, equal to your level.
Black Magic - if you use it, equal to your level.
Staves - Don't bother raising it.
Sleight of Hand - Don't bother raising it.
Destruction - Up to you.

Hybrid
Diabolism- equal to your level unless you want more red/black gems in your pouch.
Red Magic - if you use it, equal to your level.
Black Magic - if you use it, equal to your level.
Staves - If you use staffs, keep it equal to your level. Otherwise, don't bother touching it.
Sleight of Hand - If you use staffs, keep it equal to your level. Otherwise, don't bother touching it.
Destruction - equal to your level.

Offense
Mind Bending- equal to your level unless you want more blue/grey gems in your pouch.
Blue Magic - if you use it, equal to your level.
Grey Magic - if you use it, equal to your level.
Wizardry - If you use staffs, keep it equal to your level. Otherwise, don't bother touching it unless you want a second pouch(req skill lvl 10).
Divination - If you use staffs, keep it equal to your level. Otherwise, don't bother touching it.
Gem Handling- equal to your level if you plan on using aura gems(Damage Negate, Reflect, Mirror).

Defense
Mind Bending- equal to your level unless you want more blue/grey gems in your pouch.
Blue Magic - if you use it, equal to your level.
Grey Magic - if you use it, equal to your level.
Wizardry - Don't bother touching it unless you want a second pouch(req skill lvl 10).
Divination - Don't bother touching it.
Gem Handling- equal to your level if you plan on using aura gems(Damage Negate, Reflect, Mirror).

Hybrid
Mind Bending- equal to your level unless you want more blue/grey gems in your pouch.
Blue Magic - if you use it, equal to your level.
Grey Magic - if you use it, equal to your level.
Wizardry - If you use staffs, keep it equal to your level. Otherwise, don't bother touching it unless you want a second pouch(req skill lvl 10).
Divination - If you use staffs, keep it equal to your level. Otherwise, don't bother touching it.
Gem Handling- equal to your level if you plan on using aura gems(Damage Negate, Reflect, Mirror).

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