Lineage 2 guide sigel knight of hell. Base stats of warriors of different races

Part 1. Rebirth

There are only 2 ways to become a Sigel Knight:

1) Be 85 lvl (about 3 profs, I don't know if it is required, but I guess yes), and have a profession: Eva's Templar, Shillen Templar, Phoenix Knight, Hell Knight (Hell Knight) and complete the small "rebirth" quest Overcome the Rock.

2) Have the Stone of Destiny. It cannot be purchased with regular playful ways, and on many servers it is not possible at all. It can be located in the IM or obtained by the event.

then your 3rd profession does not matter, you can be reborn into any (this is the only way to become orcs / gnomes / kamael tanks) and also go through the quest "To overcome the rock" (the description of the passage can be seen above)

© 2008-2019, Linedia - the knowledge base and encyclopedia of the Lineage 2 game in Russian: quests and descriptions, walkthroughs and articles, things and monsters, classes and races, manuals and guides, skills and abilities.


Upon rebirth, your character receives a set of skills (active and passive) appropriate for his race.
With a non-core reincarnation into a sigel (relevant for the Roof, if the enchantment before the GoD update had 76+ lvl and not a tank profile), the enchantment receives a set of skills, which the Paladin would have received during a profile reincarnation. All skills of your old class are removed. Some old skills may remain after rebirth, but will disappear upon relog (known bug). If the enchant was a mystic class before the non-core rebirth, after being reborn as a sigel, he will receive a new set of military stats characteristic of his race.

Basic stats of warriors of different races:

(STR DEX CON INT WIT SPIRIT)
(STR DEX CON INT WIT MEN)

88 55 82 39 39 38 - People
82 61 82 41 38 37 - Elves
92 56 77 42 39 35 - Dark
87 53 85 39 37 40 - Orcs
88 57 80 43 36 37 - Dwarfs

The stats after GoD are responsible for the following character parameters of interest to sigel:


STR- physical attack, physical strength. Creta
LVK (DEX)- chance of physical. Crete, nat. accuracy, physical evasion, speed of physical. attacks
CON- max. HP, HP regeneration rate, carry weight, chance of triggering a shield, physical resistance. debuffs
WIT- magician. evasion, magic resistance
SPIRIT (MEN)- max. MP, MP regeneration rate, magic resistance. debuffs

The difference in racial skills and stats gives rise to numerous controversies about which race is best for the tank.
In disputes, it is better to take into account that passive skills give an extremely small increase, active skills have a cooldown of 5 or 10 minutes, and any stat can be overclocked by +15 with the corresponding tattoos.

Rebirth: class skills


Included skills and auras

Sigel Force
Obtained upon rebirth. An included skill that does not consume mana gives 6% physical. attacks with melee weapons for all members of the party, except for the sigel himself. Affects other sigels in the party. The range is small - about 300-400.

Focus Shield
The included skill, consumes MP during the action (quite noticeable). Increases physical. defense, shield defense, block chance. Can be used with a sharp increase in incoming damage, when the support cannot cope with the healing.


Auras
- specific included sigel skills that do not consume mana. Only one aura can be on a party at a time. The radius of the auras is 300-400.

Aura of Steel (Iron Aura)
For the sigel itself, the aura gives an increase in physical. atk. by 5%, speed. atk. by 5%, protection of heavy armor by 215, protection by a shield by 50%, chance of triggering a shield by 100%, protection from bow / crossbow by 20% and protection from crit. atk. by 15%. For the rest of the party members, the aura gives an increase in physical. atk. by 5%, speed. atk. by 5%, physical protection by 10% and increases the effectiveness of incoming healing by 10%.

Rage Aura
When using swords / clubs increases physical. atk. by 10%, speed. atk. by 10%, speed by 10. Decreases the power and attack speed of surrounding enemies by 20%. The aura works only on the sigel itself, the debuff from the aura does not flag and does not cause aggro mobs.

Challenge Aura
For the sigel itself, the aura increases the aggression of mobs when using swords / clubs. For all party members, including sigel, the aura increases physical. atk. by 5%, speed. atk. by 5%, reduces MP consumption by 20% when using skills.

Resistance Aura
For all members of the party increases physical. atk. by 5%, speed. atk. by 5%, magic resistance by 10%, resistance to the forces of elements and attributes by 20.

Spirit Aura
For all members of the party increases physical. atk. by 5%, speed. atk. by 5%, resistance to debuffs and mental attacks by 20, increases MP recovery power and grants a bonus to MP recovery rate by 10%.

Recovery Aura
For all members of the party increases physical. atk. by 5%, speed. atk. by 5%, resistance to negative effects by 20, the effectiveness of incoming healing by 10% of the restored HP, and the rate of HP regeneration by 10%.


Superior Heavy Armor Mastery

Rebirth
Replaces skills: Heavy Armor Mastery, Final Fortress, Knighthood, Focus Mind.

Description
Increases STR by 2. When using heavy armor, P. Def. +315, MP recovery bonus +8.4, enemy strength Crit. Atk. -35%. 10% of the received damage is returned to the enemy. If HP is below 30%, additional P. Def. +280, Evasion +17.

Sharpening
Enhances the effect.
+0 P. Defense +315, if HP is below 30% P. Defense +280
+1 P. Defense +335, if HP is below 30% P. Defense +298
+2 P. Defense +356, if HP is below 30% P. Defense +316
+3 P. Defense +377, if HP is below 30% P. Defense +334
+4 P. Defense +397, if HP is below 30% P. Defense +353
+5 P. Defense +418, if HP is below 30% P. Defense +371
+6 P. Defense +439, if HP is below 30% P. Defense +389
+7 P. Defense +459, if HP is below 30% P. Defense +408
+8 P. Defense +480, if HP is below 30% P. Defense +426
+9 P. Defense +501, if HP is below 30% P. Defense +444
+10 P. Defense +522, if HP is below 30% P. Defense +463


Superior Shield Mastery

Rebirth
Replaces skills: Aegis Stance, Shield Mastery, Aegis.

Description
Increases STR by 2. Also increases the chance to block with a shield by 100%. With a successful block, Shield Defense is increased by 80% and an additional 209.

Sharpening
Enhances the effect.
+0 additional 209 shield defense
+1 additional 222 shield defense
+2 additional 236 shield defense
+3 additional 249 shield defense
+4 additional 263 shield defense
+5 additional 277 shield defense
+6 additional 290 shield defense
+7 additional 304 shield defense
+8 additional 317 shield defense
+9 additional 331 shield defense
+10 additional 345 shield defense


Despite the absence of this fact in the description of the skill, the skill also gives a circular block with a shield. Non-core characters and former human tanks should learn this passive without thinking. For dark and light elves, everything is somewhat more complicated, since their old replaceable passive additionally gives + 10% to P. Def. (this effect is absent in the new passive). Discussions and (in the end, the bulk of those discussing still learn a new passive).






There is a limit on the number of targets, presumably around 25-30 targets. Well visible on wigs in SOA. There are no exact tests. CD mass agra - 10 sec (for 3 prof. - 40 sec).
On this moment there is a bug with repeated overlay of simple and massive aggression effects, a description of the bug.


It works well on mobs, much worse in pvp, especially on targets higher to the left. The chance of passing is not boosted by anything other than the Ring of the Earthworm (it has its own type of "Pull" debuff). With a successful passage on a mob, it does not aggro social mobs around the attracted one. When failing, it will aggro both the attracted mob and the socials around it.



Chain of the Galaxy (Divine Aura)

Description
Attacks enemies around the character and deals additional damage. Also reduces the effectiveness of HP recovery skills by 90%.
Study levels:
85 Power 14300.
86 Power 14789.
88 Power 15769.
90 Power 16748.
92 Power 17727.
94 Power 18707.
96 Power 19686.
98 Power 20666.

Sharpening
> Reduces the consumption of mp.
>
>


The only target-free massive round robin strike. In pvp, it is used when assisting a target, not allowing the enemy's healers to heal it. Debuff hangs for 4 sec.


Gust Blade

Rebirth
Replaces skills: Freezing Strike, Divine Strike.

Description
Attacks enemies in front of him and deals additional damage. Power 10,314. Requires a sword / blunt weapon / dualsword. Over-hit. Crete. hit.
Study levels:
85 Power 10 314.
87 Power 11 026.
89 Power 11 738.
91 Power 12 450.
93 Power 13 162.
95 Power 13 874.
97 Power 14 586.
99 Power 15 298.

Sharpening
> Overcharging.
> Reduces the consumption of mp.
> Increases damage done in PvP.
> Enhances the element of fire / water / wind / earth / holiness / darkness.


Massive blow to enemies in front of the character. The sector of impact is not very wide, in the region of 1/4 of the circle.



Similar to Mighty Blade, massively strike enemies in front of the character. The effect of the stun in pvp is imperceptible, sometimes it affects the mobs of its level.



Similar to Mighty Blade, massively strike enemies in front of the character. The camp passes well on mobs and enemies of its leveled, but just as easily it gets lost. It is boosted by a bijou, which gives bonuses to the stun effect.



Despite the description, nothing calls anywhere, just physical. skill with great power.


Shield Charge

Rebirth
Replaces skills: Shield Strike.

Description
Attacks the enemy with a shield. Power 10821. Requires a shield. Also reduces P. Def. by 10%, P. Evasion -2, increases Critical power. Atk. on 10%.
Study levels:
85 Power 10821.
86 Power 11196.
88 Power 11948.
90 Power 12700.
92 Power 13452.
94 Power 14204.
96 Power 14956.
98 Power 15708.

Sharpening
> Reduces the consumption of mp.
> Increases damage done in PvP.
> Enhances the element of fire / water / wind / earth / holiness / darkness.


A single blow with the effect of decreasing P. Def. The debuff goes well, lies 5c. It is in this skill that the combo effect is "sewn" when the target is in the air or on the ground (knockdown), the skill icon is replaced.


Justice Punishment

Rebirth
Replaces skills: Entangle, Hamstring.

Description
Attacks the enemy and deals additional damage. Power 17 476. P. / M. Atk. -twenty%. Limits the use of magic skills. Requires a sword / blunt weapon. Over-hit. Crete. hit.
Study levels:
85 Power 17 476.
86 Power 18 677.
88 Power 19 878.
90 Power 21 079.
92 Power 22 280.
94 Power 23 481.
96 Power 24 683.
98 Power 25 884.

Sharpening
> Reduces the consumption of mp.
> Increases damage done in PvP.
> Enhances the element of fire / water / wind / earth / holiness / darkness.


A single blow with the effect of decreasing P. / M. Attacks, when passing, imposes fat on the target. The debuff goes well, lies 5c.


Last Judgment

Rebirth
Replaces skills: Judgment, Power Break, Tribunal.

Description
Attacks the enemy and deals additional damage. Power is 13673. Decreases Speed ​​by 10%. Requires a sword / blunt weapon. Over-hit. Crete. hit.
Study levels:
85 Power 13673.
86 Power 14145.
88 Power 15089.
90 Power 16034.
92 Power 16978.
94 Power 17923.
96 Power 18867.
98 Power 19812.

Sharpening
> Reduces the consumption of mp.
> Increases damage done in PvP.
> Enhances the element of fire / water / wind / earth / holiness / darkness.


A single hit with a slight speed reduction effect. Used for additional damage rather than debuff, in conjunction with Shield Charge and Judgment.

Magic skills

Summon Golden Lion

Rebirth
Replaces skills: Summon Dark Panther (Summon Dark Panther).

Description
Summons a Golden Lion to assist in battle.
When Leo is summoned every 2 minutes, a debuff of -30% P. Def. sigel. After the recall / death of a pet, the debuff will hang until two minutes have passed since the last debuff. The debuff can be cut off / removed, but after 5 sec. it will overlay.
Study levels: 85, 86, 89, 92, 95, 98.

Leo Skills
Lion's Roar - Attacks the target and blocks physical skills (close mass physical attack with the effect of physical fat, radius 400).
Lion's Claw - Frontal attack of the target (close mass physical attack).
Lion Flame - Lion Fire Attack (Ranged Attributeless Mage Attack from 900 Distance).
Lion Throw - A blow that stuns the enemy (rush attack from a distance of 400 with a stun effect).

Sharpening
Enhances the effect: the level of the Lion increases by enchanting by +1, up to +10.


I met the opinion that YES it is better to leave the panther than teach Leo. Panther does not debuff P. Def., When used Yellow Talisman - Damage Transfer allows you to call it in battle with melee classes and transfer 10% of incoming damage to the panther. Of the minuses - sigel is deprived of the opportunity to stun mage classes and put physical. lard for melee classes. From the pros - in pvp, it allows you to remove the wing from the enemy's healers with the panther's cancellation. (Need advice from reborn YES!)


Summon Knight Cubic

Rebirth
Replaces skills: Sanctuary, Summon Smart Cubic.

Description
Summons the Knight's Cube.
Study levels:
85 The cube removes the evil enchantment applied to the character.
86 The cube removes the evil enchantment imposed on the character. Also protects against evil spells for 3 seconds.
88 The cube removes the evil enchantment imposed on the character. Also protects against evil spells for 6 seconds.
90 The cube removes the evil enchantment applied to the character. Also protects against evil spells for 6 sec. Additionally increases P. Def. character for 500.
92 The cube removes the evil enchantment imposed on the character. Also protects against evil spells for 6 seconds. Additionally increases P. / M. Def. character for 500.
94 The cube removes the evil enchantment imposed on the character. Also protects against evil spells for 6 sec. Additionally increases P. / M. Def. character by 500, restores 3% max. HP.
96 The cube removes the evil enchantment imposed on the character. Also protects against evil spells for 6 seconds. Additionally increases P. / M. Def. character by 500, restores 6% max. HP.
98 The cube removes the evil enchantment imposed on the character. Also protects against evil spells for 6 seconds. Additionally increases P. / M. Def. character by 500, restores 10% max. HP.


The cube is ours best friend... Do not forget to call back every 15 minutes (visually, the cube looks the same as the healer Rumi, so we additionally check for the presence of Rumi in the buffs) and after resurrections. The call to the cube is almost instantaneous.

Empowering Skills

Final Ultimate Defense

Rebirth
Replaces skills: Ultimate Defense.

Description
Within 30 sec. Phys. Def. +4000, M. Def. +4000. Skills with damage over 300 inflict only 300 damage. damage, 40% damage is returned to the enemy. Also increases resistance to cancellation positive effects by 80%. Study levels:
85 Within 30 sec. Phys. Def. +4000, M. Def. +4000. Skills with damage over 300 inflict only 300 damage. damage, 40% damage is returned to the enemy.
90 Within 30 sec. Phys. Def. +6000, M. Def. +6000. Skills with damage over 200 inflict only 200 damage. damage, 60% of the damage is returned to the enemy.
95 Within 30 sec. Phys. Def. +8000, M. Def. +8000. Skills with damage over 150 inflict only 150 damage. damage, 80% of the damage is returned to the enemy.
99 Within 30 sec. Phys. Def. +10000, M. Def. +10000. Skills with damage over 100 inflict only 100 damage. damage, 100% damage is returned to the enemy.

Sharpening
> Recharge.
> Reduces the consumption of mp.
> Increases the duration: for each enchant +1 second, up to +10 - 40 seconds.


Analogue of UD with a reflection effect. Reflection percentage comes from the damage that the Sigel Knight had to pass before this damage was cut to 100 damage.


Knight Frenzy

Rebirth
Replaces skills: Angelic Archon, Horror, Summon Vampiric Cubic, Summon Attractive Cubic, Summon Viper Cubic, Summon Life Cubic , Summon Phantom Cubic, Summon Storm Cubic.

Description
For 1 min. increases P. / M. Def. by 50%, Haste by 10. When using a sword / club, increases Accuracy by 4, Atk. Atk. on 10%. Additionally increases the chance of crit. Atk. by 30 when using a sword and Crit. Atk. when using a club by 30%.
Study levels:
85 For 1 min. increases P. / M. Def. by 50%, Speed ​​by 10. When using a sword / club, increases Accuracy by 4, Atk. Atk. on 10%. Additionally increases the chance of crit. Atk. by 30 when using a sword and Crit. Atk. when using a club by 30%.
90 For 1 min. increases P. / M. Def. by 70%, Speed ​​by 20. When using a sword / club, increases Accuracy by 6, Atk. Atk. by 15%. Additionally increases the chance of crit. Atk. by 40 when using a sword and Critical Power. Atk. when using a club by 40%.
95 For 1 min. increases P. / M. Def. by 100%, Speed ​​by 25. When using a sword / club increases Accuracy by 8, Atk. Atk. by 20%. Additionally increases the chance of crit. Atk. by 50 when using a sword and Critical Power. Atk. when using a club by 50%.
99 For 1 min. increases P. / M. Def. by 120%, Speed ​​by 30. When using a sword / club increases Accuracy by 10, Atk. Atk. by 25%. Additionally increases the chance of crit. Atk. by 60 when using a sword and Critical Power. Atk. when using a club by 60%.

Sharpening
> recharge.
> Reduces the consumption of mp.
> Increases the duration: for each enchant +2 seconds, up to +10 - 80 seconds (1 minute 20 seconds).


The mini-UD, which replaces the third-profile icon, is distinguished by the absence of restrictions on use (can be used with any number of hp) and the absence of a debuff on the power of incoming treatment. I met the opinion that it is more profitable for the former TCs not to learn this skill until 94, since the healing cube helps a lot on Olympus. (Need advice from the reborn TCs!)



Mass-UD with the effect of transferring the main part of the damage from the group members to the sigel. A useful, but dangerous thing, if the damage to the group is expected to be significant, it makes sense to enable mass-oud after using Maximum Defense (and warn healers in BT / chat in advance).



It casts almost instantly, the selected target must be less than 400 at a distance. (We need information about whose defense indicators are used when calculating the damage - sigel or target).


Spike Shield

Rebirth
Replaces skills: Reflect Damage, Shield Deflect Magic.

Description
For 10 seconds, they will allow you to reflect 35% of the damage. Requires a shield. 50% chance to reflect offensive magic and send it back to the enemy.
Study levels:
85 Reflection 35% damage.
90 Reflection 40% damage.
95 Reflection 45% damage.
99 Reflection 50% damage.

Sharpening
> Recharge.
> Reduces the consumption of mp.
> Increases the duration: for each enchant +1 second, up to +10 - 20 seconds.


At the moment, there is a bug in which the Spiked Shield is not applied if the Sonata of Movement is already on the sigel. Sonata of Movement gives a constant reflex of 10%, but decreases P. Def. by 3% and M. Def. by 11%. As a result, it is often more profitable to alt + click the Sonata of Movement and buff the Spiked Shield once a minute on rollback. Reborn YES are advised to leave the old reflex, which hangs constantly.



Improving skills


You can sharpen the skill after learning the last level of this skill. Since all passive skills are given at 85lvl, all of them can be sharpened immediately after learning.
For sharpening sigel skills, the Awakening Codes are used. Codes of Rebirth can be obtained either for Essences of the Giants (obtained upon rebirth depending on the level of sharpening of old skills - Essence of the Giants) or from oli-chests (Olympiad: Only victory !, Olympiad: Towards danger!).

Enchant cost with the Awakening Code:
1 Adena: 1 332 450, SP: 2 091 345
2 Adena: 3 997 349, SP: 6 274 037
3 Adena: 6 662 250, SP: 10 456 729
4 Adena: 9 327 150, SP: 14 369 421
5 Adena: 11 992 050, SP: 18 822 133
6 Adena: 14 656 950, SP: 23 004 804
7 Adena: 17 321 850, SP: 27 187 496
8 Adena: 19 986 750, SP: 31 370 188
9 Adena: 22 651 650, SP: 35 552 880
10 Adena: 25 316 550, SP: 39 735 572

Enchant cost with Awakening code - Mastery:
1 Adena: 6 662 250, SP: 10 456 725
2 Adena: 19 986 745, SP: 31 370 185
3 Adena: 33 311 250, SP: 52 283 645
4 Adena: 46 635 750, SP: 73 197 105
5 Adena: 59 960 250, SP: 94 110 565
6 Aden: 73 284 750, SP: 115 024 020
7 Adena: 86 609 250, SP: 135 937 480
8 Adena: 99 933 750, SP: 156 850 940
9 Adena: 113 258 250, SP: 177 764 400
10 Aden: 126 582 750, SP: 198 677 860

Subclass skills


After GoD, all old skills of subclasses are reset, new skills can be learned on the Talking Island from the NPC Drandum.
Skills are no longer associated with sub classes, you can take any skills from the list.

The total maximum of skills from fully pumped subs is 12 levels.
As a rule, sigels take all 6 levels of Increased physical / magic defense, the remaining levels are distributed according to taste, usually 3 levels of clara and 3 levels of resistance to physical or magic debuffs.

Body kit


First of all, protection parameters are important for sigel, so we invest the bulk of finances in a set of armor and jewelry. Weapons are taken on a leftover basis.

Armor


If you were reborn in profile, or before GoD played as a class wearing heavy armor and you have chiseled and attributed Venus / Verpes, you may well start swinging in them. True, to level 90 or earlier the lack of Phys. Def. will start to affect and you will have to replace them with the armor of Hell (by skipping the armor of Immortality) or, if 90-95 quality with the Rune of the Crystal (IM-item, relevant only for the ruof), by 90 go directly to the armor of Sera (skipping both the armor of Immortality and the armor Hell). If you were reborn in a non-profile, stood in the train up to 85 or bought a naked enchantment, in general, if you don't have old heavy armor, you can take the Immortality set to overclock, it will be enough up to level 90, then either the Hell set or (with the rune) right away set of Serah.
NB The set can include both forged, ordinary and blessed items. The number of set bonuses depends on how many items are printed for defense or attack.

wearing a shield with a set of armor is required(sorry).

Immortal Heavy Set [R] ()
Low-R set, there is no particular point in attributing and sharpening. After the printout of the defense set (from blacksmiths in cities), it will be enough for swinging in locations up to lvl 90. 90+ P. Def. this set will be missed.

Twilight Heavy Set [R]
Top-R set, suitable for pumping from 85 to 95 lvl. Sharpen - at will, attribute to a minimum - two or three strips of resist to darkness, earth, wind and water (for pumping in gardens, on Fortuna, Spassia and Isthin). It makes sense to insert more resists (or other resists) only with extremely frequent pvp and the impossibility of wearing Kadeira; otherwise, it is better to leave the stones and crystals of the attribute on the Seira set.

Seraph Heavy Set
A set for pumping from 95 to 99 lvl (for many this is equivalent to the phrase "forever"). It makes sense to sharpen and attribute. I will not write about which attribute to insert, because it completely depends on what you plan to do in this set, how often you are going to pvp and with whom. Basically, when choosing an attribute for pvp, they are guided by the damage from magicians (M. Def. - weakness tanks), and magicians like to beat either with the wind (nukes with reclining) or fire (nukes with fir).

Eternal Heavy Set
Top set.

In general, you need to print the armor for protection. The printout for the attack is only needed in specific cases, mainly for olives, and as a rule in the second set, and not in the main one.

When sharpening from +4 of each part of the set, you can get additional bonuses(however, the increase from them in shackled and regular armor is ridiculous):

Helmet: P. and Mage. Evasion.
Top of Armor: P. and Mage. Atk.
Bottom Armor: Chance. Phys. and Mage. Crete. Atk.
Gloves: P. and Mage. Accuracy.
Boots: Speed.

Enhancing armor at +4 and above also gives a bonus to HP. Unlike S armor, the bonus to HP when enchant is higher than +6 - no.

Sharpening all parts of the set to +6 and higher gives a set modification bonus - for heavy armor it is +89 P. Def. (?) and an increase in MP regeneration by 2.0.

Weapon

Requiem Cutter [R]
Phys. Attack 422
The cheapest low-R, in addition to the drop, can be obtained either by doing quests on Trajan (125 skins are required - this is 6 visits once a day) or randomly by quest in the Seed of Destruction.
Available SA: Haste (+ 15% Attack Speed), Focus (+79.5 critical chance), Health (+ 25% HP). Inserted from Mammon for 19 Gems: Grade R (gems ​​are bought from the Merchant of Mammon for 1 200 000a). CA R85 is obtained in the same place, on Trajan, in exchange for 55 Seals of Loyalty (CA color is random).
The Requiem SA HP cutter without an attribute is an option with which you can easily swing until you acquire a more weighty weapon that you do not mind sharpening and attributing. If you are not interested in pvp, then you can swing with it in the party up to the cap level.

Apocalypse Cutter [R]
Phys. Attack 489
The variant is more important than Requiem, but if you have a lot of money and / or you plan to swing from lvl 90 with a crystal rune, then it makes sense to upgrade to 95 (90 with a rune) and take R95 Phantasm Cutter.
Available SAs: Haste (+ 15% Attack Speed), Focus (+79.5 critical chance), Health (+ 25% HP), SA insertion costs 56 Gems: R-grade.
In general, quite a decent weapon, on which you can stop and instead of upgrading weapons spend money on sharpening armor, for example.

Specter Cutter
Phys. Attack 567
Given the duration of the pumping 95-99, the Phantasm Cutter can already be sharpened by +4 and insert 300 attributes. This weapon is with you for a long time.
Available SAs: Haste (+ 15% Attack Speed), Focus (+79.5 critical chance), Health (+ 25% HP), SA insertion costs 129 Gems: R-grade.

Helios Cutter (Amaranthine Cutter)
Phys. Attack 602
Top sword in the game *. The CAs are the same, the insert costs 335 Gems: R-Grade.

* In the update, Tauti promises to introduce a new blunt R99 Tauti One-Handed Ax, the pieces for which are collected in a new seed, the ax gives passive SA HP + Haste, plus gives the active skill Wrath of Tauti. Phys. his attack is higher than that of the Cutter Helios - 629, so perhaps at 99 level he will be a more attractive option.

In addition to swords, sigel has a passive for carrying clubs. But not a single R-grade club has the ability to insert SA HP. Nevertheless, you can walk with a club if you really want to.
Available CA for R-grade clubs - Haste, Crit. Damage, Focus.

1. Sharpening to +4.
When sharpened at +4, all R-grade swords are added a bonus of +2 accuracy and +27 to the chance of crit. This bonus does not increase from further sharpening.
In R-grade clubs, when sharpened at +4, +3 accuracy and +338 critical power are added.
(The bonuses of the blessed weapon are most likely more, you need infa)

2. Insert 300 attribute.
Which attribute to insert is entirely up to you. Impact skills at the last level of study can be sharpened on any of the attributes, but by that time, sharpening on pvp will probably be more relevant. My choice is holiness, maybe. The main quality of 95+ is Orbis, and pvp in the same place, and the people there are more likely to resist from darkness and holiness in armor less.
You can also focus on racial bonuses (Kamael - darkness, elves - water, dark - wind, orcs - fire, gnomes - earth), but the racial increase there is only +10.

3. Installation of rare CA.
Rare CAs can only be installed in unbound weapons, so if you had a bounded cutter, you first need to remove the shackles with the Unchained Scroll of the appropriate rank.
The SAs themselves are either collected from 10 SA fragments (which are obtained either by a quest in Harnak, the quest is one-time and gives 1 shard of a rare SA R-grade, or by crystallizing R and R95 items) or obtained from award chests in Orbis. Depending on the type of object being crystallized (chained, ordinary, blessed), the chance of obtaining pieces and their quantity will differ. Parts of purple CA are obtained by crystallizing helmets, gloves and boots, aquamarine - by crystallizing the top, bottom, shields and sigils, yellow - by crystallizing weapons and jewelry. Rare CA R99 pieces can only be obtained from Antharas and Valakas. One-piece CA R99 - from Extreme Istina.

The cost of insertion is prohibitive:
Gemstone R90 (R-grade) - 1161
R95 Gemstone (R-Grade) - 2492
Gemstone R99 (R-grade) - 5266

To insert a rare CA, a CA with one of the properties included in the rare CA must already be inserted into the weapon (for example, a simple CA was Focus, you can insert a yellow rare CA). Rare SA options for swords:
Acceleration + Focus (yellow)
Focus + Health (aquamarine)
Health + Haste (purple)

4. Inserting drugs.
Below are the most useful drugs for sigel (taken from Goha - forums.goha.ru/showthread.php?t=689621).

"Active / Passive: Allows you to reflect some of the damage received back to the enemy for a certain time (excluding damage from skills and ranged attacks)".
In GoD, it works for any kind of incoming damage. Inflicts a lot of pain on enemies, with both 50% damage, you will return to the aggressor. It is the main instrument of oppression of fellow tanks in the KB. Dropped from level 76+ HP.

"Active: Immediately recovers your HP".
It will help you stay alive longer by running back the enemy.

"Active / Passive: Temporarily reduces the reuse time for physical skills".
"Active / Passive: Temporarily reduces the re-use time of all skills".
Also a useful bun for oli, especially if you don't have reflections, but the MP will also merge faster.

"Active / Passive: Temporarily decreases MP consumption for physical skills".
"Active / Passive: Temporarily decreases MP consumption of all skills".
Well, here do not go to the fortuneteller, she is Clara, she is Clara, you can run off the heal to save up MP castanut for the place of the reflex to put a series of abilities and continue running.

"Active: Grants temporary invulnerability".
Situationally useful, but not required.

PS Simple R + grade HPs give the weapon a green-purple glow -) Medium, high, higher HP - standard blue with flashes.

Bijouterie


Jewelry R +

Immortal Necklace [R]: 123 M. Def., +53 MP.
Immortal Earring [R]: 92 M. Def., +40 MP.
Immortal Ring [R]: 62 M. Def., +26 MP.

Hell's Necklace [R]: 139 M. Def., +58 MP.
Hell's Earring [R]: 105 M. Def., +43 MP.
Hell Ring [R]: 70 M. Def., +29 MP.

Seraph's Necklace: 158 M. Def., +62 MP.
Seraph's Earring: 118 M. Def., +46 MP.
Seraph's Ring: 79 M. Def., +31 MP.

Eternal Necklace: 166 M. Def., +65 MP.
Eternal Earring: 124 M. Def., +49 MP.
Ring of Eternal: 83 M. Def., +33 MP.

Insertion cost:
R-grade - 26 Gems (A-grade)
R95-grade - 90 Gems-grade A
R99-grade - 236 A-grade Gems

Accessory insert bonuses:
- Increased protection from the elements.
- Increased attack of the elements.
- Strengthening the types of attacks - Bleeding, Mental attacks, Paralysis, Sleep, Poison, Stun.
- Protection against types of attacks - Bleeding, Mental attacks, Paralysis, Sleep, Poison, Stun.
- Increase Max HP / MP.

Jewelry TV


Jewelry TV is obtained as a reward in territorial wars ( Battle of the Earth):

R grade necklace (158 mag. Def.): 700 territory signs + 550,000 fame + 39,000,000 adena
Earring R grade (118 mag. Def.): 520 territory signs + 410,000 fame + 29,000,000 adena
R-grade ring (79 mag. Def.): 350 territory signs + 270,000 fame + 19,000,000 adena

Additionally, depending on the city, jewelry gives the following bonuses:

Necklaces
Innadril: Water Defense +30.
Goddard: Fire Defense +30.
Schuttgart: Wind Defense +30.
Gludio: Water Defense +30.
Giran: Wind Defense +30.
Dion: Holy Defense +30.
Rune: Fire Defense +30.
Aden: Earth Defense +30.
Oren: Darkness Defense +30.

Rings
Innadril: Holy Defense +15.
Goddard: Dark Defense +15.
Schuttgart: Dark Defense +15.
Gludio: Earth Defense +15.
Giran: Fire Defense +15.
Dion: Water Defense +15.
Rune: Wind Defense +15.
Aden: Holy Defense +15.
Oren: Earth Defense +15.

Earrings
Innadril Sleep Attack + 15%, Stun Defense + 15%, Water Defense +10, Max. CP + 5%.
Goddard: Stun Attack + 15%, Sleep Defense + 15%, Fire Defense +10, Max. CP + 5%.
Schuttgart Hold Attack + 15%, Intimidate Defense + 15%, Wind Defense +10, Max. CP + 5%.
Gludio: Stun Attack + 15%, Bleeding Defense + 15%, Water Defense +10, Max. CP + 5%.
Giran: Bloodletting Attack + 15%, Paralysis Defense + 15%, Wind Defense +10, Max. CP + 5%.
Dion Hold Attack + 15%, Poison Defense + 15%, Holy Defense +10, Max. CP + 5%.
Rune: Poison Attack + 15%, Hold Defense + 15%, Fire Defense +10, Max. CP + 5%.
Aden: Mental Attack + 15%, Stun Defense + 15%, Earth Defense +10, Max. CP + 5%.
Oren: Paralysis Attack + 15%, Hold Defense + 15%, Dark Defense +10, Max. CP + 5%.

It makes sense to take earrings. Goddard, Gludio, Aden - for attack bonuses. Innadril, Aden - protection from the stun, Schuttgart - protection from fear (magicians with nudes of fire), Giran - protection from paralysis (useful for a swing in the gardens). Bizha R was added to rewards already in GoD, so there is a hope that bonuses work for new debuffs, but I have not come across any tests on this score.

Old epic jewelry


All old epics with R-grade skills do not have parameters that increase the attack / defense of a certain type (stun *, mental, etc.). Parameters that are not related to debuffs still work (increased cooldown of skills, clarity, vampiric, etc.) and increases to elemental defense. Nevertheless, even the OE of the old epics has Mage. Def. do not reach the parameters of the Biji R-grade, so you can wear it only if you know for sure that you cannot do without some kind of boost from it. For example, Frintessa's necklace gives a bonus to skill cooldown, which is useful even despite her low Mage parameter. Def., So many carry it until the moment when they can afford the Necklace of Istina (gives + 10% to the cooldown of skills).
NB The cooldown of the skills Great Hatred and Great Aura of Hatred is not reduced by bonuses from necklaces. However, it also does not decrease either by HPs for rollback, or by buffs of a chant or other prof.
* Periodically, information pops up that bonuses to the stun are still valid from the old epic. Unfortunately, there are no tests to confirm this.

A separate item is Freya's Blessed Necklace, Antharas 'Blessed Earring and Valakas' Blessed Necklace. I do not consider them, because if you have them, you do not need this guide.

New Epic Jewelry

Necklaces

Earrings

Rings



The only item in the game that improves the passage of hydra and mass hydra, as well as gives resistance to these skills.

The most attractive epic for a sigel is the Ring of the Earthworm and both new necklaces, which one to choose depends on what the emphasis is on, if on defense, you need to choose the Necklace of Istina, if on the attack - the Necklace of Octavis.

Belts, shirts


Belts are crafted according to common crafting recipes, recipes and pieces are obtained after passing instances, respectively. level for the Seal of Loyalty (R85, Trajan - Belt of Immortality), Seal of Vow (R90, Spassia - Belt of Hell), Seal of Sincerity (R95, Altar of Shilen - Belt of Sera), Seal of Will (R99, Crystal Labyrinth - Belt of Eternal). Belts of Immortality, Hell and Serah can also be obtained as rewards in Territory Wars.
In addition to additional P. Def. from the belt itself (sharpening is possible), the belt can be upgraded with a magic hair clip or magic decoration. Magic hairpins and jewelry are obtained as rewards in Territory Wars. You can attach the decoration to the belt at the NPC Olf Kanore in Aden or the NPC Olf Adams in Rune.

Siegel Knight Guide

Knight Siegel (Knight Siegel) is a defensive class (tank), but as you will understand later in the update, its capabilities have expanded significantly and this class has become more universal.

There are two ways in the game to get the Siegel Knight profession:

The first way is rebirth by completing a quest for 4 professions and classes such as:,. To do this, you need to have 3 profession and 85 level. You will receive stats and racial skills of the race with which you were reborn.

The second way is with the Stone of Destiny ( The stone of Destiny), which received every character who reached level 76. In this case, you will also receive the stats and racial skills of your race.

Stats (combat parameters) of different races:

Elves
Dark elves
People
Orcs
Gnomes
Kamaeli
STR
DEX (DEX)
CON

Racial skills:

Elves

Dark elves

People

Orcs

Gnomes

Kamaeli

So, in addition to your basic skills, you will receive the skills of the race with which you became the Knight of Siegel.

Pumping

I will continue my Guide to the Knight of Siegel with the descriptions of the pumping:

You can find leveling points up to level 85 in the guides on,. Then there are two ways to choose from: either solo with the help of our lion, or in a group with wizards on wigs as a tank.

From the places of pumping, it is worth highlighting a few:

Level 85 Underground Ruins Harnaka (group leveling), Altar of Evil (solo hunting)

Level 90 - Garden of Genesis (we are looking for a group with a healer and a spot by strength)

Level 95 - Orbis Temple (we are looking for a group and beat off a spot, since it is almost impossible to find a free one there)

Sub skills are also important aspects of the development of Knight Siegel.

Tattoo

two options

15 rounds to play as a tank

15 pages for an attacking style of play

It is worth noting that the CTP practically does not affect the damage of skills, but it does affect the physical attack.

Sub skills

There are not many options, of those that are, the following set can be distinguished:

Decrease MP Consumption / Cooldown Time(Level 3 reduces MP consumption and skill recharge time by 3%)

Increase P. Def. / M. Def.(P. Def. +90, M. Def. +90)

Increase Speed Atk. / M.(Lvl 3 Atk. Speed ​​+30)

The rest are optional.

Equipment

There are also two options for the style of play. There are heavy ones in attack and defense, we choose according to our style. If money allows we take both types. It is advisable to update to the level of your character. In addition to increasing physical protection, there will be some pleasant little things. Let's point at least to +4, to get a bonus:

  • Helmet - magician / physical dodge 0.6
  • The top is the magician. attack 2.02, physical. attack 6
  • Bottom - magician \ physical. Crete. rate 1.02
  • Gloves - magician / physical accuracy 0.6
  • Boots - Speed ​​1.8

V PvE with the group we will have one task, to keep a pack of monsters on ourselves until the main demager kills them. Agr in these chronicles is slightly strengthened, but for greater reliability I recommend using a spiked shield. Also, as a tip, try to stay with your back against the wall to reduce the number of critical hits on you.

The playstyle is not much different from that of the tank before the GoD update. A plus is the chain with which we can attract opponents to us. Then we will beat and so on. On Olympus, the situation is similar.

Olympus:

In my opinion Olympus became more boring, especially tank-to-tank battles. For Knight Siegel, you can kill almost any class on Olympus, subject to equal equipment and relatively straight arms. Problems can arise only with summoners due to the large number of targets in the form of 4 summons and the summoner itself, but with enough experience, there is a chance. It became a little more difficult with the magicians, the main thing is to use UD in time, otherwise you may not survive a series of their nuke under a new lumen. For battles with tanks, I recommend catching a passive or active skill with HP to reflect damage, since the outcome of the battle will most likely be based on the results of the damage. But mostly the tactics remained the same.

On this Guide to the Knight of Siegel (Knight of Siegel) I want to finish, thanks for reading it to the end. When copying this guide to other resources please put a link to our website.



Billiards