Most important thing in the game is the monthly Costume boxes. To look your best in town buy all of those and any old ones you missed spend whatever billions it takes to get those too!
O wait wrong kind of AFK...
Jokes aside, thanks for clicking my guide but a few notes before we really start.
1: This build only works if other players want to share the map with you so please be courteous to others by being mindful of your positioning (not blocking walkways or disrupting the largest mobbing areas) and dealing enough damage that you’re not holding monsters for prolonged periods (taking more than 30 seconds to kill = KS).
2: Speaking of other players, GM team has stated clearly that others are allowed to kill steal your mobs if you are just standing autocasting on one set of monsters for a long period so don’t be surprised or get upset when this happens!
3: Lastly I’ve used this method to reach 175 five times - on Arch Bishop, Sorcerer, 2x Royal Guard, Geneticist and taken a dozen to about 150 so I don’t know every facet of this but wanted to share a useful way for AB to level with parties being hard to find.
Recently more equipment was added to the game which allows you to cast spells when taking or dealing melee damage. Using these new items allows us to level up on maps which have aggressive monsters if we’re properly prepared!
AFK build requires your equipment to balance three factors, a way to reflect damage, ways to deal damage, and most importantly ways to mitigate/heal enough to keep you from ever dying.
This is a leveling build so dying is to be avoided at all costs - even if that means staying in Scaraba Hall until level 160 then do that rather than risk ever dying!
As this build has you getting most of your exp directly from killing monsters instead of from turning in quests it is wise to make sure to equip one of either a Costume Goggles, Costume Crown, Costume Tiara, Costume Boy’s Cap, or Costume Satellite Hairband for the bonus 30% exp.
How to not die:
In general when tanking with the normal setup (Green Cenre) you’ll want to avoid taking more than 100 damage from a normal hit while you also block whatever the main skill/spell used against you on that map. For example in NCT if you take less than 100 damage from a normal attack and have Dark element armor to block the two skills from Big Bell with the healing that comes from a Green Cenre Card you can safely level to 175 (MVP sightings notwithstanding).
There are only a few options for Reflecting damage. When picking from the list below be mindful of the amount of damage per hit you need to take to make the item work as that plays a huge role in how well you survive.
Upper: (not recommended)
Filir Hat: 1% damage reflect (ideal: 100 damage)
Sheep Hat: 5% damage reflect (ideal: 20 damage)
Mask of Hero: 1% damage reflect (ideal: 100 damage)
Strawberry Mouth Guard: 5% damage reflect (ideal: 20 damage)
Mad Bunny Special: 10% damage reflect (ideal: 10 damage) (btw usually card with Hodremlin, Gaster, or 30% from race card targeting your map)
High Orc Card: 5% damage reflect (ideal: 20 damage but not recommended)
Orc Lord Card: 30% damage reflect (ideal: 4 damage)
I've personally tested three damage dealing equipment:
1.) Lunar Rainbow: Appearing in OCPs 9 and OCP Remix 7 it’s an upper headgear which when equipped at the same time as the weapon cards it lists then allows autocasting its bolts spells up to level 10. As there are four possible effects which work in combination with the proper weapon card, a three or four slotted weapon is best to use (depending on your class highly recommend Valkyrie Knife, Valkyrie Hammer, or Book of the Sun God).
2.) Book of the Sun God: Originally from Overseas Care Package XVIII is a book class weapon exclusive to Arch Bishops and Sorcerers (which is why this guide is here) which requires level 100 and autocasts level 5 Meteor Storm once the BotSG is +10. Recommend carding with combo for Lunar rainbow (general use), 4x Red Ferus (general use), or if mainly in NCT 4x Colbalt Mineral (targets Big Bell).
It's best to switch to BotSG as soon as possible. Freeing your upper head slot is key for surviving at 150+ but also in general there are many other very useful hats to wear.
3.) Dark Lord Card: Tested on Sura and Geneticist. Unlike the previous two setups Meteor Storm will cast on being hit instead of autocasting when attacking via reflect. This allows stacking even higher Neutral element resist so ideally can get as close to 100% as you don't need to take damage at certain amounts. This results in being a safer setup and offers class and level flexibility. One caveat is that before equipping the Pendant of Harmony at base level 130, not using the Green Cenere card means you'll be very low on healing. As Neutral resist is extra important with the lower healing it is best to put the DL card into Lian's Shoes. I will note that currently my card was formerly in a Shoe  so any of my characters can use it from level 1, but I recently upgraded to Bagungot Boots of Nightmare (Bayani) , which is also usable by all classes at level 1 and gives permanent increased movement speed. Can try your luck for a card from the MVP in Glast Heim and more reliably on floor 75 of Endless Tower instance.
Untested damage dealing equipment:
Ifrit Mask: Sounds like it has low % to cast MS3/FB
Lion Model Hat: Also sounds like a low % to cast MS5
As with all magic users if you aren’t using Mid/Low for reflect then using a Mob Scarf combo can be the best use of the two slots.
The Diabolus Wing combo's 20 mAtk per each upgrade of Diabolus Boots and it's 100 HP per base level makes it an excellent choice to increase survivability and damage at the same time. This combo leaves the lower slot free for a Strawberry in Mouth for reflect.
Accessory slots often benefit from the mDef bypass given by Magician’s Gloves.
If using Lunar Rainbow and the map has water using the Ring of Wise King accessory is helpful for Water Ball lv5 autocast.
Elemental Boots (if using LR combo) or Slotted Temporal Int Boot can be a good spot for a Green Cenre Card if you're already surviving fine without Lian Shoes.
Magical Shadow Combo (Earring, Pendant, Weapon) for 2% mAtk.
Wizard Shadow Combo (Armor, Shoes) for 20% Meteor Storm damage.
The Class Shadow sets for magic classes when assembled give 50% mDef bypass when all six shadow pieces are equipped.
Need to take as little damage as possible while still triggering autocasts via reflect. Best ways to do this is by stacking resistance to Neutral element. When finished assembling the below items it allows you to add or remove a piece or two to control the incoming damage to match what is ideal for the item giving reflect. Essentially with over 90% Neutral resist any map with aggressive monsters becomes easily usable.
Neutral Element Reduction:
To reach the ideal 90% or more mentioned above you can use a mix of the following but take note on the garments as the majority of the reduction comes from there.
Palace Guard Cap: 1% per upgrade
3d Glasses: 5%
+9 Antonio’s Coat of Escape: Combo when compounded with Antonio card; 5%, 300 Def, and prevents being knocked back
Tidung: 5% (allows using elemental cards)
Immune Shield: 12% (at +12 = 5% + 1% per upgrade max of 7%)
Parasite Card: 5% (Not recommended for general use)
Heroic Backpack: 10% (at 90 vit)
Hero Manteau: 33% (at +12), 10% (at +9) - note this item was updated so do not use with Deviling Cards as the Set Malus will apply!
Deviling Card: 50% (best in Heroic Backpack 60% total, or Etran's Undershirt 50% total)
Raydric Card: 20% (use with Hero Manteau for total of 53%)
Lian Shoes: 5%
Immune Shadow Armor & Athena Shield: 2%
Athena Earring/Resist Spell Power Pendant: 2%
Note if you do have all of the above with a +8 or higher Palace Guard Cap you’ll take 1 from everything which while fun is sadly too little damage to trigger any reflect.
Other Defensive/HP Gear:
Sometimes it’s easier to just increase your Def to reduce damage rather than track down the last bits to maximize neutral resists. Here are some the better equips for Def.
+9 Medical Scrub: 350 Def and increase healing potency.
Anemos/Gaia/Nero/Fotia: Can slot Gaster/Hodremlin or size/race cards which best fit the map you’re on and will boost damage if at 90 int or more but at the cost of Neutral Resist from the highly recommended Immune Shield.
Ring of Jupiter: 2% HP for every 10 Vit and at 125 Vit gives 300 Def.
Ring of Resonance: chance to cast Assumptio 5 on hit.
The Diabolus Wing/Boots combo's 100 HP per base level and +10 to all stats will greatly increase your HP pool giving your healing items more time to trigger. Additionally 20 mAtk per each upgrade of Diabolus Boots helps kill faster so as to not be overwhelmed.
Almost all your healing should come from a Green Cenre Card but below are the other options which can be good to use as well.
Loli Ruri Card: 5% chance to cast Heal 3 when hit (I almost never use this)
Musika: 2% chance to cast highest learned level of heal (haven’t tested this and losing the 10% Neutral resist in this slot is not recommended) (I almost never use this)
Enchanted Peach Tree: 2% chance to cast highest learned level of heal (I almost never use this)
Musciplular Card: 10% chance of casting Heal/Agi Lv 1 on hit (I almost never use this)
Green Cenre Card: 1k a sec for 5 sec on hit (I always use this unless running DL card set)
Pendant of Harmony: Casts Renovatio and lv3 Sanctuary if you have Blue Gems! Works very well with the blue gem cost removal from +10 Sacred Crown! (I always use this accessory as soon as I reach base level 130 potentially replacing ROR) To clarify: you use this almost entirely for Renovatio.
Ring of Resonance: lv10 heal on hit (I almost always use this)
Tension Shadow set (Weapon, Pendant, Earring): 3% chance when attacking to regain 2500 HP over 5 seconds, if the total upgrades for the set is +25 or more.
Healing Shadow Weapon: Increase recovery rate (I often use this)
As for stats my usual setup is 90 INT/VIT and after that the rest of your stats don’t really matter.
90 INT gives enough mAtk to kill fairly quickly and unlocks the bonus from HBP, Anemos/Gaia/Nero/Fotia Shield, and Temporal Int Boot and getting 90 VIT unlocks the 10% Neutral Resist on HBP.
Lately my builds have gone up to 125 VIT to make use of Ring of Jupiter but it is never worth it getting more than 126 VIT.
After your 90 INT/VIT is done you'll likely want to increase your damage. The formula: 3 mAtk = 2 INT or 9 LUK or 15 DEX. In general I get DEX first after I reach my target VIT, then LUK, then go back to more INT once the other stat's cost have caught up.
Need to test this but a naked AB at 175/60 will have 293 mAtk using the following build:
The these numbers will need to change some when I add the stats on the AFK gear but wanted to give a rough idea of the stats to give the most mAtk. Also the STR is very low so might be worth losing a couple mAtk for the QoL of more carry capacity.
The order I usually go is 60 INT, 90 VIT, 90 INT, (up to 125 VIT), 20 DEX, 21 LUK, 110 INT, 42 LUK, 120 INT, 30 DEX, 60 LUK, etc...
Where does this work?:
As to where you AFK, as mentioned above if you’re in the main walkway or other spots you will be KSed and then get less exp than if you’re helping the spawn rate on the map by clearing the pockets where groups collect. Don’t end up a free tank for everyone while getting no exp so make sure to pick a somewhat out of the way spot.
Ideally other players can run a loop on the map and have the majority of monsters always on the main path being respawned all over the map. Best example for an ideal placement is on our current Low TI map there is a dead-end in the bottom right which I usually AFK at. If no one is in that dead-end killing, it will slow down leveling on the whole map as more and more monsters collect there until someone takes the time to walk to the corner.
At its best AFK leveling makes the map much better for everyone as there wouldn’t ever be a large collection of unclaimed monsters that is alive for more than 60 seconds. Also those smaller pockets areas are not possible to be overrun if you’re camped unlike the larger areas where becoming overwhelmed (or mob trained) is always a possibility. Only time I’ve died in the corner is due to mistakenly equipping the wrong gear or players griefing me by buffing monsters (giving Striking to monsters should be blocked IMO).
A good spot should have ideally 20-30 tiles around it where monsters can spawn.
As mentioned above the only areas which are usable for this build requires other players actively playing to respawn the next wave of monsters. Below is a list of areas where you and other players can level well.
yuno_fild04 - Harpies
Low Ti - when no ranged mobs
Mid Ti - when no ranged mobs
High Ti - rare this works
Old Glast Heim Instance
Bio Labs level 2
The Illusion Dungeons
Glast Heim Churchyard
To maximize exp gain some other options are
Leaf Cat Hat: 25% exp
Happy Balloon: 5% exp
Poring Capsule Balloons: 5% exp (Poring, Marin, Drops, Santa Poring, Poporing, Metalring, Devilring, Angelring, Ghostring, Arch Angelring)
Happy Shield: Combo with Racial cards to give 15% when +8 or higher
Amistr Bag: 1% more exp per 2 upgrade levels
Each monster race has corresponding slotted shoe which gives more exp at the cost of taking more damage and you would need Green Cenre card.
Steam Starter Ring: Gives bonus exp until level 100. Rental item from the Cash Shop. (Not recommended)
Also is possible to add looting to this build with a variety of hats or an accessory that autocast the skill Greed.
Magnolia Hat: Seems to be around 1% chance
Triple Poring Hat: 5% chance
+9 Elephant Hat: around 5% chance
Lesser Elemental Ring: 1% chance but VERY hard to use as it requires tricky positioning to block Leap/Backslide/Sprint movement skills which are also autocast (basically need to stand in a walkway which = KS or others using Greed)
Scaraba at 130+ (No RoR or Rainbow)
Map requires Ungoliant card to block bleeding so this has it in Mid slot.
This setup takes 40-100 damage per hit.
Shield has wrong card but still equipped for its 12% Neutral resist.
Any armor *should* work but went with Nature for bonus damage and Earth property.
Str is to help loot when Low/Mid TI aren't junk and can use Triple Poring with BotSG.
Last note, this is an old build from before the RoR was fixed! Swap the Ring of Jupiter for a RoR and make life easier
NCT at 150+ (BotSG, HFAW, and 91% Neutral resist)
Working on my next AB getting to 150 but was requested to see what NCT looks like so loaded up my 175 to show the build. Once I hit 150 again I'll try to do screens of that AB.
Damage taken is 70-120, without Assumptio from RoR.
Damage from the BotSG is 4-5.5k for each meteor hit.
Map requires something to block the Dark element attacks. For this I have a Bathory carded Tidung but can use anything with Dark element.
I like using Happy Flapping Angel Wing over a Palace Guard Cap for the 50% damage. If you're dying though use the PGC to stack over the 93% or so Neutral element resist.
If you can spare the incoming damage then swap shadow shield to Flameguard Shadow for the 3% exp bonus
Since the screens can be hard to see the Cards are:
Upper - Lichtern Red
Armor - Bathory
Weapon - Cobalt Mineral and 3x Red Ferus (no one sells Cobalt cards otherwise make 4x of those)
Shield - Penomena
Garment - Deviling
Shoe - Green Cenre
Last notes on this is I always tried to take the small room near the entrance of NCT since the larger areas have more chance for the MVP to spawn there or people dropping it on you. Also this is an old build from before the RoR was fixed! If you're having trouble staying alive swap the Magician't Glove for a RoR and make life easier.
Gramps TI setups:
If trying to level this week just reset to ME build and level normally in TI especially as these are tough to defend AFK this week.
Only 1 AB had access to Mid-TI which worked if I tucked it in the corner to reduce the amount of possible monster spawns but decided to move everyone to Low-TI instead.
After switching to Low-TI each character on their own was also being overwhelmed and couldn't survive the middle of the room like normal. Was able to use walls and keep my other characters nearby to share the spawns which made it manageable enough that no one was dying. Also a benefit of the characters being near to each other I was able to bring a Doram to share loot so I can spread the Jakk's Present drops around for more Jakk Hammer chances.
Gear wise the main difference is needing bleeding protection from Ungoliant carded headgear in both Low/Mid-TI maps. I also buffed up my defenses by borrowing gear from the SC, so 3 killers instead of 4. That extra defense was needed to makeup for the monster skill that changes your element to Undead, which blocks healing except from Green Cenere card. Also I still really need to find/equip my shadow gears...
Todo for next week especially with the Jakk's Presents being character bound I'm trying to collect new gears for a setup that gives enough gear based SP recovery for Cloaking Exceed to be left on permanently and then can use my GX for shared looting instead of only my Dorams. Also in the works is to test a +10 Mysterious Muffler and SP regen items for permanent level 3 cloak so any class can help with looting but have to wait on a week without Insect/Undead/Demon monsters.
Still am not a in writing mood but ideally will revisit this guide sooner or later. Can still expect some updates with new screenshots as I find new places to AFK or I take different classes through NCT.
Fixed the note on the Immune Shield to show correct %.
Edited by Ralen, 27 July 2021 - 04:01 PM.