*Latest Update 05-08
start of party/aggro section
Table of Contents
- Guide Objective
- What Are Warriors
- Choosing your Build
- Equipment
- Skills
- Individual Skill Descriptions
- Special Topic: Fence + Quota Glitch(fixed?)
- Your Skill Bars
- Party Play
- Buffs
- Types of Parties
- Tanking at Different Levels
- Techniques
- Unorthodox Tanking Methods
- Aggro/Taunt in-depth
- Choosing a Second Mastery
- PvP
- [EPGGO]
- [EPGWA]
- [EPGCYB]
- [EPGEQ]
- [EPGSK]
- [EPGSD]
- [EPGFQG]
- [EPGSB]
- [EPGPP]
*my note : use ctrl+f and search the [epgxx] to scroll to that section
Guide Objective[epggo]
This is an attachment to my Europe Party Guide which will be popping up in installments soon.
As a warrior you will lure mobs, you will keep them in place and you will have them beat on you while your wizards nuke them to oblivion.
You will buff and rebuff your party members and make sure you all stay alive.
example of tanking
Stat points?

credit: fug_dup
extra magical defense which is the only benefit of getting int as a tank, can be easily compensated via your party members and/or gear.
One-Hand Sword and Shield
- This is the natural tank. Meant for any size parties.
- Apart from your already high phy defense, you get a shield.
- you get several defense passives.
- Your skills are fast, meaning you can switch from mob to mob.
Dual Axe
- Semi-Tank. Meant for smaller parties.
- you do get a defense passive but above that you get stun/bleed
- bleed allows the wizards in your party to do more damage
Two-Hand Sword
- pvp build, not a tank
- highest damaging warrior build
- many warriors take 2hand as a sub for solo pvp
Equipment[epgeq]
- most mobs you can party at efficiently are phy based
- if pvp worries you, your party members will cover you where you're lacking
- mobs at 90 are phy/mag based, more information after Legend III
- recommended only as a final set, if you grind in parties, robes have low durability, and low physical defense
- Keep your gear at +2 and up
- when you can afford it blue your gear
- durability (master stones)
- str (str stones)
- HP (stamina stones)
- parry (dodging stones)
- when you start to pvp more actively
- int (int stones)
- MP (magic stones)
Heavy Armor

- Light Armor

- Robe

* for those of you new to alchemy here's a good video tutorial credit to knoxgoaty
Alchemy Video Tutorial
- Accessories
- ignore blues
- go with the accessory with the higher phy/mag absorption

- What is absorption?
absorption is exactly what it sounds like, if you have 20 phy absorption in total
20% of the damage you take is absorbed by your accessories.
*note : in the above picture you get a 19.6% bonus not 22% - Accessory Alchemy
- keep your gear at +3 and up
- when you can afford it blue your gear
- str (str stones)
- when you start to pvp more actively
- int (int stones)
_ - freeze resistance (fog stones)
- lightning resistance (air stones)
- fire resistance (fire stones)
- poison resistance (immunity stones)
combined with holyword/spell you will be immune to most status affects
- int (int stones)
- Weapons
keep a spare, the durability will drop quickly
- in parties
- your skills > than your personal damage
- durability drops quickly
- your aggro is increased by your weapon's physical attack power: see taunt
- your skills > than your personal damage
- in pvp
- good critical matters
- phy damage and reinforce both add to your overall damage
- Weapon Alchemy
look pretty and aim for +3 and higher
- in parties
- durability (master stones)
- in pvp
- full blue, meaning add all applicable blues to your weapon
- Shield
the only gear that has a chance of completely nullifying an attack
- the higher the block rate (br) the better
- adds extra phy/mag defense
- picking a shield
- keep your shields close to your level
- 52 br18 shield > 60 br10 shield
- 60 br14 shield > 52 br18 shield
- br, defense values, and blues should all be taken into consideration when picking a shield
- Shield Alchemy
- durability (master stone)
- critical parry (penetration stone)
etc...
All warrior skills are useful, however there is an sp restraint for most players therefore.
skill - you must keep this up to date
skill - you should keep this up to date
skill - optional
listed in order of importance, for Grind parties
these are the skills you need to grind with, which will in turn let you farm for your PvP skills so I'm listing these first.
for all your sp calculating needs
- [url=nivlam.com]Nivlam.com[/url]

Taunt
Vital Increase
Howling Shout
Sprint Assault
Iron Skin
Mana Skin
Descry

Protect
Pain Quota
Physical Fence
Magical Fence
Physical Screen
Magical Screen
Ultimate Screen
For One-Handed Sword / Shield users
One-Handed Lord Series

- Blockade
One-Handed Arms
Power Shield
Critical Void

- double stab
shield trash
berserker
slash*
*read about "slash" in skill descriptions, this is an up to you choice
- cunning stab
shield crush
daring berserker
Dual Axe Users
Dual Lord

- Dual Defense
Dual Arms
Protection
Accuracy

- Double Twist
Dual Counter
Crisis Rush
Axis Quiver
Down Cross*
- Deadly Counter
Sudden Twist
Crutial Rush (Crucial*)
For Two-Handed Sword Users
my note: don't use 2hand for tanking
Two-Handed Lord Series

- Two Handed Arms
concentration
damage return

- charge swing
bash
triple swing (lv.70 skill)
maddening
turn rising * do not use in parties 97% of you don't know how
warcry
- Dare Devil
(not sure what you guys want to know about these skills, so your input is welcome, please ask questions)

- Taunt Delay:[5s] Range:[17m]
- you use taunt when you lure or try to keep mobs on you or try to take mobs off of ints.
- I'll say a lot more about this in Aggro/Taunt in-depth, there's a lot more to this.
Draws monsters to you, by aggroing them from afar.
- Vital Increase Delay:[120s] Duration:[900s]
- you should/must have this on when you tank.
- don't make the error of thinking you're a damage dealer, use vital... concentrate on luring and keeping the aggro on yourself.
increases your aggro by 300% so you can keep mobs on you more efficiently, increases your hp so you don't die as often, decreases your attack power
- Descry Delay:[180s] Duration:[120s]
- this doesn't work for invisible
this tags everyone around you with detect, aside from yourself and your party members. everyone tagged is visible in stealth
- Sprint Assault Delay:[7s] Range:[22m] Status:[KB, stun]
- this does everything from saving ints in parties, to getting cursed out by them for zipping them in PvP.
- split second 22m movement allows you to close gaps between you and your party
- knocking back and/or stunning monsters gives you time to increase your aggro with your target
- ie:sprint assault + taunt + slash
- very useful skill, i suggest you keep it on your mouse button "m" key
- you'll discover its value on your own
split second zips an enemy up to 22m away, it can stun and/or KB the enemy
- Iron Skin Delay:[120s] Duration:[45s]
- this doesn't stick if you switch weapons
greatly increases your phy defense for 45 seconds
- Howling Shout Delay:[10s] Range:[22m]
- in reality, it will draw more than 5 monsters, I'll cover this in the aggro/taunt section.
an AoE version of taunt, it aggroes up to 5 monsters around you
- Mana Skin Delay:[120s] Duration:[45s]
- this does stick if you switch weapons, must have for pvp
greatly increases your mag defense for 45 seconds

- Pain Quota Delay:[2s] Duration:[300s] Up to:[2people]
- Scenario
- You're in a full 8/8 person party you give SuicideGirl 50% quota,
- She gets hit by SaoKill for 10,000 damage buT!
- SG will only feel 5,000 damage thanks to quota and every party member will feel 625~710 damage each.
- Facts
- This buff only lasts 5 minutes, you'll be expected to rebuff every 5minutes
- Keeping ints alive requires a combination of Pain Quota, Physical Fence and Protect
"50% damage disperse ratio" will cut 50% of the damage and distribute it evenly to every party member
- Physical Fence Delay:[2s] Duration:[1800s] Up to:[2people]
- Scenario
- You fence nightbloom with a 50% fence,
- she gets hit by Fly for a whopping 2 damage.
- She will feel 1 damage and you the buffer will feel 1 damage.
- Facts
- take a breather, unlike quota you only need to rebuff every 30minutes
- remember to rebuff if the man you have marked goes down
- Fly does more than 2 damage
"physical damage 50% absorption" will transfer 50% of the damage from the buffed to you the buffer
- Scenario
- You fence Gonjaied,
- You iron skin! in anticipation of Gonjaied getting attacked,
- Gonjaied gets hit for 10k damage,
- both of you still take 5k damage each.
- Facts
- the tanks defense does not affect damage transferred
- Magical Fence Delay:[2s] Duration:[1800s] Up to:[2people]
- Scenario
- You fence Reverend who is a level 10 Chinese character with a 50% magical fence
- Corrupt meteors(wizard skill) Reverend for 120k damage
- You have just died
- Facts
- There are some tanks out there that won't level this fence because of the above situation
- if you're magical fencing ints, they most likely won't be taking 120k nukes, more like 1k~4k,
- so do not worry about this and level it up, just don't go magical fencing level 10s.
- Myth
- I just died because of fence, oh no 30minutes worth of work!
- this is a myth, fence and quota are the only ways to die without losing exp so go ahead and die without worries
same as physical fence except it only absorbs magical damage, this includes chinese imbue
- Scenario
- You have 54% protect (level 80) you cast protect on LemonKiss
- she nukes a party general... the party general comes to you
- Facts
- if you really want to help someone feel safe protect is the way to go
- casting protect on the two people with the most aggro will give you a better control of the situation.
- if your party happens to have a lurer he should be given protect.
- more in-depth later.
Protect Delay:[2s] Duration:[1800s] Up to:[2people]
50% protect will take 50% of your buffed friend's aggro and transfer it to you
- very useful if your party turns for the worse and you want to keep your cleric alive.
- The delay is 2minutes and it lasts for 1minute, so with a second tank you can keep a 24/7 screen going
Physical Screen Delay:[120s] Duration:[60s]
wraps your target in a yellow eggshell and increases your targets physical defense
- Magical Screen Delay:[120s] Duration:[60s]
- same as physical screen except it affects the targets magical defense
wraps your target in a blue eggshell and increases his magical defense
Special Topic: Fence + Quota Glitch* (Fixed?)
- [epgfqg]
- three people must be hit by the same attack (area damage) one of those three must have quota and fence
- the three people hit do not have to be in the same party
Conditions, this mainly applies for pvp
- why pvp? what about monsters with area damage attacks?
- fenced + quota-ed players should not be getting hit in the first place.
- monster area attacks are relatively small
- your party members will move if they are getting hit.
- in 5+ months of partying I've seen this has yet to happen to me.
- can i use this as a reason not to quota + fence in grind parties?
- no
- what should i do in pvp then?
- work out a plan with your second tank
- make sure you agree on who you will quota and who you will fence
- quota each other, quota the warlock, fence wizards and cleric subs.. or something similar
[GLITCH]fence and quota bug by godsangel
*credit to fabiat666 and kratos for the youtube video
One-Handed Lord Series

- One-Handed Arms
- with this passive, as long as you're holding a sword you can block even without a shield
all 1hand skills require you to level 1handed-arms, increases 1hand damage by a certain % each level
Power Shield
boosts your physical defense as long as you have a 1hand sword in your hand
Blockade
increases the your chance of blocking by the said %
- Critical Void
decreases the opponents chance of landing a critical on you
All Active Warrior Skills
- will add extra "taunt" to your target on top of the damage aggro
- will increase your new total aggro to your target by 150%
- follow up taunts with active warrior skills

- Slash delay:[2s] Hit:[1x] Target:[1]
- main use
- quick delay makes it ideal when switching from mob to mob, increasing your aggro
- quick attack makes it ideal to use in addition with taunt when luring
one quick downward slash
- note
- replaceable at 40+ with a berserker + double stab combination
- My Note
- you technically use skills for the 150% increase more than the added taunt
- even left at level 1, slash is still very effective at increasing aggro
- Shield Trash delay:[4s] Hit:[1x] Target:[1~3] Status:[KB, Dull 80%]
- main use
- knocking monsters off other characters gives you extra time to increase your aggro towards it.
- ie: [taunt + shield trash] or [shield trash + taunt + slash]
- knocking monsters off other characters gives you extra time to increase your aggro towards it.
a frontal bash with your shield, knocks back opponents in front of you 80% of the time and dulls 40% of the time
- other uses
- moving party giants out of high spawn areas
- keeping yourself alive if need arise
- moving afk party members to mages from generals as punishment
- warning
- use in moderation
- knocking back and closing the gap yourself can/will move a large number of mobs
into a possibly unfavorable location such as on top of your cleric and wizards
- use in moderation
- My Note
- use the alternative to shield trashing which is a simple taunt + stationary attack
- if you're close enough to shield trash, you're close enough to increase aggro via taunt + slash
- ie: [taunt + double stab]
- Double Stab delay:[4s] hit:[2x]
a two hit stab
- main use
- link it with slash when attacking to increase aggro
- note
- double stab level 1 has an added taunt effect of 340.
- double stab hits up to two times, for each successful hit you get an added 340 taunt effect.
- however, the 150% aggro increase is only applied once.
- My Note
- double stab's damage increases two fold if the target is under stun/dull and/or other status effects
- double stab can also be used on Knocked down targets, 50% damage increase
- Berserker delay:[4s] Consumed Hp:[10%] hit:[2x]
- main use
- pvp
- note
- it's 10% of your current hp, not your maximum so if you only have 2000 health left it will only drain 200 of it
- damage is similar if not less than that of "dull + double stab"
a two hit attack that uses 10% of your current health
- Shield Crush delay:[4s] KB:[80%] Dull:[25%..2x] hit:[2x]
- main use
- similar to shield trash
- by level 60 a few tanks will realize KBing and moving towards the KBed monster will only help you lose your hold on the aggro situation
- however, KBing alone won't push monsters out of the 18m full aggro range, it's moving with the monsters that causes monsters to fall off of you and onto others
- with that said, KB is a 1hands only AoE move, all monsters touched by this skill is hit with the 150% + taunt increase, keeping yourself in place while using this skill will do everything from keeping you alive to increasing aggro.
- note
- cannot be used in combination with shield trash, they share the same cooldown
- gives you an improved chance of dull, a wider radius and a cooler animation.
an improved two hit form of shield trash
- Cunning Stab Delay:[4s] Hit:[4x]
- main use
- pvp
- note
- can be used in combination with double stab, they do not share the same delay
- the first and last hit are stronger than the middle two
- should i replace double stab with cunning for grind parties?
- no, cunning stab takes too long, grabbing as much aggro in the shortest time from all of the monsters around you is your job, not just one or two.
an improved four stab version of double stab
- Daring Berserker Delay:[4s] Consumed Hp:[10%] Hit:[4x]
- main use
- looking sexy in PvP
- note
- cannot be used in combination with berserker, they share the same cooldown
- first hit starts low and builds up, the last hit is your highest damage
an improved four hit version of berserker
Dual Axe + 2handed to be added later, because I want to work on party play now, if you have any questions for these two skill trees feel free to ask.
Everything from this point on is still being worked on at a very slow and unsteady pace, my apologies.
An Abridged Introduction to European Party Play
What is a Euro-Party?
- Simply put, it's an organized group of players sharing exp and items while chatting and having fun.
Personally, my most memorable experiences on Silkroad and my closest friends were all made while partying.
- It's more fun grinding with a group of people.
- Making friends, chatting and joking around as opposed to having monsters and gold bots keep you company
- It's much faster exp in a good party than any amount you could dream of in solo
- eg; I leveled from 44->51 in one day, it was about 16hours of grinding. (never doing that again, i felt sick the next day)
Why do people Euro-Party?
Everyone has their own reason, here's a list of the more popular ones.
- How do I find these parties?
Most people try and find parties, but on the norm that will not work.
- If you want to grind party-style you need to make friends, all it takes for a semi-effective euro-party is a warrior + wizard.
With that core you can recruit more people as you grind, and eventually have consistently large parties as you build your base of friends.
- What makes up a party?
- A Party's Core
- One Warrior + One Wizard
- One Warrior + One Wizard + One Cleric
- A Growing Party
- + One Bard
- + Warrior + Wizard
- A Full Party
- Two Warriors Two Wizards One Cleric Two Bards One Warlock
To recap, an ideal party is two warriors, three damage ints, one cleric, two bards.
of course, most of the time it won't work out this neatly, be creative and make do with what you have.
- Where do I party?
- Fact
- the maximum exp you can get, is from monsters eleven levels higher than yourself.
- you can not fight monsters eleven levels higher with 3 people.
- You can fight if you have 6~8 people who know what they're doing
- Small Parties
- fight monsters you can grind on efficiently
- efficiently: killing relatively quickly and not dying
- monsters your level (+/- 4 levels)
- Large Parties
- fight monsters you can grind on efficiently
- full parties can almost always hunt monsters 9~11 levels higher
- more on this in my coming epguide[Comprehensive EPG]
- If you feel your party can move to harder monsters, by all means don't
feel shy, share your thoughts with your party members and move.
A Warrior's Role (in a Party)
What are warriors?
As a warrior you will lure mobs, you will keep them in place and you will have them beat on you while your wizards nuke them to oblivion.
You will buff and rebuff your party members and make sure you all stay alive.
example of tanking
- Buffing
- You must rebuff when needed
- You must buff the right people
- So, who do I buff?
- My Advice
- Be flexible, I'll explain the basics but try different things out and decide for yourself.
- I test new ways of organizing buffs, luring and tanking every time I go out and party, I don't expect this of you guys however, remain open-minded.
- In an ideal situation there will be two warriors and you'll be able to fully buff (quota, fence and protect) a maximum of four people.
different warriors pro and newbies alike will give you different advice.
- Pain Quota + Fence
- Who gets it?
- Both should be given to wizards so they can use life control
- Should be given to the cleric, who will be under constant threat of attack from rogue mobs.
- Calculations
- 50% quota + 50% fence will result in a 75% damage reduction
- Protect
- Who gets it?
- the players who draw the most aggro.
With that said, it's time for some aggro/taunt in-depth.
Aggro/Taunt In-Depth
- Monsters are controlled by a computer, everything is logical.
Therefore, Monster(A) will attack whoever has the most aggro points with itself.
It doesn't matter if a player has a lot of aggro with Monster(B), Monster(A) only cares about itself.
- Scenario
- IAmZeeDevil has 30,000 aggro points with Lord Yarkan
- SuicideGirl has 29,999 aggro points with Lord Yarkan
- MyMomisHot has 29,999 aggro points with Lord Yarkan
- there is no subtracting or any nonsense with aggro, in this case IAmZeeDevil holds the aggro.
The Three Levels of Aggro
- Running Aggro Distance:[0m - 17m]
- if you run away from a mob, but stay within 17m of it, it will run to you
- if your aggro is at 10,000
- it will stay at 10,000 as long as you remain 17m of it
at this distance, aggro points count in full
- Walking Aggro Distance:[17m - 3x m]
- at 17m+ to a certain distance at 30m+, mobs will walk towards you
at this distance, your aggro point is temporarily set to 1
- Scenario
- PureStr aggroes a mangyang for 100,000
- he moves 18m away from the monster
- Reverend(level 1 chinese) punches the mangyang
- Reverend just got owned.
- Explanation
- the monster has its target set to you, but just that. there is no aggro involved
- Scenario
- PureStr aggroes a mangyang for 100,000
- he moves 18m away from the mangyang, monster is walking
- he then moves back 1m, the mangyang starts running
- IAmZeeDevil aggroes the mangyang for 99,999 points
- the mangyang is still beating on PureStr
- Explanation
- as long as you were in walking, the aggro was only temporarily suspended
Aggro Drop Distance:[3x m+]
at this level, the monster doesn't even know you exist
Individual Aggro
Damage Dealers
Characters who deal damage such as wizards, rogues and chinese have straight forward aggro.
Wizards
Scenario
[*]LemonKiss nukes a party general for 10,000 damage
[*]LemonKiss now has 10,000 aggro points with that monster
Explanation
[*]the amount of damage you deal is equal to your aggro with that certain monster
[*]1:1 relation. Damage given(1) : Aggro Received(1)
Clerics
Scenario
[*]Corrupt is getting hit by a Party General
[*]nightbloom(cleric) uses a group heal which heals Corrupt
[*]Party General is now attacking nightbloom
Explanation
Cleric heals don't aggro random mobs, that's not how it works.
Heals aggro monsters attacking the players who are healed.
Scenario
[*]Corrupt is getting hit by Party General(Bob)
[*]nightbloom(cleric) uses a group heal which heals corrupt and can heal a maximum of 10,000 hp
[*]nightbloom now has 5,000 aggro points with the Party General(Bob)
Explanation
[*]2:1 relation. Amount Healed(2) : Aggro Received(1)
Scenario
[*]Asyamura has 30,000 aggro with Party General(Jake)
[*]SiNafay has to "heal" for 60,001 hp for that party general to attack him
Explanation
[*]"heal" doesn't mean Asyamura has to lose 60,001 hp and recover it
[*]if the heal skills used can potentially heal more than 60,000 SiN will be attacked.
Note
[*]healing cycle has 0 aggro, healing orbit is the same
[*]maximum heal potential is based on weapon attack power 105% or 300% on top of the "heal" amount, if they wear robe the potential is even higher.
[*]I'll add more information on request
Bard
Facts
[*]Mana Wind and Breeze work the same way as a clerics heals
[*]Mana Cycle does not aggro
Note
Some tanks will protect bards, I've tried it, I can see why you might, however, I feel protect is better used elsewhere.
Warlock
Facts
[*]the damage dealing skills, DoT, vampire are 1:1
[*]the trap skill doesn't aggro
[*]debuff aggro is uncertain as of yet
[noop Apricot says he'll help me with this right? thanks]
Warrior
Taunt
[*]the "taunt" number is the aggro number
[*]2000% of your weapons physical attack power, not your personal attack power
[*]this move only affects the three mobs with a circle over their heads
you might have noticed that when you taunt in a exp share party, mobs around the taunted mobs are pulled as well, these mobs are only targetting you, there is no aggro involved
[*]taunt is not divided among the three mobs, all three mobs are given maximum levels
party play section is going to be revamped when I figure out a good way to format it -.-; gnite
=-==end==-=
self note: study for finals
*Update 04-05-08
epggo -> epgsd
*Update 04-06-08
taunt/sprint assault range calculations
*Update 04-07-08
finished research and tests for taunt/aggro in-depth
*Update 04-09-08
stitches on my fingers ftl, new format for active warrior skills











