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Season 6 Episode 3

Dark Lord - MU REALM

Dark Lord All classes
Dark Lord

Commander: area skills, pets and the party critical damage buff.

Dark Lord → Lord Emperor

The Dark Lord fights with a scepter and area skills, rides the Dark Horse and brings the Dark Raven along. Command is his own stat: it powers the Raven, Earthquake, Electric Spark and the party Critical Damage buff. He gets 7 points per level.

Starting Strength
26
Starting Agility
20
Starting Vitality
20
Starting Energy
15
Starting Command
25
Points per level
7
Opens
Create once any character on the account has reached level 220 (no reset needed).

What every stat does

  • Strength: Physical damage (Strength / 7 to Strength / 5), + Strength / 25 to skill damage, critical damage (Strength / 30), 3 SD per point, Earthquake (Strength / 10) and gear requirements.
  • Agility: Attack speed (Agility / 15), defense (Agility / 14), PvM attack rate (Agility x 2.5) and PvP attack rate (Agility x 3.5).
  • Vitality: 2 HP per point.
  • Energy: Skill damage % (200 + Energy / 20, no cap), physical damage (Energy / 14 to Energy / 10), + Energy / 50 to skill damage, Critical Damage buff (Energy / 30) and its length, 1.5 Mana per point.
  • Command: Dark Raven damage and speed, Earthquake (Command / 5), Electric Spark (Command / 10), critical damage (Command / 25 innate, Command / 10 from the buff), attack rate (Command / 10), 2 SD per point, guild size, and the Command needed for Dark Lord skills and scepters.

Builds

Strength Lord Most points in Strength, Energy second, Command for skills and scepter, Agility for speed. Strong scepter hits and Fire Scream, with high critical damage from Strength.
Energy Lord Energy first, Strength second, Command to the skill requirements. Every Dark Lord skill is multiplied by 200 + Energy / 20 %, and the Critical Damage buff grows for the party.
Command Lord (pets) Most points in Command, then Strength and Energy. Strong Dark Raven, Earthquake and Electric Spark, and the biggest Critical Damage buff and guild.

Formulas

Exactly how the server works it out. Every division rounds down.

Physical damage (min / max) Strength / 7 + Energy / 14 to Strength / 5 + Energy / 10, plus weapon damage
Skill damage % 200 + Energy / 20 (no cap), on Force (Force Wave), Fire Burst, Earthquake, Electric Spark, Fire Blast, Fire Scream and Chaotic Diseier
Skill bonus damage + Strength / 25 + Energy / 50 to the skill's damage (all Dark Lord skills except Earthquake and Electric Spark)
Earthquake bonus + Strength / 10 + Command / 5 + Dark Horse level x 10 + Level x 25 / 10
Electric Spark bonus + Command / 10 + 250, plus 4% of the max HP and 16% of the max Mana of each party member within 10 tiles
Fire Scream range 105% at point blank, -5% per tile of distance, never below 70%
Critical damage (innate) + Command / 25 + Strength / 30
Attack speed / magic speed both = Agility / 15 x 0.862, then + weapon, gloves and pendant speed; capped at 799
Attack rate (PvM) Level x 5 + Agility x 5 / 2 + Strength / 6 + Command / 10. Hit chance on a monster = 1 - monster defense rate / your attack rate. If your rate is below the monster's, only 5 swings in 100 land and they do 30% damage.
Attack rate (PvP) Agility x 7 / 2 (3.5 per point). Hit chance % = 100 x yourRate / (yourRate + targetDefenseRatePvP); the level gap between the two does not change it
Defense Agility / 14 + armor defense. A player's Defense blocks half its value from every hit taken.
Defense rate (PvM) Agility / 7 + item defense rate; +10% with a full matching armor set
Defense rate (PvP) Level x 2 + Agility / 2
HP 50 + (Level - 1) x 1.5 + Vitality x 2
Mana 40 + (Level - 1) + (Energy - 15) x 1.5
AG Strength x 0.3 + Agility x 0.2 + Vitality x 0.1 + Energy x 0.15 + Command x 0.3
SD (Strength x 300 + Agility x 100 + Vitality x 150 + Energy x 120 + Command x 200) / 100 + Level x Level / 30 + Defense / 2
Critical Damage buff +(Energy / 30 + Command / 10) critical damage; lasts 60 + Energy / 10 seconds; the whole party in range
Dark Raven damage 180 + Raven level x 15 + Command / 8 to 200 + Raven level x 15 + Command / 4; speed 20 + Raven level x 4 / 5 + Command / 50; attack rate 1000 + Raven level x 16; 30% critical chance
Dark Horse absorbs (30 + Horse level) / 2 % of damage taken
Guild size before the first reset Level / 10 + Command / 10, at most 35; after any reset 35 (other classes 30)
Combo + 90% Strength + 45% Agility + 50% Energy + 50% Command. Combo hit = double damage plus the bonus above; +7% for each debuff on the target (Ice, Poison, Ice Arrow, Fire Slash) and +1% per 50 Set Bonus. The second and third skill must follow within 6 seconds.

Key skills

Force / Force Wave given automatically Basic ranged hit; holding a scepter turns it into Force Wave.
Fire Burst Energy 79 / level 74 Blast on one target that splashes around it.
Critical Damage Energy 102, Command 300 / level 82 Party critical damage buff.
Electric Spark Energy 126, Command 340 / level 92 Long frontal lightning, stronger with party members nearby.
Summon Party Energy 153, Command 400 / level 98 Pulls the party to you.
Chaotic Diseier level 100 Area attack skill.
Fire Scream Command 70 / level 102 Main damage skill, strongest up close.
Earthquake Dark Horse (level 218 to ride) Area stomp while riding the Dark Horse.

Good to know

  • Fire Blast is also given automatically and needs Command 300 to use.
  • Dark Lord skills check Energy and Command every time you use them; the level only matters when you learn the skill.
  • No second class: the Dark Lord goes straight to Lord Emperor at Apostle Devin.
  • Dark Lords deal 90% damage to Magic Gladiators.
  • Level up gives 7 points, +1 more per level above 220 after Marlon's quest.
  • Combo opens with the third class (Lord Emperor).
  • Every division rounds down on its own.

Other classes