Cra/Intelligence/Critical Hits/1

The Intelligence-based Cra build (commonly known as "Int Cra") is one of the primary builds of the Cra class, largely due to its relatively high power in the early levels, and relative ease and simplicity in leveling. This build relies on Magic Arrow and Burning Arrow (obtained at level 1 and 6 respectively) for a very long time because you do not receive a stronger fire-damage spell until Explosive Arrow at level 90. This makes the Intelligence-based Cra relatively weaker in the middle levels while other classes and builds get stronger spells in their specialized element. Upon receiving Explosive Arrow, however, the Intelligence-based Cra becomes significantly more powerful. The primary goal of Int Cras is therefore to reach level 90 as fast as possible.

Int Cras are great solo hunters. With Explosive Arrow, they can hunt large mobs of low-mid level monsters effectively to collect materials for professions and scroll exchange. In solo PvP, however, Int Cras are significantly disadvantaged at end-game levels because of the limited availability of weapons for being int based in addition to the general weakness of the Cra class in PvP.

Thanks to high intelligence, Int Cras can make good use of non-class spells such as Striking (AoE fire spell) and Cawwot (healing spell). Int Cras could also play the role of healer using Boogey Wand and Golden Scarabugly Wand because intelligence enhances the healing effect of them. Other than these and greater initiative, however, Int Cra's high intelligence does not offer any direct bonus like healing boost for Eni and damage reduction for Xelor's Mummification and Feca's armor. (It's noteworthy that the effect of the armor spells that Fecas cast on Int Cras are increased by the amount of intelligence that Int Cras have).

Characteristic Points
The basic approach is to devote all characteristic points to Intelligence, at least until 150, and scroll the other characteristics. Beyond 150 when the rate becomes 3 points for 1 intelligence, some choose to spend points on other characteristics, while others keep raising int all the way.

Like other classes, many cras choose to raise wisdom in addition to intelligence to improve experience gain and resistance against AP and MP loss, which is important against Fecas and Xelors in PvP as well as monsters with AP/MP draining attack. Wisdom also makes Frozen Arrow's AP draining and Paralyzing Arrow's MP draining more effective.

Some Int Cras raise vitality, which is also advantageous in PvP. Although every level beyond 100 gives 10 extra life points, some argue that HP boost from vitality is still significant compared to the increase in damage output when the same amount of points were invested in intelligence at 3-for-1 rate or above.

Some raise agility for dodge-rolling/locking and criting spells such as Lashing Arrow and weapon attacks. However, you could also get the required agility points for such purposes from scrolling and agility bonus from equipment although it will cost both kamas and time.

Spells
Magic Arrow, Burning Arrow, and Frozen Arrow are the key attack spells for Int Cras for a very long time. Until you reach level 20 or so, your main attack will be a single shot of Magic or Burning. From around level 20, you can shoot one each of Magic and Frozen in one turn thanks to 7 AP from the Gobball Set. From around level 40s, you can shoot 2 Magic Arrows with a 8 AP set (see Sets). Use Burning when two or more monsters are in line. Use Distant Shooting in the first turn to boost your range.

Start with leveling Magic Arrow to 5, followed by Burning Arrow or Frozen Arrow. You could start leveling Burning first instead of Magic if you spend a little more time in the tutorial and level your class level to 6 there; however, solely relying on Burning for attack can be very frustrating because of its linear requirement. Either way, you need to level both Magic Arrow and Burning Arrow to 5 as soon as possible. Burning may be unlearned later once you get Explosive Arrow (see below for more on this).

At low-mid levels, Frozen Arrow may not be so powerful on its own other than as a follow-up to Magic or Burning because its range is very short and the AP reduction is too small to be effective. However, at higher levels with 9 or more AP, three shots of Frozen could be a very powerful attack. Draining only a couple of AP can still be effective against an opponent with AP just enough to attack twice or more. (For example: against a monster that has 8 AP, a 4-AP attack, attacking twice in a turn, draining 1 AP from it suffices to reduce its attack to only once a turn.) Frozen can also be used when you are drained of 1 or 2 AP and cannot shoot Magic or Burning that you wanted to cast originally. (For example, if your base AP is 8 and drained of 1 AP by the monster, you can still cast Magic and Frozen instead of 2 Magic.)

After maxing Magic and Burning, level Distant Shooting to 5, and then Retreat Arrow to 3. Distant is important because it further enhances range, the very advantage of the Cra class. Retreat is very useful when you need to keep distance from a monster or when you want to escape from a monster that has already caught you. If you are going to use a bow as your weapon, Release may be a better option than Distant because of its lower AP cost and greater push back.

Until you will get Explosive Arrow at level 90, other class spells are mostly optional and don't have much use in most battles. For example, Bat's Eye may have use in PvP battles at higher levels, but is not so useful in PvM at low-mid levels. So is Eagle Eye. Casting Distant once suffices most of the time, and you don't encounter very many monsters that unbewitch Distant. Critical Shooting is worth leveling if you decide to go for int/crit build, but without decent +crit equipments that are available only at higher levels, this spell alone isn't of much help at all.

The most worthwhile spell for int cra to level other than Magic, Burning, Frozen, Distant, and Retreat at mid levels may be Cawwot. The healing glyph works great for Int Cras because of their high intelligence, and the planted Cawwot makes a nice obstacle to hide behind. Summoning of Chaferfu also may be worth leveling, although some argue that it won't be as much useful at higher level as Cawwot.

If you decide to use a fire-forged Fishing Bow (available at level 70), level Bow Skill to 5. You probably don't need to level other weapon skills until much later because at low-mid levels there aren't many good weapons that are worth using for Int Cras except Fishing Bow. Kamas are better spent on characteristic scrolls than forgemaging weapons at this point. (See the weapons section below for details.)

From around level 70-80, start saving 10 spell points for Explosive Arrow, which you will obtain at level 90. Max it to level 5 right away. The great damage output and AoE of Explosive are really impressive. This is what you have endured the long painful period of leveling for. Enjoy its power for the next 10 levels or so.

After level 100, you will be able to level some low-level spells and weapon skills further to 6. Level 6 Magic can be effective against the Spell Rebound of Feca as well as monsters such as Rib. Level 6 Frozen Arrow can drain 3 AP on a critical hit.

You may also unlearn a spell that you no longer use very often. You may find, for example, that you no longer have much use for Burning Arrow once you get Explosive Arrow, and so may wish to unlearn it to get the spell points back.

Explosive is a great attack spell between level 90 and the early 100. However, because of its inconsistent damage output (the low end of the damage output is pathetically low), you need to start considering a weapon sooner or later. See the weapons section below for more information.

Class spells
Key class spells for Int Cras:

Other class spells that may be useful for Int Cras:

Non-class spells
Non-class spells useful for Int Cras:

Low levels
The Young Adventurer Set is useful for beginning Cras as with any low level class. From level 20 Int Cras will benefit from moving to an int based Gobball Set for the int bonus, perhaps with an Ecaflip Chance or Mental Ring for further int.

At low levels you could buy cheap equipments of a set even if they have little bonuses and entirely depend on the set bonus. Because equipments with near-perfect bonuses are extremely expensive even for low level ones, you would be better off using the extra cash to scroll your stats.

Medium levels
The Red Scaraleaf Set and Fire Kwak Set have int bonuses which appeal to this class and build, while the Prespic Set has broad appeal with all players over level 38 for its wisdom and damage bonuses. There is no generally agreed favorite set for high level int characters other than the exceptionally rare Royal Gobball Set.

At the medium levels it is essential for Int Cras to achieve 8 AP that allows them to cast two Magic Arrows in one turn while maintaining high int. For this you need to customize your set to get +2 AP bonus. Below are some of the examples:

NOTE:Please note that the Bow in Treechnid Root requires a minimum of 29 Agility, and no other piece here gives Agility. This means you must either have it scrolled, have a pet that gives Agility, or get 29+ agility from the free ring/boots slot.
 * Custom set A: Fire Kwak Set (minus amulet) + Kam Assutra. You only need 7 out of the 8 full Fire Kwak equipments to get the +1 AP set bonus. Kam Assutra replaces Fire Amukwak to get an extra AP. The drawback of this set is the trouble of keeping a Fire Bwak as pet.
 * Custom set B: Red Scaraleaf Set + Bow in Treechnid Root & Kam Assutra. -66 vit of Bow in Treechnid Root is to be compensated further by ring and boots in addition to the vit bonus of Red Scaraleaf Set (+83-160). This set is more flexible in the choice of equipments than the Fire Kwak set and so could be used for a longer period replacing each equipment with a higher-level one as you level your class level.


 * Custom set C: Prespic-based 8AP set. +2 AP, -1 MP, Wis, +5 Reflect. This set uses the Kam Assutra and Treechelmet for 8ap and the Prespic for damages and wisdom. Wearing a Xelor's Past ring for int and further wis bonuses is also recommended. There is a setback to this set, since the Treechelmet takes away one MP. But because you can attack twice, you probably would not need to run away so much, and its basically up to personal preference.
 * Custom set D: 19+ intelligence Mental Rings and a Mad Boowolf cloak (which is fairy cheap if you compare it to the amount of life you get; even a high damage percent isn't that expensive). With this extra you can use a Yew Axe (Axe) which has +35 intelligence.

Most of the mid-level AP custom sets for int cra utilize the Celestial Brooch (40), Kam Assutra's amulet (43), Treechelmet (45), and/or Bow in Treechnid Root (28). Other notable AP equipments include: Gelano (60), Stars Custard (62), God Rod (67), Smoothhitch (77), Farle's Ears (80), Powerful Dazzling Belt (80).

It is also recommended to start raising a Fire Bwak as pet at this stage.

High levels
Most high-level Int Cras use a custom set. Around level 100 some use non-int Feudala Set pieces such as Feudala cloak for set bonus.

You need at least +1 MP from boots and +1 AP from amulet. If you are going to use a pair of daggers, you need one more AP from a Gelano and some crit bonuses for which you might need to sacrifice some int. For 5AP bows, you will also need a Powerful Dazzling Belt to achieve 10 AP. See also the Weapons section because the choice of gears at higher levels largely depends on what weapon you use.

It should also be noted that unlike for other int classes who need to maintain high intelligence to boost the effect of their healing and damage reduction spell, for Int Cras intelligence is primarily to boost the damage output of weapons and attack spells. Therefore, Int Cras could more freely use percent damage alternative gears in place of int gears.


 * Hat
 * Jelleadgear (level 60, +pros, +wis, +int)
 * Feudala Hat (level 98, +wis +int +vit %resists & +pros)
 * Krutch (level 111, +crit)
 * Mothat (level 113)
 * Dora Bora (level 120)
 * Solomonk (level 120, %dam, +dam, +crit, +init, no int)
 * Himune (level 122, +crit)
 * Soft Oak Hat (level 145, %dam, + dam, +crits, vit, int and wis)


 * Amulet
 * The Stars Custard Tart (level 62, +AP)
 * Smoothitch O'Bal (level 77, +AP)
 * Feudala Amulet (level 91, +AP)
 * AyKido Medal (level 125, +AP)
 * Soft Oak Talisman(level 138)


 * Cape
 * Desire O' Ball Cloak (lvl67, +vit, +wis, +crit +dmg)
 * Elya Wood's Cloak (level 80, +range)
 * Cape Houte (level 105)
 * Nettlez (level 125)


 * Belt
 * Royal Cherry Blop Belt (level 80, +vit, +wis, +int +crit, +pods, +pros %resist)
 * Feudala Belt (level 81, +crit)
 * Event Belt (level 84, +crit)
 * Xenature (level 125)


 * Rings
 * Feudala Wedding Ring (level 81)
 * Farle's Magic Bracelet (level 80)
 * Soft Oak Ring(level 139)


 * Boots
 * Feudala Geta (level 68, +MP, +crit)
 * Animal Boots (level 94, +MP)
 * Dreggon Boots (level 129, +MP, +crit)
 * Soft Oak Flip-Flops(level 138, +MP, %dam +dam)

Weapons
Int Cras have comparatively tougher time to get a hold of good weapons because most weapons (except wands) are of neutral element and their damage is dependent on the element of strength rather than intelligence. To utilize the high intelligence of Int Cras in weapon damage, a weapon needs to be forgemaged to fire first. Fire-forgemaging is very costly, and fireforged weapons are very rare. Usually you need to find a level 100+ smith/carver with forgemaging ability to make one for you (unless you are a smith/carver yourself).

Most Int Cras do not start using a weapon seriously until level 100 because of the limited availability of good weapons for them except Fishing Bow mentioned below. Beyond level 100, however, int cra need to consider using a weapon because they will need a better source of attack than Explosive Arrow whose damage output is way too inconsistent to stay competitive in higher-level PvP battles.

Weapon bonuses for Cra are as follows:

It should be noted that class bonus in weapon damage is only equivalent to increase in the same amount of characteristic points, and is not as significant as the boost from the use of a weapon skill. +40% damage, for example, is equivalent to only 40 points more in intelligence for a fire bow. Class bonuses should not discourage you from trying other weapon types for which you have lesser bonuses (or even penalties). Also, it is recommended to learn two or more weapon skills, so that you could use the best fire-damage weapon available at the moment.

Bows
Cras have +40% damage bonus for bows. Most bows cost 5 AP and are two-handed. The high AP cost and inability to wield a shield could be serious disadvantage in PvP battles. Although bows have a little advantage in range, cras already have many long-range attack spells (most notably Explosive Arrow). Therefore, some Int Cras go for a dagger or a wand instead to compensate Cra's lack of short-range attack even with lesser damage bonus.

The most popular bow among Int Cras is arguably fire-forged Fishing Bow. It is one of the few bows that only cost 4 AP to shoot, and the crit rate of 1/30 is decent. It is also more readily available at Bonta and Brakmarian markets (around 400,000 kamas) unlike other fireforged weapons. Fire-forged Fishing Bow greatly helps Int Cras during level 60-80s, a long and painful period of leveling for Int Cras to go through. Once you reach level 90 and get Explosive Arrow, however, Fishing Bow will not be as useful.

Above class level 100, it will be easier to get 10 AP to shoot twice in one turn because you will get an extra AP at level 100 and +AP equipments become more readily available (Gelano, Powerful Dazzling Belt). Some powerful bows are awaiting Int Cras at very high levels such as Doozi Bow. Chtelion Bow that was introduced in the December 2006 update is also a good choice for Int Cras.

Daggers
0 damage bonus for cras. Dagger is a popular weapon among other classes as well because most daggers only cost 3 AP (3 swings with 9 AP set that is reasonably affordable unlike 10 AP set that is required for most bows) and have high crit rate (around 1/30, easy to achieve 1/2). Cras have an advantage in the use of daggers thanks to the spell Critical Shooting.

Examples of good daggers for Int Cras include:


 * Blessdags: Level 64. Blessdags could be stronger than Captain Chafer's with 1/2 crit rate due to +20 crit bonus. Blessdags is also one-handed, and so in pvp many high-level Int Cras choose to use Blessdags over Citrus for a shield.
 * Captain Chafer's Small Daggers: Level 83. Affordable and readily available.
 * Lutination Daggers: Level 90. Air steal 2~4 HP.
 * Maydhyn China Daggers: Level 100. Very difficult to meet stat requirements.
 * Citrus Daggers: Level 113. The best fire dagger in the game and one of the end game weapons for Int Cras. Very powerful in PvM, esp. against boss monsters with thousands of HP (e.g. Wa Wabbit, Moowolf, Ancestral Treechnid). Thanks to the life-stealing effect, you could solo low-mid level dungeons such as Scaraleaf Dungeon and Wabbit Castle with Citrus.

To make the best use of daggers, you need to achieve 1/2 critical hit rate. To achieve 1/2 critical hit rate with a dagger of 1/30 crit hit rate, you need level 6 Critical Shooting spell, and either +20 critical hit boost from equipment, or +17 critical hit boost from equipment and 140 agility. Although it helps to scroll some agility, spending on agility the characteristic points that you gain from class leveling is not necessary at higher levels because many gears give bonuses in critical hit as well as agility. For example:


 * +6 critical hit, +50 agility from Krutch
 * +5 critical hit from Feudala Belt
 * +4 critical hit, +40 agility from Captain Chafer's Small Daggers
 * +3 critical hit from Feudala Wedding Ring

With these gears and +8 from the spell Critical shooting, you have +25 critical hit boost, which will be further raised to 28 with 140 agility (see Critical hit for the details of the mechanism).

Wands
Wands are popular among Int Cras despite -20% damage penalty because there are many fire-based wands available and some of them have healing effect which is enhanced by intelligence. Int Cras could become a good healer by equipping a Boogey Wand (wand skill is not necessary for the healing effect).

Swords
Fake Ceangal Claw does a great damage even without 1/2 crit rate or weapon skill. It also has a good initiative bonus, a great advantage in PvP.

PvM
Int Cras are great solo hunters thanks to Explosive Arrow. They are especially good at hunting big mobs of relatively lower-level monsters to farm characteristic scroll materials effectively.

In group PvM, Cras are appreciated for spamming Lashing Arrow to drain MP from boss monster. Although Lashing is an earth damage spell, Int Cras also should have it in their spellbox for its MP draining effect.

Int Cras could play the role of healer with a Boogey Wand when the party lacks good Enis. With a fire-damage weapon Int Cras could be good damage-dealers also against boss monsters with low fire resistance such as Moowolf and Ancestral Treechnid.

PvP
Cra is arguably the weakest class in PvP following the Pandawa class, esp. at higher levels (120+). Cras are considered weak in PvP because their advantage, the wide range of attack, is easily and quickly nullified by the movement spells of other classes such as Jump, Teleportation, Feline's Leap, and Flight. Soft cap on intelligence is also significantly lower for Cras than for other classes where int build is popular (Eni, Feca, Xelor), and in the current system pure builds generally performs much better than hybrids.

However, with a wise tactics and an appropriate selection of gears (and thanks to the recent nerfs to the stronger pvp classes: Sram, Sadida, and Eni), Cras could still stay decently competitive in PvP. See Cra PVP Strategy and also for general Cra PvP tactics.

Ecaflip
Int Cras have a decent chance against Ecaflips.

Keep distance and attack with Explosive or Magic from afar. To compete with Cra's range, good Ecas may use a bow rather than a sword or a dagger. In such a case, you also should equip a bow as Cra's range attack spells are easily outdamaged by a good bow. Although it takes some time for Ecas to catch up to Cras, getting in bow's range (6-8) is no so difficult for them thanks to Feline's Leap.

Bat's Eye is effective against Playful Claw and Heads or Tails (although not against Bluff), so you may want to use it when in mid range.

Eniripsa
Enis are currently the most powerful class in PvP at end game levels (130+). Few other classes except Enu have a chance against them.

It is important to be capable of inflicting massive damage with a weapon to finish off Eni in one turn because Eni can easily recover HP to full in one or two turns. If the Eni has 1,000 HP or less, a couple of crits with a dagger, sword, or bow may do this job. (With 1,500 or more HP on Eni, however, it's practically impossible to kill Enis.) The difficult part is catching Eni in close combat.

The standard tactics against Eni is dodgelocking. Use Lashing Arrow to take away MP from Eni first. When you catch and dodge lock Eni, set an Cawwot behind yourself to prevent Eni from pushing you back using Frightening Word. Once caught, Eni cannot use his/her wand (wand is the most popular weapon among Enis) to attack you (wand's range is 2-5) or get out of the situation because of dodgelocking and the wall/obstacle behind you. Watch out for wand attack from Eni when you are closing distance. Keep at least 5 tiles between you and Eni before coming in. Use Frozen Arrow to take away AP from Eni when Eni is on Preventing Word.

This tactic however doesn't work if the Eni is equipped with Unreal Wand, which doesn't require LoS and so can kill the Cawwot over you. In such a case, use Retreat Arrow to move Eni to a place where you can stand in front of wall or an obstacle (not an easy feat). This tactic doesn't work either if the Eni is equipped with a dagger or hammer (which many good battle Eni do at high levels).

If you are going to use a bow, you don't need to go through all these troubles to catch Eni. But bows generally do lesser damage than close range weapons like daggers and swords. If the Eni has 800 or less HP, it's faster to use a bow.

Enutrof
Cras may have some compitition here with the wide range of chance Enu's Coins Throwing spell. The stratagy is generally to find something to hide behind and come out to use your spells. A stray tree would propose worthy. However, an Enu may take this as a chance to get close and inclict good damage on you in close-combat as well as other spells such as Shovel of Judgment. watch out for Ghostly Shovel (unbewitchment), Reducing Key (range raping), and Bribery (makes you pass a turn).

Feca
Fecas are very tough opponents for Cras. Feca will most likely cast various armor spells in the first turn. So it is important to inflict as much damage on Feca in the first turn before Feca wears armor. With 10 AP you can cast Distant Shooting and two shots of Explosive in one turn for opening attack.

It is wise to keep distance because you have little chance in close combat against Feca because of heavy armor, esp. against fire attack. Cra's fire spells do even less damage, and because of Spell Rebound you might get hurt more than you hurt Feca. So a bow is a must against Fecas.

Feca's first attack is usually Burning Glyph (fire damage, 2 turns) & Paralyzing Glyph (MP loss) combo if you are within the walking distance; if not, Feca will try to catch you by teleporting. In the following turn Feca will walk closer to you to staff you to death. Don't panic even if you get caught by Paralyzing. Telepotation and glyph spells have several cool-down turns to be able to cast again, and it's not impossible to escape from them. During the cool down period of paralyzing, use Lashing Arrow and Frozen Arrow to immobilize Feca (9 AP is a must for Lashing). You may also cast Cawwot or attack with Absorptive Arrow or a draining weapon such as Doozi Bow to make the damage you receive during this period as little as possible. Once paralyzing wears out, run away from Feca, keep distance using Lashing, and wear down Feca little by little using a Bow or range attack spells. (Use Magic Arrow level 6 when Feca is on Spell Rebound.)

When Feca is on Immunity or Truce, don't attack and cast some buffs on yourself or Bat's Eye to nullify Natural Attack (Feca's long range attack spell).

Iop
Mostly the same as Ecas. Start as far away from Iop as possible. Keep distance as long as possible and wear Iop down with Explosive. Once Iop is in front of you, counter with Sword or Dagger attack.

Osamodas
Osamodas are formidable opponent for Int Cras because of Red Wyrmlings that they summon. Wyrms have very high fire resistance (89%), can inflict big damage (100-160), and unbewitch your buffs with Terrifying Cry. A couple of Slow Down Arrows can deal with Wyrms because they have low water resistance (-40%).

At lower levels, just attack Osa directly with Explosive or Magic and ignore summons. Watch out for Punch of the Crackler when in close range.

Pandawa
Pandawas are probably the easiest class you will fight. Stay away as long as possible and attack them with a bow/explosive. Since many pandawas use melancholy as their main ranged attack, STAY OUT OF LINEAR. It is easy for lvl130+ pandawas to have +7 range from equipment and can kill you very quickly if they trap you. Use lashing often to make sure this doesnt happen.

Sacrier
You have little chance against Sacriers in close combat. So use Lashing Arrow to keep distance. Always stand diagonally to the Sac, never perpendicular, to avoid Attraction. Kill Dancing Sword or any other creatures that Sac summons as soon as possible because Sac will cast Transposition to replace position with it to get close to you.

Sadida
Use Explosive to clear off dolls. If they get close, use bats eye, but try and stop this from happening by using lashing. If u stay out of their range and shoot from afar with explosive, you should win. (Bows are more helpful then daggers against sadis but explosive will be your main attack because of dolls.)

Sram
Attack first in the first turn if possible. Once the Sram goes invisible, run away until invisibility runs out. Use Bat's Eye to nullify Sram's trap spells during this time. A good dagger never hurts if they get to close, even though if they comence with a 3-dagger attack you will most definitely die.

Xelor
One of the toughest opponents for Int Cras. In the beginning turn(s), Xelors usually cast AP boost (Devotion), Damage reduction/reflection (Counter, Blinding Protection), Hammer skill, and then mummify and teleport right in front of you to hammer you to death in the following turns.

Int Cra's attack does little damage on mummified Xelor, and running away is very difficult because of their Flight spell. Xelors also try to AP rape you with Slow Down everytime they have spare 1 AP.

Below level 120 with 1,000 HP or less, you may start first with greater initiative and attack Xelor with 2 shots of Explosive Arrow before they turn into Mummy. Beyond level 120 with greater HP on Xelor, however, Int Cras have little chance to win.