Iop/Agility/4

==Introduction==
This is a guide to building an Agility Iop. The odd thing about it is that you don't focus that much on Agility although it is a quite important trait. This build is a combination of support and offensive melee.
==Characteristics==
Start by training Agility to 40. If you have the resources, scroll it as far as you can (101 is best) instead. At this point, the benefits of an extra few points of damage are outweighed by the cost. This will boost the damage dealt by Divine Sword and Sword of Judgment. It will also make Celestial Sword more powerful at high Levels. The biggest benefit of this is that it gives you Lock and Dodge, which will allow you to keep opponents next to you (as your attacks are short range) and move away from opponents (giving you more freedom of movement).
Next, train Intelligence to 40. Scrolling it is quite helpful. Like Agility, it has a very low softcap. Intelligence will make Sword of Fate useful, giving you a powerful long range attack. It also makes Destructive Sword (your strongest attack at low Levels) powerful. In addition to that, it will increase the steal of Sword of Judgment by a small amount.
From there on you can choose to train Vitality, Chance, or Strength. If you chain Chance, stop at 40 (the 2:1 softcap). It will increase the steal of Sword of Fate a little but serves little other purpose. For this reason, it probably isn't worth training. If you train Strength, you will make Increase and other buffs a lot more powerful and certain other spells more useful. Vitality also works because it will let you survive in a melee for longer, a tool invaluable for short-range classes.
==Spells==
Primary Offensive Spells
Icon	Name 	Level	Element 	Recommendations
40px	Divine Sword 	6 	Air 	Divine Sword is without a doubt your most important Spell, at least at lower Levels. It starts off dealing decent amounts of damage but after two turns of it you can deal upwards of 100 damage a turn at low Levels (mid 20s-30s). Raise to Level 5 IMMEDIATELY.
40px	Sword of Fate 	9 	Fire 	A crucial attack which allows you to hit creatures far away. With boosts from Divine Sword and Increase, it can deal quite a lot of damage without being trained. At higher Levels, when you have spare points this is worth training but early on there are better options.
 	Destructive Sword	21 	Fire 	Destructive Sword is a very useful attack. You can train this if you want to but you should wait until after you have trained Increase to Level 5. By late 20s-30s, using both a Level 5 Divine Sword and a Level 1 Destructive Sword (while you have a Gobball Set equipped will let you deal more than 100 damage in a turn (around 70+ for Destructive Sword).
 	Cut 	26 	Fire 	Cut is an interesting attack as it has decent Range and gets rid of MP but the downside is that it does little damage. It can be worth training but isn't strictly necessary.
 	Sword of Judgment	42 	Air,Water&Fire	Sword of Judgment will be one of your most useful attacks when you get it. With boosts from Divine Sword and Increase, you should be able to do a large amount of damage and steal some HP. It's worth Leveling to 5.
 	Celestial Sword 	70 	Air 	Celestial Sword will allow you to deal a lot of damage in areas around you. Strictly speaking, it's not necessarily better than Divine Sword (other than the Area of Effect) but may be worth Leveling to 5.
Secondary Offensive Spells
Icon	Name 	Level	Element	Recommendations
40px	Intimidation 	1 	Neutral	Intimidation isn't a bad Spell but it's not that useful. Not worth Leveling.
40px	Pressure 	1 	Earth 	Pressure is, without a doubt, the standard Earth Spell for Iops to Level. For Agility Iops, it's not that important as Divine Sword can do as much.
 	Strengthstorm 	60 	Fire 	Strengthstorm is a powerful Spell that could merit Leveling if you focus more on Fire at high Levels.
 	Concentration 	80 	Earth 	A powerful Spell that you could Level simply because of the low AP cost - any buffs are more significant when you can use a damage Spell more times in a turn (which is why an Iop buffing a Chance Enutrof can allow the Enutrof to deal 100+ damage at low Levels).
 	Sword of Iop 	90 	Earth 	An unnecessary Spell but the area of effect and range make it an option.
 	Iop's Wrath 	100 	Earth 	A good Spell but one that isn't that important for this build.
 	Leek Pie 	1 	Fire 	Leek Pie is useful at lower Levels because of the damage boosts given by Divine Sword and Increase - it's probably not worth training but some build could use it effectively.
 	Lightning Strike 	1 	Fire 	Definitely not worth Leveling but a viable Spell which can, in theory, deal a decent amount of damage with buffs. Worth having.
 	Moon Hammer 	1 	Air 	Too costly to be realistically useful but still a decent Spell. Not necessary or worth Leveling.
 	Perfidious Boomerang	1 	Random 	While powerful, the random element makes it less than worthwhile.
Primary Support Spells
Icon	Name 	Level	Element	Recommendations
40px	Compulsion 	3 	 	Better once you have 8 AP - at that point, it is more worthwhile having a Level 5 Compulse than a Level 5 Increase, and at that point should be Leveled to 5.
 	Increase 	17 	 	The second most important Spell for this build at Low Levels, Increase will allow you to increase your Damage (obviously) even further - using an Increase and two Divine Sword each turn gives you the ability to deal massive amounts of damage. It should be Leveled to 4 immediately and to 5 at Level 21.
 	Bravery Guide	13 	 	Similar to Compulsion in that it is much more useful when you have 8 AP. It's a useful Spell that is good when fighting in groups but worse than Compulsion when alone. If you do a lot of group fights, then this is worth maxing once you have 8 AP.
 	Power 	48 	 	Power is an extremely powerful Spell which will make your attacks even more powerful. Definitely worth maxing.
 	Mutilation 	54 	 	If you have enough AP (preferably 9 or more) you could use this but otherwise it's worse than Power and not worth using.
Secondary Support Spells
Icon	Name 	Level 	Element	Recommendations
 	Brokle	Exchange for Doploons	 	Brokle lets you make the most of your boosts and damage. It's an interesting Spell that has potential but probably isn't worth Leveling.
40px	Jump 	1 	 	If you have extra Spell Points, you should definitely consider Leveling Jump. It will let you move a large distance which can be quite useful against enemies with ranged attacks.
 	Blow 	31 	 	Lackluster. Don't train it.
==Equipment==
We'll make the assumption that you can, starting around Level 40, afford any of the sets.
Equipment
Set Name/Other Items 	Level	Benefits 	Alternatives
Young Adventurer Set + Arachnoring 	1 	A full Adventurer set gives you up to 52 Agility points and an Arachnoring gives you up to 10. It's easily worth it for the early damage. 	If you don't have as many kamas or resources, a Boon Set will work. If you don't want to put time and kamas into Quests, a Green Piwi Set will also work but it's definitely not as effective.
Arachnee Set + Miscellaneous Agility Items	8 	A full Arachnee Set only gives up to 40 Agility but leaves you with more item slots to make use of (so you can further increase Agility). 	Young Adventurer Set/Boon Set are still good at this point.
Country Set + Agility Ring 	10 	A full Country Set gives you 35 Agility, even less than the Arachnee Set, but it will give you one AP. In addition to that, it boosts Intelligence, which is at this point becoming useful, as well as giving one Range (which is great for your short Range spells) and Neutral Resistance (which is very useful against a large number of creatures).	Young Adventurer Set
Bandit Set + Agility Items 	17 	The Bandit Set is composed of only three Items, meaning that you can have four other Agility boosting items (part of a Young Adventurer Set equipped). It gives you a significant Damage boost and increases the chance of getting a Critical Hit. 	Young Adventurer Set, Country Set
Bearman Set 	20 	A Bearman Set will give up to 74 Agility, better than a full Young Adventurer Set, while also giving one AP (like the Country Set). In addition to that, it gives a significant damage boost. The downside to this is the cost of the materials and items. In addition, use of this build sacrifices the benefits of a powerful Sword of Fate. 	Gobball Set, Young Adventurer Set if you can't afford Gobball
Gobball Set 	20 	The Gobball Set may seem like an odd choice - it doesn't boost Agility at all. However, it gives you one AP, which is extremely important, and boosts Strength and Intelligence - which makes Sword of Fate and Destructive Sword so much more powerful. 	Bearman Set, Young Adventurer Set if you can't afford Gobball
Tofu Set 	26 	The Tofu Set gives up to 121 Agility, allowing you to do massive amounts of damage with Divine Sword. It also increases Damage and gives a lot of Wisdom. The downside is that you don't get the AP boost that the Gobball and Bearman sets give. Most Agility focused builds should use this. 	Bearman Set, Gobball Set
Toady Set 	30 	The Toady Set is amazing - it's only two items but they can give up to 140 Agility as well as a minor damage boost. This means that it is definitely worth getting. The rest of your items should boost either Intelligence or Damage. 	Bearman Set, Tofu Set, Gobball Set
Set of Eastern Wood 	40 	The Set of Eastern Wood is the next useful set. It gives up to 130 Agility but also gives boosts to other stats, making it an option. You can use this set except for the hat, which you replace with a Toady and then add Carnivorous Staff for a huge amount of Agility. 	Bearman Set, Tofu Set, Gobball Set, Toady Set
Wind Kwak Set 	42 	A full Wind Kwak Set will give up to 155 Agility. Unlike most sets, this includes a Pet - the Pet can give up to another 80 Vitality. The set also gives one AP and one MP, both of which are very helpful. It also gives some Strength which can boost some of your Earth abilities. 	Gobball Set, Toady Set, Set of Eastern Wood, Fire Kwak Set
Fire Kwak Set 	42 	A more Fire-oriented build supplemented by Divine Sword can make use of this set, which gives it a lot of Intelligence boosting its FIRE damage. 	Tofu Set, Bearman Set, Toady Set, Set of Eastern Wood, Wind Kwak Set
Morello Cherry Blop Set 	50 	A potential replacement for the Fire Kwak Set that gives a smaller Intelligence boost but more resistance. 	Tofu Set, Bearman Set, Toady Set, Set of Eastern Wood, Wind Kwak Set, Fire Kwak Set
Coco Blop Set 	50 	A potential replacement for the Wind Kwak Set that gives a smaller Agility boost but more resistance. 	Gobball Set, Toady Set, Set of Eastern Wood, Wind Kwak Set, Fire Kwak Set
Gobkool Set 	55 	The Gobkool Set gives a good amount of Agility and a lot of resistance as well as giving AP. It also boosts Damage. 	Toady Set, Set of Eastern Wood, Wind Kwak Set, Fire Kwak Set, Morello Cherry Blop Set, Pippin Blop Set
Koalak Set 	61 	A full Koalak Set will give up to 180 Agility and has numerous other benefits. 	Toady Set, Wind Kwak Set, Fire Kwak Set, Morello Cherry Blop Set, Pippin Blop Set, Gobkool Set
Aerdala Set 	70 	Once you have access to this set, use it. It will give you at least 217 Agility and at most 270. It will also give a massive amount of Vitality, two MP, one AP, and numerous other things. There is no better alternative below Level 70. 	Royal Gobball Set, Crocodyl Chief Set
Crocodyl Chief Set 	70 	This set gives a little less Agility (up to 220) but two AP (instead of one) and one MP (instead of two) compared to the Aerdala Set. It's a viable alternative. 	Aerdala Set, Royal Gobball Set
Royal Gobball Set 	70 	The set gives a ton of Intelligence and as a result is fantastic for Sword of Fate/Destructive Sword builds. 	Aerdala Set, Crocodyl Chief Set
Royal Morello Cherry Blop Set 	80 	Good because of the low number of items. 	Aerdala Set, Crocodyl Chief Set, Royal Gobball Set, Royal Coco Blop Set
Royal Coco Blop Set 	80 	Good because of the low number of items. 	Aerdala Set, Crocodyl Chief Set, Royal Gobball Set, Royal Morello Cherry Blop Set
Dark Set 	97 	Only takes up three Item slots and gives a good Intelligence boost. 	Aerdala Set, Crocodyl Chief Set, Royal Gobball Set, Royal Morello Cherry Blop Set, Royal Coco Blop Set
Bwork Chief Set 	100 	Gives up to 280 Agility and a lot of other boosts. It's worthwhile for Agility builds. 	Aerdala Set, Crocodyl Chief Set, Royal Gobball Set, Royal Morello Cherry Blop Set, Royal Coco Blop Set, Dark Set
Black Rat Set 	108 	The fact that it gives up to 310 Agility says everything that needs to be said. 	Royal Gobball Set, Royal Morello Cherry Blop Set, Royal Coco Blop Set, Dark Set, Bwork Chief Set, White Rat Set
White Rat Set 	108 	Gives almost as much Agility as the Black Rat Set but gives 2 AP, making it a viable alternative. 	Royal Gobball Set, Royal Morello Cherry Blop Set, Royal Coco Blop Set, Dark Set, Bwork Chief Set, Black Rat Set
After that there are way too many options to choose from, especially because you can Level Spells up to Level 6 now.
Category:Build