Iop/Strength/3

==Introduction==
A Strength Iop build. 
===Advantages:===
They deal serious damage
===Disadvantages===
They can lack health and evasiveniess, another interesting combination is fire and earth
==Characteristics==
===Iop Soft Caps===
Rate	Rate	1:1 	2:1 	3:1 	4:1 	5:1
 	Vit 	1~∞ 	- 	- 	- 	-
 	Wis 	- 	- 	1~∞ 	- 	-
 	Str 	1~100	101~200	201~300	301~400	401~∞
 	Int 	1~20 	21~40 	41~60 	61~80 	81~∞
 	Cha 	1~20 	21~40 	41~60 	61~80 	81~∞
 	Agi 	1~20 	21~40 	41~60 	61~80 	81~∞
===Iop Characteristics===
===Raising Characteristics===
==Spells==
===Class Spells===
Icon	Name 	Level/Obtaining 	Comments
 	Brokle 	Exchange for Doploons	Iop special spell. Makes all spells do their maximum roll on a target.
40px	Intimidation 	1 	Intimidation inflicts neutral damage and repels the enemy.
40px	Pressure 	1 	Pressure inflicts Earth-type damage within a range of 3 squares.
40px	Jump 	1 	Jump allows the user to teleport several squares.
40px	Compulsion 	3 	Compulsion increases the damage inflicted by the target.
40px	Divine Sword 	6 	Divine Sword inflicts Air-type damage while adding to the damage inflicted by the caster.
40px	Sword of Fate 	9 	Sword of Fate inflicts Fire-type damage and can be used to damage multiple enemies. It has infinite AoE linear to the opposite direction of the caster.
 	Bravery Guide 	13 	Bravery Guide increases the damages inflicted by the caster and their allies.
 	Increase 	17 	Increase increases the damages inflicted by the target during their turn. Low AP cost.
 	Destructive Sword 	21 	Destructive sword inflicts Fire-type damages to an enemy at a high AP cost.
 	Cut 	26 	Cut inflicts Fire-type damage in a linear path and can also remove or restrict the movement of enemies.
 	Blow 	31 	Blow works similar to the spell release, however is cast at a range starting at 2. The spell does not do any damage, rather it allows the Iop to rearrange either allies or foes. This is helpful to release players who are locked as well as align foes for spells such as Cut and Sword of Iop.
 	Vitality 	36 	Vitality increases the vitality of the caster or allies for 20 Turns.
 	Sword of Judgment 	42 	Sword of Judgement inflicts Air-type damage, with slight Fire- and Water-type life steal.
 	Power 	48 	Power adds a percentage increase to the damages inflicted by the caster or an ally.
 	Mutilation 	54 	Mutilation significantly increases damage inflicted during a turn at the cost of HP to the caster.
 	Strengthstorm 	60 	Strengthstorm inflicts heavy Fire-type damage.
 	Celestial Sword 	70 	Celestial Sword inflicts heavy Air-type damage by throwing flashes of lightning at any player within its area.
 	Concentration 	80 	Concentration causes close range Earth-type damage for minimal AP.
 	Sword of Iop 	90 	Sword of Iop inflicts Earth-type damage to several enemies.
 	Iop's Wrath 	100 	Iop's Wrath inflicts heavy Earth-type damage and increases its base damage for 4 turns. When used while the base damage is increased, it inflicts colossal damage.
 	Summoning of Iop Dopple	200 	Summons an Iop Dopple
===Non Class Spells===
Icon	Name 	Level/Obtaining 	Comments
 	Leek Pie 	Via Scroll 	
 	Soul Capture 	Via Dungeon 	
 	Mount Taming 	Via Dungeon 	
 	Summoning of Chaferfu	Via Dungeon 	
 	Summoning of Arachnee	Via Quest or Scroll	
 	Release 	Obtained via Scroll	
 	Perfidious Boomerang 	Obtained via Quest 	
 	Moon Hammer 	Via Quest 	
 	Lightning Strike 	Via Scroll 	
 	Cawwot 	Via Quest 	
 	Hammer Skill 	Via Scroll 	
 	Axe Skill 	Via Scroll 	
 	Bow Skill 	Via Scroll 	
 	Wand Skill 	Via Scroll 	
 	Dagger Skill 	Via Scroll 	
 	Shovel Skill 	Via Scroll 	
 	Staff Skill 	Via Scroll 	
 	Sword Skill 	Via Scroll 	
===Spell Guide===
* Lv. 1: 0 spell points.
* Lv. 2-11: Raise Pressure to 5.
* Lv. 12-21: Raise Intimidation to 5.
* Lv. 22-31: Raise Jump to 5.
* Lv. 32-41: Wait, then raise Vitality to 5.
==Equipment==
===Sets===
* Lv. 1: Get full Young Adventurer Set (Adventurer Amulet, Adventurer Belt, Adventurer Boots, Adventurer Cloak, Adventurer Hat and Adventurer Ring). If you can't afford one look to get a Boon Set. 
* Lv. 3: Replace your Amulet with a Gobball Amulet.
* Lv. 10: Get a Gobball Hammer and replace your Boots, Cloak, Hat and Ring with Gobboots, Gobball Cape, Gobball Headgear and Bouze Lite Yeah's Ring respectively. 
* Lv. 11: Get a Fortifying Ring.
* Lv. 20: Replace your Belt with a Gobball Belt.
* Lv. 114: Replace your Hat with an Ancestral Treechelmet.
* Lv. 120: Replace your Hat with a Solomonk. 
* Lv. 125: Replace your Belt with a Moowolf Belt.
* Lv. 126: Replace your Amulet with a Renewed Amulet and your Ring with a Moowolf Ring.
* Lv. 131: Replace your Boots with Moowolf Boots.
* Lv. 139: Replace your Cloak with a Moowolf Cloak.
* Lv. 141: Replace your Hat with a Moowolf Headgear. 
* Lv. 143: Replace your Amulet with Amoolet.
* Lv. 169: Replace your Weapon with a Killarity Sword.
* Lv. 179: Reaplce your Weapon with a Kukri Kura.
===Pets and Mounts===
There is a general leveling guide here. 
===Notes On Leveling===
The key part to being powerful is to level, to progress with your character. Without leveling then you won't ever be able to equip those fancy pieces of equipment you just bought, or raise that flash spell to lv. 6.
When training it's a good idea to work out your base experience, your XP per minute. What does this mean? Well.... say for example you kill a mob of Kanigers. It takes you 10 minutes and you get 100,000 XP. Then you go and face a Fungi Master, which takes you 1 minute but 12,000 XP. Now at first glance the Kaniger fight would look like better XP however do the math and you'll find that the Kaniger battle works out at 10,000 XP per minute whereas the Fungi Master was 12,000 XP per minute, meaning that you'd actually gain more from Fungi Masters. 
That said, just because mathematically better doesn't mean that it's the right thing to do. Dofus only does it roughly in minutes, if for example the Fungi Master fight had lasted for 1 minute and 59 seconds, whereas the Kaniger lasted 10 minutes and 1 second. Then the Kaniger would be better. 
However when it comes to training, there's always going to be variations. You may fight Kanigers, the XP is good but you lose a ton of life each time, meaning you spend a lot of money on healing things, meaning you have little money for other stuff. Or you might go face Treechnids, again the XP is good, but the fights might bore you to death. Even if those two fights were to give good XP, it might not be worth it kama wise, or even for your own happiness. 
Ultimately where you train is your choice. Whether you decide to do it based on XP (Which is most common), or just because you like the monster, is all up to you. The only thing you shouldn't do, is to be one of those lazy people who spend all their time on Recruitment channel going Paying someone ____ kamas to level me from ___ to ___. Just go out there and train yourself. It's alright if a friend leaches you somewhere, but it's not okay if you're so lazy as to just pay people to level you.
If you play for 2~3 hours a day, you train hard and you try your best at it, you're going to enjoy it more than someone who's just payed someone 1mk to train them to level 100, and now has nothing to do.
===Leveling Guide===
* Lv. 1~11: Train in Incarnam, it's the best place for you. While there make sure to be nice and talkative, make friends and save a little money, it'll pay off in the long run. Most monsters there shouldn't be too hard so you shouldn't be really have any issues gaining XP. If you feel like a challenge you could try and join a group and do the Kardorim's Crypt. 
As well as all of this there are a few things which can be done at any level really, Class Dopples and Head hunter (The PvP bounty quest). 
* Class Dopples can be good if you're just solo and also offer a variety of rewards (Most prominantly Characteristic Scrolls).
* The Head hunter quest is good if you think you're up to a bit of a challenge, again it has many rewards as well as XP, from souls of bosses to scrolls. It can be a real pain however, so you need to be up to scratch if you want to do it a lot.
==Notes==