Etiquetas

quinta-feira, 7 de janeiro de 2010

MY GUILD ORG PLAN

"Organization" this is the difference from a group to a team, or a guild in this case, IT is the one thing that separates the top ten from the rest of the Guilds.

Guild OBJECTIVES: -> Leveling
-> Raid
-> Social

for each objective to be successful there has to be at least ONE PERSON in charge of leading the guild in the right direction but sometimes that isn´t enough due to the nature of the the guild.

IN MY OPINION this is what I think that should be our ORGANIZATION

LEVELING: -> Leveling officer

-» Offensive officer
RAID: -> War officer
-» Defensive officer

SOCIAL: -> Public Relations -» Advisor
-» Controller
-» Locator/Organizer

-> These report to the Sub-GM and GM
-» These report to the ->

LEVELING OFFICER: It´s the OF(officer) in charge of keeping the contributions flowing by making the guild member contribute.
CHR(characteristics)->MD(Medium) AOTO(amount of time online)
->MD social skills
TCT(tactics)->Icentive by example
->Recomendation to the best raids
->Rent system

WAR OF:It´s the one that controls the amount of attack and defenses of the guild, more attacks then defenses.
CHR:->MD AOTO
->H(High) ORG(organization capabilities)
TCT:->Team Program
->Atribution of Points
->Prizes
->Guild Quests

OFFENSIVE OF:The one that gives points(team programs), arrange the attacks by controlling who participates and when
CHR:-> H AOTO
-> MD ORG
TCT:-> Attribution of Points(team programs)
-> Choose and plan towards enemy guilds
-> Part of the loot goes to the guild

DEFENSIVE OF: It´s the one that is in charge of controlling who get´s attacked and works towards the revenge of our weak ones by organizing attacks
CHR:-> H AOTO
-> MD ORG
TCT:-> Point attribution
-> Use of the GMAP (Guild map)
-> Create a System of Defense

PUBLIC RELATIONS: It´s the one that chooses who will be our allies, with whom we have treatys with and Wars
CHR:-> MD AOTO
-> H Sociability
TCT:-> Don´t accept all ally requests
-> Create a Limit (15A/5NAT/3W)
-> Choose the deals that benefit best the Guild

ADVISOR: It´s the guy that gives people some advice of various nature
CHR:-> MD AOTO
-> H Sociability
-> H Knowledge and resources
TCT:-> Read a lot

CONTROLLER: It´s the one that makes sure that everyone follows the guild rules and takes the necessary measures to create discipline(IT´s THE FU***NG POLICE)
CHR:-> MD Sociability
-> MD AOTO
TCT:-> See who´s not growing in the game and doesn´t log in

LOCATOR/ORGANIZER: It´s the one that makes sure that this organization work and is in charge of creating a map with all the the guild members positions (GMAP), needless to say that each member should tell him when hes creating a branch castle after the GMAP is done.
CHR:-> MD Sociability
-> MD/LOW AOTO
TCT:-> Draw the GMAP on a sheet and scan it
-> give advice to the remaining STAFF OF on ORG

BASIC THINGS THAT EVERYONE SHOULD DO:
-->Update all info weekly
-->All members should talk to the Offensive OF when they want to do a Guild attack
-->All members should talk to the Defensive OF when they want to do a Guild defense
-->All members should talk to the locator when they create a branch castle.

This is MY suggestion of a Guild Organization please comment and improve it.

quarta-feira, 6 de janeiro de 2010

Prowl Leaders

These are 1-on-1 battles, no one else will participate in the fight, if you send a handfull of heroes only the strongest will fight, these guys can be found on hills, mountains, swamps or forests marked with a little skull on the up right side of the field, theres also a list of them on the right side of the map, there should be like 40 or 50 of them scattered all around the map and are refreshed at 7Am and 7PM server time.

They give little experience, a small amount of recourses, but will give you a treasure box or a special Item.

SenderSystem
SubjectMountains (-429|317) Attacked by Skire
Received Time01-05 20:23

Attacker: MNO(-446|321) Defender: Mountains(-429|317)

Attacker: Layla

  • Level: 3
  • Sex: Female
  • Race: Elf
  • Life: 600/600
  • Physical Attack: 44
  • Physical Defense: 53
  • Physical Explosion: 1.0%
  • Magical Attack: 60
  • Magical Defense: 35
  • Magical Explosion: 1.0%
  • Agility: 2.0%

Defender: Prowl Leader

  • Level: 6
  • Race: Devil
  • Life: 800/800
  • Physical Attack: 59
  • Physical Defense: 63
  • Physical Explosion: 0.6%
  • Magical Attack: 69
  • Magical Defense: 53
  • Magical Explosion: 0.6%
  • Agility: 2.5%
Battle Details:

Battle Start

Layla began to chant a spell of some kind and Prowl Leader was enveloped in golden light. Prowl Leaderlack clouds transformed into countless glowing spirits which flew toward Prowl Leader.

Prowl Leader took 66 points of damage.

Prowl Leader's fists pummeled Layla's shoulders. Layla drew in a sharp breath at the pain.

Layla took 95 points of damage.

Layla suddenly threw a stone ax at Prowl Leader. Prowl Leader stumbled with the shock of the impact. Prowl Leader's head was split, and blood flowed from the wound.

Prowl Leader took 71 points of damage.

Rays of light shot from Prowl Leader's eyes toward Layla, flying like bolts of lightning. In a instant, Layla had fallen to the ground in a pool of blood.

Layla took 95 points of damage.

Layla cast a spell on Prowl Leader. Just then, red light began to shine from Prowl Leader's body.

Prowl Leader took 63 points of damage.

Rays of light shot from Prowl Leader's eyes toward Layla, flying like bolts of lightning. In a instant, Layla had fallen to the ground in a pool of blood.

Layla took 98 points of damage.

Layla was surprised, but quickly attacked Prowl Leader.

Prowl Leader took 69 points of damage.

Prowl Leader drew a shortsword and charged Layla. Caught unaware by the sudden attack, Layla quickly fell to the ground.

Layla took 97 points of damage.

Layla cast a spell on Prowl Leader. Just then, red light began to shine from Prowl Leader's body.

Prowl Leader took 67 points of damage.

Prowl Leader summoned a great bolt of lightning, which struck Layla on the head.

Layla took 95 points of damage.

Layla drew a shortsword and charged Prowl Leader. Caught unaware by the sudden attack, Prowl Leader quickly fell to the ground.

Prowl Leader took 67 points of damage.

Prowl Leader yelled something and came at Layla with sword swinging. Layla quickly draw an ax and blocked, but felt the shock of the other's attack.

Layla took 95 points of damage.

Layla poured magical power into a golden hammer. It shot out like something living and struck Prowl Leader in the chest.

Prowl Leader took 67 points of damage.

Prowl Leader was surprised, but quickly attacked Layla.

Layla took 98 points of damage.

Layla struck the ground with a mighty blow. Prowl Leader was unable to stand up against the shockwave that ensued.

Prowl Leader took 69 points of damage.

Prowl Leader summoned a great bolt of lightning, which struck Layla on the head.

Layla took 98 points of damage.

Layla threw balls of fire from within a pool of darkness. The fireballs orbited down around Prowl Leader.

Prowl Leader took 68 points of damage.

Prowl Leader was surprised, but quickly attacked Layla.

Layla took 98 points of damage.

Layla threw a large stone at Prowl Leader, but it bounced off Prowl Leader's shield. Prowl Leader was thrown backward several meters by the force of the impact.

Prowl Leader took 67 points of damage.

Prowl Leader began to chant a spell of some kind and Layla was enveloped in golden light. Laylalack clouds transformed into countless glowing spirits which flew toward Layla.

Layla took 95 points of damage.

Layla's attack struck home on the distracted Prowl Leader. The bone-rattling pain was more than Prowl Leader could bear.

Prowl Leader took 67 points of damage.

Prowl Leader blocked Layla's attack with a longsword in one hand before attacking with the whip in the other. Layla's helmet was knocked off by the blow and went flying.

Layla took 98 points of damage.

Layla threw a large stone at Prowl Leader, but it bounced off Prowl Leader's shield. Prowl Leader was thrown backward several meters by the force of the impact.

Prowl Leader took 66 points of damage.

Battle Finished!

[Layla] Life: 600 Damage: 559

[Prowl Leader] Life: 800 Damage: 807

Your hero "Layla" won.

Stone Acquired: 3 Gold Acquired: 95

Search Results - You found: "Silver Treasure Box"

segunda-feira, 4 de janeiro de 2010

Siege Battles

*Story

It is the 28th year of the Chronicle of the Seven Dragons, and Asan Continent is in turmoil from the invasion of the Devils. With daily battles against the Devils, and the widespread looting by the rebel army, the people began to lose heart. Eventually mistrust between the races reached a peak and the Devils took the chance to conquer all castles belonging to the Humans, Elves, Dwarves and Dark Elves.
Those who barely managed to survive the invasion of the Devils slowly gathered under Master Magician Salem, the current incarnation of the Seventh Dragon. And, with all their strengths combined across the races in solidarity and determination they finally managed to mount a defense against the invasion of the Devils.
39 years after the invasion of the Devils groups of Heroes and Knights from each race assembled at the Heliopalace to retake their lost capital. With their valiant aim of challenging the Devils and expelling them from Asan Continent they vowed to make an alliance and campaign together.

*6 Major Castles
The 5 castles listed below and "Heliopalace" are called the "6 Major Castles."

Human: Castle of LightHuman: Castle of Light
The Castle of Light is located in the center of the Yama Plains. Having the largest territory in all of Asan, it also served as the capital of the Human race. It is said that first time visitors to this castle are awestruck with the sheer gorgeous brilliance of the place. Surrounded by solid walls and protected by brave Knights, Bishops and Angels who manipulate powerful light magic, the Castle of Light boasted a reputation of being impregnable. It is indeed a castle that represents the prosperity that the Humans have achieved.
Undead: Brumous HillUndead: Brumous Hill
Humans who studied the origins of life at the Wizardry Academy are the progenitors of the Undead race. They used numerous arts forbidden by the academy to revive the dead as well as become undead themselves. Though they were striving to create an eternal kingdom, no-one understood their ways. They abandoned their homelands and constructed their city in a hill surrounded by a deep fog and the stench of death, which later became a sanctuary for those who worship death.
Elf: Silver Moon ShoreElf: Silver Moon Shore
The Silver Moon Shore is located deep inside a forest of huge trees blessed by the earth. It is a city of the Elves that lies where the Cladine River meets the ocean. Being in a place where the fog, river, and ocean meet, it is said that this is origin of life itself. The peace-loving Elves live in harmony with nature, but have developed superb battle capabilities to protect the fortress from enemies.
Dark Elf:City of DarknessDark Elf: City of Darkness
Dark Elves are descended from Elves but they worship the Black Dragon, known to be the incarnation of destruction, and have developed their very own culture. They can never coexist with Humans and Elves, and they have constructed an underground dwelling called the "City of Darkness," which can only be reached through complicated mazes. Unwanted visitors to this city are said to never see the light of day again.
Dwarf: Castle of FlameDwarf: Castle of Flames
The Castle of Flames is the Dwarven city built on the summit of Mount Ahir surrounded by perennial snow. Constructed on top of lava that erupted from a crimson volcano in ancient times, this city is full of evidence of the Dwarves' high levels of stonemasonry and smithery. Also, the Castle of Flames is the gathering place of countless blacksmiths-in-training and merchants, as well as warriors who seek the powerful weapons that are made here.

*About Siege Battles
Siege Battles will be conducted once a week in places occupied by the Demonic Army, and once every two weeks in places occupied by a Guild.
Initially, each castle is occupied by the Demonic Army.
If the Demonic Army or occupying forces are defeated, the Guild with the main forces in the victorious camp will occupy the castle.
If the Guild that is occupying the castle disbands, the castle will then be reoccupied by the Demonic Army.

*About the 4 Stages of Siege Battles
Siege Battles are divided up into 4 stages: "Siege Battle Registration," "Castle Gates Battle," "Inner Castle Battle," and "Decisive Battle."


1. Guilds that are at Guild Level 3 (Platinum Knights) or higher can use "Main Forces Registration" while Guild Level 1 (Iron Knights) or higher can use "Support Troops Registration." Guilds who are occupying one of the 6 Major Castles do not need to register to join in Siege Battles.
2. Sieges begin with a "Castle Gates Battle." If any camp can destroy the Demonic Army or the occupying forces by the fifth battle, their camp will be considered the winner. If any camp cannot defeat the Demonic Army or occupying forces by the fifth battle, the Siege Battle will end with the Demonic Army or occupying forces as the winner.
3. If a Camp wins the "Castle Gates Battle," the "Inner Castle Battle" will begin. If the Demonic Army or occupying forces defeat all invading camps by the third battle, the Demonic Army or occupying forces will be declared the winner of the Siege Battle. If the Demonic Army or occupying forces do not defeat a camp by the third battle, that camp will be declared the winner.
4. If a camp wins the "Inner Castle Battle," the remaining forces will be brought out for the "Decisive Battle." The winning camp's Main Forces Guild will then occupy the castle.

*Siege Battle Registration
To join a Siege Battle, you can either be part of the "Main Forces" or "Support Troops."
"Main Forces Registration" will begin 48 hours before the Siege Battle begins. The registration period will end 24 hours before the Siege Battle begins.
"Support Troops Registration" will begin right after the "Main Forces Registration" ends. "Support Troops Registration" will end 2 hours before the Siege Battle begins.
Guilds who are already occupying one of the 6 Major Castles do not need to register, but can join in on the defending side as the Siege Battle starts.

Main Forces
Only the Guild joined as the "Main Forces" will be able to occupy the 6 Major Castles. There is one spot for the "Main Forces" for each of the north, south, east, and west camps.
The right to join as the Main Forces in each camp will be decided through an auction. Auctions will be conducted for each camp, and the guild who posted the greatest amount of money in the allotted time will be able to purchase the right to become the "Main Forces."
The initial bid is set at 100,000 Gold.
When bidding, the amount will be subtracted from the Guild Funds. You cannot bid a higher amount than the Guild has in its funds.
Only Guild Experts or players who have the "Siege Battle Application" rights are able to bid.
When bidding, if another Guild places a higher bid, the amount that your Guild has bid will be returned to your funds.
If you want to make a higher bid, the new bid must be at least 10,000 Gold more than the current bid.
If you cancel your bid, only half of your bid will be returned to you.

*You cannot register in a Siege Battle if your forces have already been committed as Main Forces or Support Troops in a separate Siege Battle.
*Tribe Guilds cannot conduct Main Forces Registration.


Support Troops
Up to 100 Guilds are allowed to join the "Support Troops" that will assist the Main Forces.
To join as the "Support Troops," you must pay a participation fee of 50,000 Gold.
The participation fee will be subtracted from the Guild Funds.
Only Guild Experts or players who have the "Siege Battle Application" rights are able to pay the participation fee.
If you want to cancel after joining, only half of your participation fee will be returned to you.

*You cannot register in a Siege Battle if your forces have already been committed as Main Forces or Support Troops in a separate Siege Battle.


*Dispatch
After the Siege Battle begins, the members accepted as a camp's Main Forces or Support Troops can be dispatched from the pages at each of the 6 Major Castles.
The occupying forces can dispatch troops against each camp.
If a Hero is dispatched, the Hero will start marching towards the battlefield.
The time it will take to arrive at the battlefield will be 8 minutes, regardless of the Hero's speed or the types of soldiers that have been assigned to him.

To dispatch a Hero to a Siege Battle, you must satisfy the following conditions.
1. The Hero level is at least 15.
2. The Military Formation Rate is at least 60% (Example: if the maximum value of the Military Formation is 240, you will require at least 144)
3. The Hero must be in a state that allows him to be dispatched (Heroes cannot be dispatched to a Siege Battle if they are either marching, receiving treatment, in training, etc.)

Under any of the following conditions, you will be unable to dispatch.
1. The camp you belong to has been defeated in the "Castle Gates Battle" or "Inner Castle Battle."
2. The forces have retreated at the "Inner Castle Battle" and did not reach the battlefield before the "Decisive Battle" has started.
3. The forces have retreated from the "Decisive Battle."

*Heroes dispatched to a Siege Battle will not be displayed in the player's castle and cannot be dispatched on the regular map or to defend your own castles.


*Battle
Battles during Siege Battles are conducted every 15 minutes with all Heroes who have arrived at the battlefield participating.
Heroes who have not arrived at the battlefield by the time the battle has started will have to stand by until the next battle.
The battle results will be displayed by the System a few minutes after the battle starts. View results with ">>View General Battle Status."
Battle results can be viewed by all players regardless of whether they are participating in the Siege Battle.
Like the Coliseum, the individual battles of Siege Battles will be conducted with Heroes' Life points at maximum. Also, conducting battles will not lower Heroes' Life, but the soldier units will perish.

*Since units can be dispatch as either attackers or defenders, if the "Castle Gates Battle" ends before a unit arrives at the battlefield or while it is standing by, there is a danger that it will attack its allies as the attackers' and defenders' roles are reversed. Retreat orders must be issued to prevent this.


*Return
After a battle ends, the Hero will need 8 minutes to return.
Players can withdraw marching or standing-by Heroes that they dispatched.
Heroes in standby during battle need 8 minutes to return when withdrawn.
When withdrawing marching Heroes that you dispatched, they will need the same time as they have marched forward to return.
Using the Diamond Function "Retreat Now" will allow them to return right away.

*Since battles are done in 15 minute intervals, you will need to use the Diamond Function "Retreat Now" if you want to do consecutive battles.


*Castle Gates Battle
During the first "Castle Gates Battle, Guild forces of each camp will be on the attacking side. The Guild that is part of the occupying forces will be on the defensive.
"Castle Gates Battle" has up to 5 battles conducted at 15 minute intervals.
If there are no camps that completely defeated the Demonic Army or occupying forces by the fifth battle, the Demonic Army or occupying forces win and the Siege Battle will end.
If any of the north, south, east, or west camps have destroyed the Demonic Army or occupying forces by the fifth battle and won, the Siege Battle will move on to the "Inner Castle Battle."
When any of the camps of the north, south, east, or west sides go into the "Inner Castle Battle," all camps who have not won the battle will be considered to have lost and retreat.
Example: If only the east and south camps won on the third battle, only the east and south camps are allowed to go into the "Inner Castle Battle." The west and north camps will be considered to have lost.


*Inner Castle Battle
During the "Inner Castle Battle" the Guild that belongs to the occupying forces will be on the attacking side while the Guilds on the side of the camps that won during the "Castle Gates Battle" will be on the defensive.
"Inner Castle Battle" has up to 3 battles conducted at 15 minute intervals.
If the Demonic Army or occupying forces destroys all of the camps that won during the "Castle Gates Battle" by the third battle, the Demonic Army or occupying forces will be declared the winner, ending the Siege Battle.
If the Demonic Army or occupying forces cannot defeat all of the camps that won during the "Castle Gates Battle," the surviving camps will be declared the winners.
If there is only one camp that survives the "Inner Castle Battle," that camp will be declared the winner of the Siege Battle. If there are multiple surviving camps, the camps will go into the "Decisive Battle."
For the "Inner Castle Battle" only, players belonging to Guilds that did not participate in the Siege Battle can join as part of the Support Troops of the occupying forces.

To dispatch Heroes as part of the Support Troops of the occupying forces, you will need to satisfy the following conditions.
1. Be a member of a guild
2. The Hero level is at least 15.
3. The Military Formation Rate is at least 60% (Example: if the maximum value of the Military Formation is 240, you will require at least 144)
4. The Hero must be in a state that allows him to be dispatched (Heroes cannot be dispatched to a Siege Battle if they are either marching, receiving treatment, in training, etc.)

*You cannot gain the Dragon Fame as part of the Siege Battle Participation Reward if you joined as Support Troops of the occupying forces.
*Heroes dispatched to a Siege Battle will not be displayed in the player's castle and cannot be dispatched on the regular map or to defend your own castles.


*Decisive Battle
When there are other camps which won during the "Inner Castle Battle," the "Decisive Battle" will occur.
You cannot use the Dispatch feature during "Decisive Battles. You can only use the remaining forces from the "Inner Castle Battle.
If standby forces were retreated during the "Decisive Battle," you will be unable to dispatch them again.
If there is only one camp that won the "Inner Castle Battle," that camp will automatically be declared the winner.
If there are only 2 camps that won the "Inner Castle Battle," the camps will fight each other.
If there are 3 or more camps that won the "Inner Castle Battle," the camp at the East Gate will fight the camp at the West Gate while the camp at the South Gate will fight the camp at the North Gate. The winners from those two initial battles will then fight each other.
The Main Forces Guild of the camp that wins will occupy the castle.

*Reward
In Siege Battles, there are Participation Rewards and Occupation Rewards.

Participation Reward
* Experience Points gained during the Siege Battle are tripled.
* Heroes who belong to a camp which wins a Castle Gates Battle will receive 50 points of Dragon Fame if the Hero has not retreated.
* If your camp has not been destroyed during the Inner Castle Battle and your Hero has not retreated, you will receive 100 points of Dragon Fame.
* If your camp wins the Decisive Battle and your Hero has not retreated, you will receive 200 points of Dragon Fame.
Occupation Reward
* 10% of the taxes collected once a week at the market will be given to the Guild Funds of the occupying forces as a reward.
* Guild members and Tribe Guild members of the occupying forces can gain Prosperity at the occupied castle corresponding with their current Prosperity increase (only once every 7 days).
* Guild members and Tribe Guild members of the occupying forces can use special magic spells at the "Magic House Room" of the occupied castle (Sky Fame required).

Special Magic of the 6 Major Castles
The Guild members and Tribe Guild members of the occupying forces of one of the 6 Major Castles can spend Sky Fame to use special magic spells at the "Magic House Room" of the occupied castle.
The spells you can use are listed below.

Castle NameMagic Effect
Castle of LightTroops' Physical Attack increase
Silver Moon ShoreTroops' Magical Attack increase
Brumous HillTroops' Magical Defense increase
City of DarknessTroops' Physical Defense increase
Castle of FlamesTroops' Life increase


Siege Weapons
During Siege Warfare, the defending side of the 6 Major Castles will receive large bonuses. However, having Heroes equip siege weapons can alter those bonuses.

Siege weapons can be purchased from the Item Page of the Guild.
Siege weapons purchased will belong to the Guild.
Only Guild Experts or guild members with "Guild Skill Lab - Siege Weapon Usage" rights can allow Heroes to carry siege weapons.
Siege weapons can affect the percentages of the attack and defense of the defending side to a maximum of 100% and a minimum of 0% (the default value is 50%).
Siege weapons carried by Heroes will be completely used up during a single battle.
Siege Weapons will only take effect during the CastleSiege Battle at the 6 Major Castles. You cannot use them during regular battles.

Siege ItemGuilds Able to UseEffects on Defending Side
Siege CannonAttacking SideReduces Attack bonus by 1%
Siege AxAttacking SideReduces Defense bonus by 1%
Defending BowDefending SideIncreases Attack bonus by 1%
ReinforcerDefending SideIncreases Defense bonus by 1%

Recomended Sites


There can be found on the Fan Café in the Seventh Dragon site.
These are full of Great Information, they can and should be visited by everyone especially beginners, one that I thank for many of the information on this blog is the , It´s a site thats well organized, has tons of stuff and recently started using a chat feature where you can get more information by talking with other users, it´s basically the difference between doing great in the game or just being an average player.
Anyway here are the links for those sites,





























And don´t forget you have always the BBS where you can ask there almost anything.


sexta-feira, 1 de janeiro de 2010

Items

Armor Sets

  • Armor can be found while hunting in forests, hills, mountains or swamps or when attacking a Devil Castle.
  • All 5 pieces of a set are needed to get the bonus.
  • A link appear above the item screen after the hero is equipped with all of the five set pieces.
  • After assembling, the 5 set pieces are locked and can't be moved.
  • While assembled, a sixth set piece is shown. This sixth piece provides the set bonus.
  • To change any of the five set pieces, they must be disassembled. (Does not destroy the items, but it removes the sixth piece)

Contents

[hide]

Level 1 Armor Sets

The Bravery Set, Requires Level 1
Helmet of Bravery+3 defense / +2 magical defenseFile:set_brave_1.jpg
Armor of Bravery+7 defense / +3 magical defenseFile:set_brave_2.jpg
Gauntlet of Bravery+1 defense / +1 magical defenseFile:set_brave_3.jpg
Tasset of Bravery+5 defense / +2 magical defenseFile:set_brave_4.jpg
Greaves of Bravery+1 defense / +1 magical defenseFile:set_brave_5.jpg
Set Effect+300 hp, +1 agilityFile:set_brave_full.jpg


The Erudition Set, Requires Level 1
Helmet of Erudition+1 defense / +3 magical defenseFile:set_Erudition_1.jpg
Armor of Erudition+2 defense / +5 magical defenseFile:set_Erudition_2.jpg
Gauntlet of Erudition+1 defense / +1 magical defenseFile:set_Erudition_3.jpg
Tasset of Erudition+2 defense / +3 magical defenseFile:set_Erudition_4.jpg
Greaves of Erudition+1 defense / +2 magical defenseFile:set_Erudition_5.jpg
Set Effect+300 hp , +1 spiritFile:set_Erudition_full.jpg

Level 5 Armor Sets

Level 5 Armorpieces can be found with green Names, which indicates a higher rarity(?) and a Bonus of +1 to a random Attribute.


The Power Set, Requires Level 5
Helmet of Power+6 defense / +3 magical defenseFile:set_Power_1.jpg
Armor of Power+10 defense / +4 magical defenseFile:set_Power_2.jpg
Gauntlet of Power+2 defense / +2 magical defenseFile:set_Power_3.jpg
Tasset of Power+7 defense / +3 magical defenseFile:set_Power_4.jpg
Greaves of Power+2 defense / +2 magical defenseFile:set_Power_5.jpg
Set Effect+600 Hp, +2 AgilityFile:set_Power_full.jpg


The Spiritualism Set, Requires Level 5
Helmet of Spiritualism+3 defense / +6 magical defenseFile:set_Spiritualism_1.jpg
Armor of Spiritualism+4 defense / +9 magical defenseFile:set_Spiritualism_2.jpg
Gauntlet of Spiritualism+2 defense / +3 magical defenseFile:set_Spiritualism_3.jpg
Tasset of Spiritualism+3 defense / +7 magical defenseFile:set_Spiritualism_4.jpg
Greaves of Spiritualism+2 defense / +4 magical defenseFile:set_Spiritualism_5.jpg
Set Effect+600 Hp , +2 SpiritFile:set_Spiritualism_full.jpg

Level 10 Armor Sets

Level 10 Armorpieces can be found with blue Names, which indicates a higher rarity(?) and a Bonus of +3 /+4 to two random Attributes. (I found the gauntlet in a silver chest)


The Indignation Set, Requires Level 10
+1 Helmet of Indignation+11 Defense / +7 Magical Defense / +3 Stamina / +2 IntelligenceFile:set_Indignation_1.jpg
Armor of Indignation+12 Defense / +6 Magical Defense / +3 Stamin / +3 SpiritFile:set_Indignation_2.jpg
+2 Gauntlet of Indignation+11 Defense / +8 Magical Defense / +3 Agility / +4 CharmFile:set_Indignation_3.jpg
Tasset of Indignation+9 Defense / +5 Magical DefenseFile:set_Indignation_4.jpg
+3 Graves of Indignation+14 Defense / +12 Magical Defense / +4 Stamina / +4 SpiritFile:set_Indignation_5.jpg
Set Effect{{{SetEffect}}}File:set_Indignation_full.jpg


The Secrecy Set, Requires Level 10
Helmet of Secrecy+4 Defense / +9 Magical DefenseFile:set_Secrecy_1.jpg
Armor of Secrecy+6 Defense / +11 Magical DefenseFile:set_Secrecy_2.jpg
Gauntlet of Secrecy+3 Defense / +5 Magical DefenseFile:set_Secrecy_3.jpg
Tasset of Secrecy+5 Defense / +10 Magical DefenseFile:set_Secrecy_4.jpg
Graves of Secrecy+3 Defense / +6 Magical DefenseFile:set_Secrecy_5.jpg
Set Effect{{{SetEffect}}}File:set_Secrecy_full.jpg

Level 15 Armor Sets

Level 15 Armorpieces can be found with purple Names, which indicates a higher rarity(?) and a Bonus of +3 /+7 to three random Attributes.


The Conquest Set, Requires Level 15
+4 Helmet of Conquest+23 Defense / +18 Magical Defense / +6 Agility / +6 Spirit / +6 CharmFile:set_Conquest_1.jpg
+6 Armor of Conquest+33 Defense / +25 Magical Defense / +9 Power / +9 Intelligence / +9 CharmFile:set_Conquest_2.jpg
+4 Gauntlet of Conquest+18 Defense / +15 Magical Defense / +7 Power / +7 Agility / +7 IntelligenceFile:set_Conquest_3.jpg
+3 Tasset of Conquest+21 Defense / +15 Magical Defense / +4 Stamina / +6 Spirit /+ 5 CharmFile:set_Conquest_4.jpg
+3 Graves of Conquest+16 Defense / +12 Magical Defense / +5 Power / +4 Agility / +4 CharmFile:set_Conquest_5.jpg
Set Effect{{{SetEffect}}}File:set_Conquest_full.jpg



The Inspiration Set, Requires Level 15
+4 Helmet of Inspiration+18 Defense / +24 Magical Defense / +7 Agility / +5 Stamina / +7 SpiritFile:set_Inspiration_1.jpg
+4 Armor of Inspiration+19 Defense / +27 Magical Defense / +5 Power / +6 Spirit / +7 CharmFile:set_Inspiration_2.jpg
+4 Gauntlet of Inspiration+16 Defense / +19 Magical Defense / +7 Power / +5 Agility / +5 CharmFile:set_Inspiration_3.jpg
+4 Tasset of Inspiration+19 Defense / +25 Magical Defense / +6 Stamina / +5 Spirit /+ 5 CharmFile:set_Inspiration_4.jpg
+3 Graves of Inspiration+13 Defense / +17 Magical Defense / +6 Agility / +5 Intelligence / +5 CharmFile:set_Inspiration_5.jpg
Set Effect{{{SetEffect}}}File:set_Inspiration_full.jpg

Level 30 Armor Sets

Level 30 Armorpieces can be found with orange Names, which indicates a higher rarity(?) and a Bonus of +5 /+10 to four random Attributes.


The Thunder Set, Requires Level 30
Helmet of ThunderFile:set_Thunder_1.jpg
+4 Armor of Thunder+44 defense / +28 magical defense / +8 Power / +7 Intelligence / +6 Spirit / +6 CharmFile:set_Thunder_2.jpg
+5 Gauntlet of Thunder+30 defense / +22 magical defense / +8 Agility / + 8 stamina / +7 Intelligence / +7 SpiritFile:set_Thunder_3.jpg
+6 Tasset of Thunder+45 defense / +31 magical defense / +10 Power / +9 Agility / +10 Stamina / +9 IntelligenceFile:set_Thunder_4.jpg
Greaves of ThunderFile:set_Thunder_5.jpg
Set Effect{{{SetEffect}}}File:set_Thunder_full.jpg

The Arcanum Set, Requires Level 30
+5 Helmet of Arcanum+26 defense / +36 magical defense / +9 Agility / +9 Stamina / +8 Spirit / +7 CharmFile:set_Arcanum_1.jpg
Armor of ArcanumFile:set_Arcanum_2.jpg
+4 Gauntlet of Arcanum+19 defense / +25 magical defense / +8 Power / +8 Agility / +8 Stamina / +8 IntelligenceFile:set_Arcanum_3.jpg
Tasset of ArcanumFile:set_Arcanum_4.jpg
Greaves of ArcanumFile:set_Arcanum_5.jpg
Set Effect{{{SetEffect}}}
File:set_Arcanum_full.jpg

Jewelery

Jewelery can be worn by a Hero of any level. Values listed are for intermediate rarity. For professional, multiply the value by two, and for expert multiply the value by three.

Rings

Ring of PhysiblastPhysical Explosion +2Ring of Physiblast
Ring of ExperienceExp. Points Acquired +1Ring of Experience
Ring of LuckLuck +1Ring of Luck
Ring of MagiblastMagic Explosion +2Ring of Magiblast

Necklaces

Necklace of CelerityMarch Speed +2Necklace of Celerity
Necklace of DespoliationPlunder +2Necklace of Despoliation
Necklace of SearchTreasure Hunt +1Necklace of Search
Necklace of LeadershipTotal Soldiers +3Necklace of Leadership

Level 1 Items

Level 1 Weapons

Precursor's WandMagical Attack +20Precursor's Wand
Violent AxeAttack +20Violent Axe
Bow of AssassinAttack +10 / Magical Attack +10Bow of Assassin

Level 1 Shields

Platinum ShieldDefense +10 / Magical Defense +5Platinum Shield
Shield of RetributionDefense +10 / Magical Defense +5Shield of Retribution

Level 2 Items

Level 2 Weapons

Staff of PlanetsMagic Attack +15Staff of Planets
Sword of IronAttack +15 / Magic Attack +7Sword of Iron

Level 4 Items

Level 4 Shields

Shield of DarknessDefense +9 / Magical Defense +18Shield of Darkness

Level 5 Items

Level 5 Items can be found with green Names, which indicates a higher rarity(?) and a Bonus of +1 to one random Attribute.

Level 5 Weapons

Wand of SilenceMagic Attack +30Wand of Silence
Ax of AweAttack +31Ax of Awe
Bow of NihilityAttack +16 / magical Attack +15Bow of Nihility

Level 6 Items

Level 6 Items can be found with green Names, which indicates a higher rarity(?) and a Bonus of +1 to one random Attribute.

Level 6 Weapons

Staff of SoulAttack +11 / Magic Attack +22Staff of Soul
Sword of CrueltyAttack +22 / Magic Attack +11Sword of Cruelty

Level 9 Items

Level 9 Items can be found with blue Names, which indicates a higher rarity(?) and a Bonus of +1 /+2 to two random Attributes.

Level 9 Weapons

Wand of SurrenderMagic Attack +40Wand of Surrender
Ax of LightningAttack +42Ax of Lightning
Bow of HeavensAttack +21 / Magic Attack +21Bow of Heavens

Level 10 Items

Level 10 Items can be found with blue Names, which indicates a higher rarity(?) and a Bonus of +1 /+2 to two random Attributes.

Level 10 Weapons

Staff of NobleAttack +15 / Magic Attack +29Staff of Noble
Sword of GuardianAttack +29 / Magic Attack +15Sword of Guardian

Level 31 Items

Level 31 Items can be found with orange Names, which indicates a higher rarity(?) and a Bonus of +5 /+10 to four random Attributes.

Level 31 Weapons

+4Staff of PhilosophyAttack +52 / Magic Attack 22 / +8 Power / +6 Stamina / +7 Spirit / +7 Charm+4Staff of Philosophy
+6 Sword of FlameAttack +98 / Magic Attack +58 / +10 Power / +8 agility / +9 Stamina / +9 Spirit+6 Sword of Flame


Consumable

Potions

Notes: Potions can be obtained while hunting, and are used to recover Life lost in combat. They can also be purchased at a shop.

Medicine Medicine (Unique use)

Description: Click to use

Life +100


Medicine Medicine (Unique use)

Description: Click to use

Life +500


Medicine Medicine (Unique use)

Description: Click to use

Life +1000


Medicine Medicine (Unique use)

Description: Click to use

Life +2000

Others

Asan wish ball Asan wish ball (Unique use)

Description: Make a wish

Notes: These can be obtained while hunting, and can be used to choose a particular type of item you want.

Make you choose between Gold/Exp/Jewels or everything


Harvest Horn Harvest Horn (Once per Day)

Description: Click to use

One resources acquired daily +2000


Infinite Moneybag Infinite Moneybag (Once per Day)

Description: Click to use

Gold Acquired Daily +500

Treasure Boxes

Treasure boxes require a key of the same colour to open. Each treasure box contains an item.

Bronze Treasure Box Bronze Key Bronze Treasure Box and Key

Notes: A Bronze Treasure Box can sometimes be obtained while hunting. It contains equipment of Intermediate level or higher, or jewels. A Bronze Key is required to open this treasure box. Bronze Keys can be purchased at a shop.


Silver Treasure Box Silver Key Silver Treasure Box and Key

Notes: A Silver Treasure Box can sometimes be obtained while hunting. It contains equipment of Professional level or higher, or jewels. A Silver Key is required to open this treasure box. Silver Keys can be purchased at a shop.


Gold Treasure Box Gold Key Gold Treasure Box and Key

Notes: A Gold Treasure Box can sometimes be obtained while hunting. It contains equipment of Expert level or higher, or jewels. A Gold Key is required to open this treasure box. Gold Keys can be purchased at a shop.


Platinum Treasure Box Platinum Key Platinum Treasure Box and Key



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