Regret

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About Regret

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    FilthyRottenAliens GuildMaster
  • Birthday 10/09/1992

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    Tierra Gloriosa
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    Killing people in mission war!

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  1. Okay. Thanks for the information.
  2. Regret/FA
  3. Old: Blackrider New: Regret
  4. evildeath2/Clara/ForceBlader
  5. Server up. HAHAHAH!
  6. What is a Mercenary? A Mercenary is a special kind of "mob" that can be summoned (later i'll say how to do it) by you in dungeons. At the moment, there are 9 differents kind of Mercenaries that you can find, divided in this way: Six Covenant Mercenaries, each one is divided in four types: Two Faith Mercenaries (not in this update yet). Three Dazzlement Mercenaries. Also, every Mercenary has one of this four levels indicated between a pair of parenthesis: Normal Rare Epic Unique To be able to summon a Mercenary, you have to have: His card in your Mercenaries panel (press "Y" to open it). The right Gem of Summons (Gems are purchasable from any Grocer or Core Alchemist) depending on the level of the Mercenary. One Gem can summon one Mercernary. Gem of Summons (Normal) - 250.000 Alz (10 pieces). Gem of Summons (Rare) - 500.000 Alz (10 pieces). Gem of Summons (Unique) - 1.000.000 Alz (10 pieces). Gem of Summons (Epic) - 2.500.000 Alz (10 pieces). A Mercenary has those proprieties: Every Mercenary has a life of 900 seconds (900 HP), so 15 minutes. You can summon only one Mercenary at time. To be able to summon one other, the first one has to be expired. A Mercenary doesn't get damage. A Mercenary doesn't hit gates or walls (only "alive" mobs). A Mercenary hits only the mob you are hitting. If you die, your Mercenary will disappear. You can make your Mercenary expire by rigth-clicking on his icon above Buffs. There is no limitation about the number of Mercenary you can summon in a dungeon. In a party, a Mercenary counts as a Party Member. So, as the Party Limit is of seven persons, you can summon max 3 Mercenaries together (3 players, one Mercenary each person). Every Mercenary has is own statistic: Attack. Critical Rate. Critical Damage. [*]Every Mercenary can also increase a part of your statistic. There are four different types of increasing: Single Passive (is automatically activated, and the benefits go to your character). Party Passive (is automatically activated, and the benefits go to every member of your party). Single Trigger (it actives when a special condition becames true). Party Active (to activate this bonus, you have to use the "Use Mercenary Active Skill", a Skill that is kept in Special Skills (under Combo)). The available Mercenaries Now i'll report every statistic of every Mercenary that is available (at the moment) ingame. - Covenant Mercenaries - Corrupt Warrior Corrupt Warrior (Normal) How to gain the card: complete "Contract with the Corrupt Warrior I" quest, activable in Bloody Ice from O'Conner (Instructor) [pay 1kk and you will have the card back] Statistics: Attack: 600. Critical Rate: 10% Critical Damage: 10% [*]Single Passive: +5 Attack. [*]Corrupt Warrior (Rare) How to gain the card: complete "Contract with the Corrupt Warrior II" quest, activable in Bloody Ice from O'Conner (Instructor) [Get 1 special Chest from Pasin in Volcanic Citadel]. Statistics: Attack: 650. Critical Rate: 10% Critical Damage: 10% [*]Single Passive: +7 Attack. +20 Attack Rate. [*]Corrupt Warrior (Epic) How to gain the card: complete "Contract with the Corrupt Warrior III" quest, activable in Bloody Ice from O'Conner (Instructor) [Hunt 3 Orca the Destruction in Forgotten Temple B1F]. Statistics: Attack: 700. Critical Rate: 10% Critical Damage: 10% [*]Single Passive: +10 Attack. +50 Attack Rate. [*]Corrupt Warrior (Unique) How to gain the card: complete "Contract with the Corrupt Warrior IV" quest, activable in Bloody Ice from O'Conner (Instructor) [Get 1 special Teeth by killing one Manticore in Porta Inferno]. Statistics: Attack: 750. Critical Rate: 10% Critical Damage: 10% [*]Single Passive: +10 Attack. +80 Attack Rate. [*]Corrupt Wizard Corrupt Wizard (Normal) How to gain the card: complete "Contract with the Corrupt Wizard I" quest, activable in Desert Scream from Gette (Instructor) [pay 1kk and you will have the card back] Statistics: Attack: 600. Critical Rate: 10% Critical Damage: 10% [*]Single Passive: +5 Magic. [*]Corrupt Wizard (Rare) How to gain the card: complete "Contract with the Corrupt Wizard II" quest, activable in Desert Scream from Gette (Instructor) [Get 1 special Chest from Prasir in Volcanic Citadel]. Statistics: Attack: 650. Critical Rate: 10% Critical Damage: 10% [*]Single Passive: +7 Magic. +20 Attack Rate. [*]Corrupt Wizard (Epic) How to gain the card: complete "Contract with the Corrupt Wizard III" quest, activable in Desert Scream from Gette (Instructor) [Hunt 3 Orca the Destruction in Forgotten Temple B1F]. Statistics: Attack: 700. Critical Rate: 10% Critical Damage: 10% [*]Single Passive: +10 Magic. +50 Attack Rate. [*]Corrupt Wizard (Unique) How to gain the card: complete "Contract with the Corrupt Wizard IV" quest, activable in Desert Scream from Gette (Instructor) [Get 1 special Teeth by killing one Manticore in Porta Inferno]. Statistics: Attack: 750. Critical Rate: 10% Critical Damage: 10% [*]Single Passive: +10 Magic. +80 Attack Rate. [*]Corrupt Force Shielder Corrupt Force Shielder(Normal) How to gain the card: complete "Contract with the Corrupt Force Shielder I" quest, activable in Bloody Ice from O'Conner (Instructor) [pay 1kk and you will have the card back] Statistics: Attack: 500. Critical Rate: 30% Critical Damage: 100% [*]Single Passive: +10 Defense. [*]Corrupt Force Shielder (Rare) How to gain the card: complete "Contract with the Corrupt Force Shielder II" quest, activable in Bloody Ice from O'Conner (Instructor) [Get 1 special Chest from Athberg in Volcanic Citadel]. Statistics: Attack: 550. Critical Rate: 30% Critical Damage: 100% [*]Single Passive: +15 Defense. +50 Defense Rate. [*]Corrupt Force Shielder (Epic) How to gain the card: complete "Contract with the Corrupt Force Shielder III" quest, activable in Bloody Ice from O'Conner (Instructor) [Hunt 3 Orca the Destruction in Forgotten Temple B1F]. Statistics: Attack: 600. Critical Rate: 30% Critical Damage: 100% [*]Single Passive: +20 Defense. +100 Defense Rate. [*]Corrupt Force Shielder (Unique) How to gain the card: complete "Contract with the Corrupt Force Shielder IV" quest, activable in Bloody Ice from O'Conner (Instructor) [Get 1 special Teeth by killing one Manticore in Porta Inferno]. Statistics: Attack: 650. Critical Rate: 30% Critical Damage: 100% [*]Single Passive: +30 Defense. +200 Defense Rate. [*]Corrupt Blader Corrupt Blader (Normal) How to gain the card: complete "Contract with the Corrupt Blader I" quest, activable in Desert Scream from Gette (Instructor) [pay 1kk and you will have the card back] Statistics: Attack: 500. Critical Rate: 15% Critical Damage: 50% [*]Single Passive: +1% Sword Amp. [*]Corrupt Blader (Rare) How to gain the card: complete "Contract with the Corrupt Blader II" quest, activable in Desert Scream from Gette (Instructor) [Get 1 special Chest from Tarff in Volcanic Citadel]. Statistics: Attack: 550. Critical Rate: 15% Critical Damage: 50% [*]Single Passive: +1% Sword Amp. +20 Attack Rate. [*]Corrupt Blader (Epic) How to gain the card: complete "Contract with the Corrupt Blader III" quest, activable in Desert Scream from Gette (Instructor) [Hunt 3 Orca the Destruction in Forgotten Temple B1F]. Statistics: Attack: 600. Critical Rate: 15% Critical Damage: 50% [*]Single Passive: +2% Sword Amp. +50 Attack Rate. [*]Corrupt Blader (Unique) How to gain the card: complete "Contract with the Corrupt Blader IV" quest, activable in Desert Scream from Gette (Instructor) [Get 1 special Teeth by killing one Manticore in Porta Inferno]. Statistics: Attack: 650. Critical Rate: 15% Critical Damage: 50% [*]Single Passive: +3% Sword Amp. +80 Attack Rate. [*]Corrupt Force Archer Corrupt Force Archer (Normal) How to gain the card: complete "Contract with the Corrupt Force Archer I" quest, activable in Green Despair from Kallua (Instructor) [pay 1kk and you will have the card back] Statistics: Attack: 590. Critical Rate: 20% Critical Damage: 50% [*]Single Passive: +1% Magic Amp. [*]Corrupt Force Archer (Rare) How to gain the card: complete "Contract with the Corrupt Force Archer II" quest, activable in Green Despair from Kallua (Instructor) [Get 1 special Chest from Karir in Volcanic Citadel]. Statistics: Attack: 650. Critical Rate: 20% Critical Damage: 50% [*]Single Passive: +1% Magic Amp. +20 Attack Rate. [*]Corrupt Force Archer (Epic) How to gain the card: complete "Contract with the Corrupt Force Archer III" quest, activable in Green Despair from Kallua (Instructor) [Hunt 3 Orca the Destruction in Forgotten Temple B1F]. Statistics: Attack: 710. Critical Rate: 20% Critical Damage: 50% [*]Single Passive: +2% Magic Amp. +50 Attack Rate. [*]Corrupt Force Archer (Unique) How to gain the card: complete "Contract with the Corrupt Force Archer IV" quest, activable in Green Despair from Kallua (Instructor) [Get 1 special Teeth by killing one Manticore in Porta Inferno]. Statistics: Attack: 770. Critical Rate: 20% Critical Damage: 50% [*]Single Passive: +3% Magic Amp. +80 Attack Rate. [*]Corrupt Force Blader Corrupt Force Blader (Normal) How to gain the card: complete "Contract with the Corrupt Force Blader I" quest, activable in Green Despair from Kallua (Instructor) [pay 1kk and you will have the card back] Statistics: Attack: 550. Critical Rate: 20% Critical Damage: 45% [*]Single Passive: +50 HP. [*]Corrupt Force Blader (Rare) How to gain the card: complete "Contract with the Corrupt Force Blader II" quest, activable in Green Despair from Kallua (Instructor) [Get 1 special Chest from Tiarff in Volcanic Citadel]. Statistics: Attack: 600. Critical Rate: 20% Critical Damage: 45% [*]Single Passive: +150 HP. +50 MP. [*]Corrupt Force Blader (Epic) How to gain the card: complete "Contract with the Corrupt Force Blader III" quest, activable in Green Despair from Kallua (Instructor) [Hunt 3 Orca the Destruction in Forgotten Temple B1F]. Statistics: Attack: 650. Critical Rate: 20% Critical Damage: 45% [*]Single Passive: +200 HP. +100 MP. [*]Corrupt Force Blader (Unique) How to gain the card: complete "Contract with the Corrupt Force Blader IV" quest, activable in Green Despair from Kallua (Instructor) [Get 1 special Teeth by killing one Manticore in Porta Inferno]. Statistics: Attack: 700. Critical Rate: 20% Critical Damage: 45% [*]Single Passive: +300 HP. +150 MP. - Dazzlement Mercenaries - Pertz von Zatellearean Pertz von Zatellearean (Normal) How to gain the card: you have to drop it from last chest in Frozen Tower of Undead B1F. Statistics: Attack: 680. Critical Rate: 20% Critical Damage: 50% [*]Party Passive: +1% Hp Steal. [*]Party Active: +5 Max Hp Steal (Duration: 45 seconds) (Cooltime: 2 minutes). [*]Pertz von Zatellearean (Rare) How to gain the card: you have to drop it from last chest in Frozen Tower of Undead B1F. Statistics: Attack: 770. Critical Rate: 20% Critical Damage: 50% [*]Party Passive: +1% Hp Steal. [*]Party Active: +10 Max Hp Steal (Duration: 45 seconds) (Cooltime: 2 minutes). [*]Pertz von Zatellearean (Epic) How to gain the card: you have to drop it from last chest in Frozen Tower of Undead B1F. Statistics: Attack: 860. Critical Rate: 20% Critical Damage: 50% [*]Party Passive: +1% Hp Steal. [*]Party Active: +15 Max Hp Steal (Duration: 45 seconds) (Cooltime: 2 minutes). [*]Pertz von Zatellearean (Unique) How to gain the card: you have to drop it from last chest in Frozen Tower of Undead B1F. Statistics: Attack: 920. Critical Rate: 20% Critical Damage: 50% [*]Party Passive: +1% Hp Steal. [*]Party Active: +20 Max Hp Steal (Duration: 45 seconds) (Cooltime: 2 minutes). [*]Bicry Bricry (Normal) How to gain the card: you have to drop it from last chest in Volcanic Citadel. Statistics: Attack: 880. Critical Rate: 20% Critical Damage: 50% [*]Party Passive: +50 Mp. [*]Party Active: +100 HP (Duration: 60 seconds) (Cooltime: 2 minutes). [*]Bricry (Rare) How to gain the card: you have to drop it from last chest in Volcanic Citadel. Statistics: Attack: 960. Critical Rate: 20% Critical Damage: 50% [*]Party Passive: +50 Mp. [*]Party Active: +100 HP (Duration: 60 seconds) (Cooltime: 2 minutes). [*]Bricry (Epic) How to gain the card: you have to drop it from last chest in Volcanic Citadel. Statistics: Attack: 1040. Critical Rate: 20% Critical Damage: 50% [*]Party Passive: +50 Mp. [*]Party Active: +300 HP (Duration: 60 seconds) (Cooltime: 2 minutes). [*]Perzen Bhha Perzen Bhha (Normal) How to gain the card: you have to drop it from last chest in Frozen Tower of Undead B2F. Statistics: Attack: 1150. Critical Rate: 20% Critical Damage: 50% [*]Party Passive: +3% Critical Damage. [*]Party Active: +1% Critical Rate (Duration: 30 seconds) (Cooltime: 2 minutes). [*]Perzen Bhha (Rare) How to gain the card: you have to drop it from last chest in Frozen Tower of Undead B2F. Statistics: Attack: 1260. Critical Rate: 20% Critical Damage: 50% [*]Party Passive: +3% Critical Damage. [*]Party Active: +2% Critical Rate (Duration: 30 seconds) (Cooltime: 2 minutes). [*]Perzen Bhha (Epic) How to gain the card: you have to drop it from last chest in Frozen Tower of Undead B2F. Statistics: Attack: 1350. Critical Rate: 20% Critical Damage: 50% [*]Party Passive: +3% Critical Damage. [*]Party Active: [*]+3% Critical Rate (Duration: 30 seconds) (Cooltime: 2 minutes). How to summon Levels: Every Gem will summon one mercenary of corresponding level for 900 seconds. - Gem of Summons (Normal) - 250.000 Alz (10 pieces). - Gem of Summons (Rare) - 500.000 Alz (10 pieces). - Gem of Summons (Unique) - 1.000.000 Alz (10 pieces). - Gem of Summons (Epic) - 2.500.000 Alz (10 pieces). To summon a Mercenary you also need Gem of Summons. Can be bought at any Grocer. Prices are different for every level (Ex. Grocer BI -Deighton grocer)
  7. Congrats to all winner.
  8. 1.Saint’s Forcecalibur Saint’s Forcecalibur, which has been hidden and dormant in the dark lakes of lakeside, is now awakening! New Weapon - 'Saint's Forcecalibur' When Mephistopheles “The Lord of Destruction” was sealed by Saint Valentine, a part of a powerful force has escaped and condensed into Saint’s Forcecalibur. Anyone who harnesses the power of this weapon will be unmatched. The time has come for epic battle and epic prize. Starting tomorrow, Sunday 03/24/2013 at New time is set to 6:00pm (+8 UTC) ->At 10:15pm the channel "Saint's Requiem Premium War" will appear! ->Only players with nation ( Capella, Procyon) can participate! ->Entrance: Lakeside at x:169 , y: 180 ! ->The battle will be every 7 days, as the owner of Saint's Forcecalibur will represent hes nation for 7 days. Expiration: 7days Binding: Character Bind Options: All attack up +400 Attack rate up + 2000 Critical rate up +15% Critical damage +100% All skill amp +10% Option of saint's requiem buffs: Hp+500 Defense + 50 Resist critical rate +10% Resist critical damage +20% To get Saint's Forcecalibur Requirements: 1. Enter "Saint's Island" located in the middle of Lakeside on every Sunday New time is set to 6:00pm (+8 UTC) 2. Kill Guardian of the new weapon 'Vaikalitan of Golden Sunset' (After killing it, only characters who belong to the nation that produced the most damage have a chance of acquiring the weapon.) 3. 30 seconds have to be passed in order to loot the drop. This is the exact map: Click the stone statue standing before the illusion castle entrance Image of Saint's ForceCalibur: Saint's Island Middle area of Lakeside Monster \ Nation Bar will appear and global announcement will start 5 mins before SFC starts Nation that deals most of dmg to boss will have right to loot the SFC The boss will auto disappear after 3 hours
  9. Hopefully i would achieved the event prizes and hoping that i would attend in this upcoming events.
  10. So the builders guide, i'll try to answer all of the questions from the title in here, but first i'd like to warn your readers – there are many different ways to fill the fixed tower spots. The 1 example you'll find in here is only that an example. So dont consider this the BEST way or the ONLY way, build with your heads and talk with your fellow nation players about it. LEGEND of used terms: Control Position – A point on the map wich can be controled by one of the nations, it can be protected by barriers and guardians and it has spots on wich fixed tower can be built. Small Control Position(SCP from now on) Medium Control Position (MCP from now on) Large Control Position (LCP from now on) Force Tower (or just Tower) – building that can be made by players ( more info in I. How to Build). I. How to build? 1.The basics Towers can be Portables or Fixed Four different Sizes – Small, Medium, Large and Special Nine different types – 3 buff ups, 3 debuffs, Attack, Ressurect, Warp Limitations while building: You are not allowed to move while building You are not allowed to use skills while building You cant start building if you dont have the needed resources.( but they are not taken at start just checked) The resources are taken only if you have successfuly created the tower at the end of the building process after its summoned. You can use pots You can be healed by healers near you You can cancel the building process at any time you want. If you are killed building is canceled. Towers have no influence/effect on Guardians, Barriers, Doors, other Towers or the Sage Ensign 2. Building resources: 2.1 Build Points – your nation starts with 5000 build points and also gains them every 3 minutes (on timer – 57, 54 ,51 and so on) the amount you gain depends on the number of Control Positions your nation has at the time the points are given, the amount of points also depends on the size of the control positions: SCP 100 points MCP 200 points LCP 500 points So for example if you have 3 SCP, and 1 LCP when the timer hits 57 min ( 3 minutes after the war has started) you'll get additional 800 Build Points Build Points are used to build guardians also, so be carefull how you spend them. Talk with your nation and make a plan when to build what spending too fast could result in lack of build points for guardians or special towers when they are really needed. Not building enough could result in lost war. So dustribution of the Build Points is cruscial. WARNING! Only party leaders can use build points. When forming a party allow ppl that want to build to take the leader position. 2.2. Alz – alternative to build points is building with alz. You cannot build Guardians with alz, only towers. Every player can build towers with alz – you dont need to be party leader. 3. Fixed and Portable 3.1. Fixed Towers Fixed towers can be built only on special locations on the map (60 total). You can find them in the main bases or near Control Positions Bases have 6 spots for towers ( the 2 spots above the stairs are taken by 1 ressurection and 1 warp tower at the start of each TG) SCP have 1 spot near them (6 SCP on map) MCP have 3 free spots near them (6 MCP on map) LCP have 8 free spots near them (3 LCP on map) To build a fixed tower you need to find an empty fixed tower spot. When you click that empty spot you'll get the build window on the right side of your screen You can then choose what type of tower to build. You can't choose size of tower if you are building fixed tower: You can build only Large size or Special towers on free spots in LCP and Base You can build only Medium size or Special towers on free spots in MCP You can build only Small size or Special towers on free spots in SCP You can build Special towers only as fixed towers. There is no way to destroy your own towers and you can't build a tower over already taken spot. So plan carefully where and what you build on these spots. 3.2. Portable towers To build Portable towers you need to have Portable FT panels in your bag. FT panels cost 100,000 Alz and you can buy them from the Grocer NPC in lobby before the battle starts or from the 2 production towers inside the battlefield. Your nation must control the base in wich the production tower is located if you want to buy from it. If your nation doesnt control any bases you cant buy FT panels inside the battlefield. If you have unused panels after the war you can sell them to any NPC in game for the same sum of alz (100k) so fill your bags in lobby you won't loose any alz if you dont use the panels. To build a portable tower you need to right click 1 FT panel in your bag and a building window appears. Unlike Fixed towers you can choose size of the tower if you are making portable. But you cant build Special towers as portable. The FT Panel you right clicked will be used up. And you cant build anymore towers with it. So you need 1 FT panel for every portable tower you want to build. Portable Towers will stay on that possition for 3 minutes after building or untill destroyed by enemy nation. You can build Portable towers anywhere you want as long as they dont interfere with the distance rules. Distance rules: You can't build portable towers Near Sage Ensigns You cant build portable towers near Legacy cores ( the central part of Control Positions) You cant build more then 3 towers inside a perimeter limited by their size and position. The last part of the distance rules is a bit hard to explain as we dont have Range of Towers info. But as an example if you make 3 small portable towers next to eachother you cant build another tower near them ( lets say 1 dash distance). If the 3 towers are Large the distance in wich you cant build is larger ( for example 2 dashes away). 4. Size of towers. As previously mentioned there are 4 sizes of Force Towers: Small, Medium, Large and Special The size of the tower determins : build time build cost effects of the Towers Range of the Towers 4.1. Build time Fixed towers: Small – 20 seconds Medium – 40 seconds Large – 60 seconds Special – 150 seconds Portable Towers ( 20 seconds faster then fixed): Small – Instant = 0 seconds Medium – 20 seconds Large – 40 seconds 4.2. Build cost Small – 100 Build Points or 500,000 Alz Medium – 150 Build Points or 700,000 Alz Large – 200 Build Points or 1,000,000 Alz Special – 500 Build Points or 1,500,000 Alz 4.3. Effects of the towers Attack UP towers Small 50 attack and 50 magic Medium 75 attack and 75 magic Large 100 attack and 100 magic Defence UP towers Small 20 defence Medium 30 defence Large 40 defnce HP UP towers Small 100 HP every 2 seconds Medium 150 HP every 2 seconds Large 200 HP every 2 seconds Buff up Towers add them to your stats, Debuff towers substract them from your enemy stats. Special Tower effects Ressurection tower – you can ressurect at any of these after death. If your nation doesnt have any ressurect towers it will take you 40 seconds for ressurection, and you cant choose where it'll be Warp towers – you can warp between them. To start warping you need to be near a Warp tower and then you can choose another warp tower to wich to move. If you are near a warp tower all Warp tower signs look bigger on your map Attack towers – unfortunatly i havent managed to find a good enough formula for their dmg yet, so i cant tell how exactly their dmg changes with size. The only thing we know about them that is different from the other towers is they stack. If you have 2 def up towers u wont get dbl bonus, but 2 attack towers definetly do more dmg. 4.4 Range of towers No decent enough info for this section also soz . But you can see the range of the towers by their animations in game. Builders have to dash and try untill they find a free out of range spot to build. If you build a lot you can soon „learn“ what distance you need to usualy be away from a grp of towers to try make a new tower. II. Why and When to build 1. Why ? Well from point 4 of the previous chapter its pretty obvious why - towers give great bonuses that can really turn around the outcome of a battle in TG. They really make a difference when build at the right time on the right spot. I'll try to explain some basics in the text below how to make the best use of towers. 2. Building fixed towers: This will be covered a bit better in the next chapter where to build. Important part to mention here is communication. Dont overbuild special towers this costs a lot of resources and builders can actually build other more usefull stuff instead of all waiting the long Special tower build time. 1 of each type of special towers is enough in 90% of the cases. Shouting to inform your nation you are building X special tower at Y position is very good idea. Dont be afraid to cancel building a tower – you dont loose anything, instead you save time/build points and you can build something more usefull on that spot. 3. Building Portable Towers: The important part is to learn when and what to build that will rly have impact. There are 6 major situations in TG where you should build. attacking a control point defending a control point attacking enemy base defending own base big fight in a open big field (those near LPCs and bases) big fight in narrow area ( for example the paths between the MCPs) The other frequently happening situations like small fights ( 5-6 ppl or less) and dancing in the base are usualy situations where you dont want to spend the build points of your nation to buff ppl up. 4. Timing the start of the build A good advice when building fixed towers important if they are Large or Special size is to time your start. For example if you see your nation has 600 points atm it could be a bad idea to start a Special tower at random time as those points will probably be used up, watch the timer Special towers need 150 seconds so if you start them 25 seconds before you get points you know your tower will be ready just after the second point up time ( for example 54:25 start building, you get points at 54 and at 51, and tower is ready at 50:55 wich pretty much guranties you'll have enough points to finish it – if of course many other builders didnt do the same or you control to few control positions). Timing the start of building a portable tower is important also. If you have recently taken important Control position like one of the corner LCPs and you see shouts of ppl starting building Special towers there, its a good idea not to build ( unless of course u have plenty of points 3-4 thousend+) Sometimes loosing a scrimish or even loosing a control point that is less important because you choose not to build could be much more profitable for your nation if u allow those points to be used for building a cruscial ressurection tower for example, or summoning a guardian at a LCP. A good builder always checks the clock and ammount of build points the nation has before starting to build. Its a good idea also to watch the map often ( could be done while building) so you can track the enemy forces and where they could come from. That will allow you to decide when and where to build. III. Where and What to build 1. Fixed towers A suggestion how to build Fixed towers. It is made from the Capella side perspective if you are a procyon copy it and turn it on 180 degrees Red Square – Ressurection tower Blue Square – Warp tower White Square – HP DOWN tower Black Square – This one could be used for different purpouses it rly depends on the individual fight, good ideas for those spots are ATTACK, ATTACK UP, ATTACK DOWN towers. The choice wich of them to build is made by the control point on wich you want to build it the situation in the current war. If you expect small groups to attack that position make an ATTACK tower, if you expect to have a group of your own nation defending that spot then build an ATTACK UP. If you expect large enemy force attack it could be better to build ATTACK DOWN to slow the destruction of the guardian. As i said this is just an example there are many other good ways to build for example a point that is too hot ( changes sides often) you may decide not to build warp tower but instead to build a buff up or debuff tower to help you defend it longer. There are some Fast wars when the enemy nation has a lot more lower lvls and your nation is moving fast forward pushing them quickly. You can even build ress every 2 control positions instead of on every control position. But these are rare occasions for most wars Ressurection tower on every MCP and LCP is a must. Building ressurection on SCP is usually bad idea as they change sides often and guardians are easy to kill. But as you may have noticed i marked the 2 SCP closest to the bases for good spots for ressurection. The reasons are simple near your base its great point to build res if your base is under attack and the Ressurection inside it gets destroyed i think its actually better to build it there instead of a second ressurection inside the base as you can use it even if the base is taken over. And the SCP near enemy base is just a must build if your nation is slowly progressing to attack the enemy base. 2. Building Portable Towers 2.1. Attacking a Control Point Since the towers have no direct effect on guardians or barriers the best way to speed up the attack on a control point is to build buff UP towers that increase your own and your partners stats. The size of the towers usualy depends on the size of the control point you are attacking and on the number of ppl with you. There is no real point in building buff up towers if 50 ppl are attackign a SCP that doesnt even have a guardian. Here are some rough guidelines that you can take into account when building on an attack of a control point. 10 or less ppl attacking small guardian – Small Attack Up tower. If you think it'll take you some time to kill it ( low lvls or under 5 ppl) you may pop up a HP UP tower also to help with the potting more then 10 ppl attacking a small guardian – it will usualy go down pretty fast unless u have more then 3-4 thousend points u may want to save some and dont build anything. If you have plenty of points make an attack up small to save some prescious seconds. 10 or less ppl attacking a medium guardian – build medium Attack up and HP up if low lvls u may consider building a def up also 10-20 ppl attackign a medium guardian – you can build small towers and join the fight faster 20 or more ppl attacking a medium guardian – well u can pop an attack up small tower but it'll usually go down fast with 20 ppl on it so if u want to save the points dont build. Attacking large guardians – those things hurt and got a lot of hp and def you should build all types of buff up towers and even consider dashing thru to the other end to build some debuff towers if you expect enemy nation activity soon ( this will both decrease their stats and wont leave them space to build their own buff up towers). The size of the towers you build obviously depends on the lenght of the battle you expect and if you think enemy nation will show up soon. If you have big numbers 5-6 parties or more you should build smalls and dash quickly to other side to prepere for incomming enemy nation attack. But if you have less ppl and you know the guardian will take some time to kill you may consider building Large towers due to their x2 bigger bonuses and bigger range – wich ofcourse limits the enemy to build in a much bigger area also. Good communication is very important factor when building, if you attack together with parties that you know who is leader/builder it could be a good idea to say what you are building. Lobby is perfect for such conversations. If 3-4 parties stick together they could be a realy good force inside TG and if their builders have agreed who builds what its much faster and deadlier. 2.2 Defending a Control Point Same as attacking a control point - the towers have no effect on your guardian so building debuff towers to reduce the fighting ability of the enemy nation is the better option in this situation. It all depends on the numbers of course, if you have even number of your own nation and the enemy build HP Down (if the control point has a fixed HP Down build ATTACK Down because HP Down doesnt stack), Def Down and ATT UP. So you can both decrease their stats and increase your groups dmg to kill them quicker. If its a lost battle – huge force attacking not defended control point or defended by much lower number of your nation that will get killed fast you may want to increase the dmg dealt to the enemy by the towers instead of buffing the few ppl there, a good combination is HP Down ( DEF down if there is a fixed hp down on the control point) and 2x ATTACK Towers ( yes ATTACK Towers stack). The reason to do that is the ammount of HP players have in the war. If the control point is lost its lost a solo builder cant defend it. But maximising the dmg from towers while he is there will mean on the next point that same enemy party attacks they'll be at half HP or something like that just because of the amount of time it takes for ppl to heal up themselfs. If the builder dies its not a bad idea to ressurect on the nearest point you expect them to attack and build some HP downs and ATTACKs on the way between the 2 points so you can decrease their HP even more before they reach the next guardian. ( or alternativly you can build some Large debuff Towers near that next guardian) 2.3 Attacking Enemy Base This is a tricky situation as the enemy usually is able to ressurect fast inside it and the doors slow your progress. Do not attack an enemy base unless you are confident you control the rest of the battlefield ( or will control it very soon). The base doesnt give points over time. It just gives 1 time bonus of 5k points and thats it. Taking 1 LCP and 1 MCP gives the exact same points and they also give 500+200 build points every 3 minutes, and they are usualy much easier to take down. So forget about even attacking the enemy base in the early stages of the battle – it is a Waste of time. However if the time has come to attack the enemy base build Towers near the Gates preferably Large so they give you better bonus and have a good range that would reach inside when you break down the gate. Build Buff UP towers to increase the time your people fight there and to increase their dmg. When you get inside target the ressurection tower first ( if you attack when you should after you control the rest of the battlefield) they wont have other ressurection towers and will take 40 seconds for them to respawn wich is a lot and will allow your forces to take down the Sage Ensign. Building inside the enemy base is usualy hard as they already spammed all the towers they could or there are the range restriction not lettign you build too close to the sage. If there is some space left building Attack UP and HP UP could help a lot near the Sage Ensign but if there is no space left you can try building near the Stairs a large groups of the enemy nation will run up and down all the time so building HP Down and Attack Towers there could help a lot to dmg the enemy players. 2.4 Defending Own Base One of the hardest situations in TG is when it has come to the point to defend your base. If its an early rush it should be easy to push them bk with few towers build on the right spots, the base walls are perfect for building before they break down the gates. Build Attack Down, HP Down and Attack towers, to increase the time they stay at the doors and to dmg them while they are there. If they breach the doors spam towers inside the base use small towers for their faster build time and try to build in a way that will not let the enemy build inside the base spamming loads of ATTACK towers could be a good idea as they stack and if a lot of them you can use the secret weapon – enemy players PC lagging. Your first mission would be to keep the Ress tower alive build debuff and buff up towers near it. REPAIR IT ( after the last patch repairing is cheap and keeping an important RESSurection tower working could be cruscial). Dont forget the mentality of the crowd even if both back doors are down the majority of the attack forces usually will spend their time running around outside the base chasing blinking wizards or will try to attack the main doors. Building Towers on the walls near the main doors will usauly help a lot to keep most of the enemy forces out of the base. 2.5 Big fight in an open big field (those near LPCs and bases) These situations should be avoided - fighting in those places usualy slows down a lot your nation progress and its hard to win specially if both nations have ressurections near that field. A good Idea will be to lure the enemy to your nearest guardian and use its help to win the battle. Building towers in an open field battle is usually a waste of points as forces move around a lot and they could easily avoid small towers. Starting to build Medium or Large will usually flag you as main target. Try to Build behind the wooden fences that are near the Control Points or try to get on higher ground and build there. Alternativly when killed dont ressurect on the same place your nation does try to find a different spot and to build on the path the enemy uses to move ( HP Downs and ATTACKs) this will both damage your opponents and some of them will start hitting the towers wich will allow your own groups to fight lower numbers and thus move forward. Dont forget TG is build in such a way that there are atleast 2 ways to get to a spot sometimes more, if if that means passing thru a control point owned by the enemy it could actually be safer then trying to rush thru the enemy lines. In any case try to avoid these battles lure them bk to your nearest guardian or push them forward near theirs ( kill the ressurection on that control point and so on) 2.6 Big fight in narrow area ( for example the paths between the MCPs) These are usually much easier to control and are perfect for high lvl melee chars with their gm and comp skills that could dmg most of the enemy forces. Build all types of small towers try to block the ability of the enemy to build their own towers ( the 3 in range rule) build buff ups from your side dash in to build debuffs or dmg towers. If the enemy has much bigger numbers try to build on the whole path dmg towers – keep their helth low and let them loose some of their ppl attacking your towers. IV. The Lone Wolf builder This could be a very interesting and important role inside TG its best played by Wizards due to their ability to move very fast. The role of the lone wolf builders is to find the strategic enemy positions and build towers on the way to hit the enemies so when they finaly get to the nearest fight they get a lot less HP. Such good strategic points are near Enemy ressurection towers or on high ground near important paths that are used a lot. I've marked some of these loacations on the enxt map The Black Squares are the defencive postions on the base walls that should have towers on them in case the doors get attacked The Red Squares are good spots to build Buff Up towers incase your forces are advancing or to build Dmg towers ( HP down and Attacks) incase the enemy is advancing The white Squares mark good positions for Lone Wolf Builders to quickly dash to and build DMG towers to attack the important positions marked with white circles. If there is a ressurection or warp tower on one of those white circles and a big fight is expected soon near the Control Point it could be a very resourcfull idea to build large HP Downs and Attack towers there. It is very good if you can start dmging your opponents before they even buff themselfs up. Some of them will dash out to a remote loacation to buff up wich will slow them joining the fight or the others will just stay inside the area to be DMG and when they join the actual fight they'll be on half HP or something like that. I think its time to end this Guide it got a lot larger then what i expected. I hope its usefull and makes the wars a bit more interesting. Dont forget these numbers and maps are just examples and could actually be bad idea to follow them 100% on some wars, but in general I believe they provide good basic Strategies. Dont forget the 2 most important rules for builders: Communication – talk with your nation so you all can plan when and whats most needed Build with your head – think before starting to build, think what to build and when exactly to start building it. Some examples: Building towers on the walls near the gate that is going to be attacked soon Building Large towers near the enemy base gates Building DMG towers above the ressurection tower of the enemy before a big fight for that control position starts Building Large towers behind the fence before an attack on an enemy LCP 3 quickly build small towers before a clash for a SCP building buff UP towers inside the walls of a SCP before an expected enemy attack building 3 small buff ups before attacking a MCP Building Large Buff UPs (behind a wall) before an attack on a LCP
  11. A: Mission War proceeds 4x a day (3am, 9am, 3pm 9pm) And it's possible to change according to http://www.adikgamin...26039&hl=nation “Tierra Gloriosa” is opened once the Mission War starts B: Mission War runs for total of 60min. (10min. each in the lobby before the War) i. Lobby : Unable to enter when screen shows remaining time of less than a minute For mandatory party formation and preparation to move to the battle field Unable to enter the lobby after the battle (Remaining time disregarded C: Battle Completion Shows the result(Win and Lose) screen Show the detailed result screen 30 seconds later Move to the lobby after reward item selection - Automatic disconnection after the battle when players do not leave within 3 minutes. Battle field closed at the end of the battle. Maintain lobby for 30min Remaining characters in the lobby after 30 minutes and will be moved to the Server Selection screen 2. PARTICIPANTS CONDITIONS A: Only the characters level of 95(battle style level 10) will be able to participate Scenario Quest [War] Group has to be completed Must be a member of either Capella or Procyon B: Required 1 million Alz in the character inventory when entering the channel - 1 million Alz are not required when entering same battle field channel (Required only for entering another channel) 3. PARTY A: Up to 7 characters can be formed as a party in the lobby before the Mission War Party leaders are automatically entered into Channel Chat [party leader channel] when party is formed Characters without a party until one minute before the start of the game will automatically be given a party (Mandatory party formations for characters that does not belong to any party) B: In the case of characters entered in the middle of the Mission War, party selection is done by each characters. 4. LEAVE AND RE-ENTRY RULES A: Leave Leaving the party: Withdrawal from the party and leave from the battle field Leave of the party leader: Withdrawal from the party, mandate leader role, and leave from the battle field(Party disorganization for two persons party) Possible to leave to End Game or Server Selection B: Re-entry Entry by waiting order - At the moment of entering the lobby, characters are forcedly moved to the battle field followed by the waiting order 5. ACTION RESTRICTION A: Lobby Unable to move to Character Selection screen PK is not allowed Unable to use “Rename Card” Guild Withdrawal / Guild Dismiss / Guild Master mandate are not allowed Substitute GPS window with Strategy Map Substitute Mini Map with entry order and standby instruction UI Personal Merchant is not allowed Unable to use Costume items (Inapplicable) Unable to use Return Stone or Return Core Guild Wars are not allowed Entry is not allowed if waiting time at the lobby is less than a minute Sustain character possession amount of 1 million Alz as minimum PvP is not allowed if remaining time is less than 3 min. B: Battle Field Unable to move to Character Selection screen PK / PvP with allies and opponents prohibited No Death Penalty Trade with opponents not allowed Unable to use “Rename Card” Substitute Mini Map with entry order and standby instruction UI Personal Merchant not allowed Unable to use “Remote Shop Card” Unable to use costume items (Inapplicable) Unable to use Return Stone or Return Core Guild Wars not allowed Remote Inventory function of Astral Bike RW-3 disabled Entry is 4not allowed after exceeding 90% of the Mission War time Odd Circle can only be used 10 times maximum 6. BOOST A: Applicable only in Mission War channels HP increase by 500% Damages between characters increase by 400% Defense rate increases during the PK 500% increase on HP Increase Buff 500% increase on Vital Potion item No changes in potion recovery volume / Heal skill / HP Auto-Recovery option 7. SCORE A: Score National score gained in Mission War, used to decide win or lose When both Nations destroy neutral position simultaneously(Called game), the score is given to the side that gave a damage the last B: Ways to acquire Basic scores are given to both sides once the war begins Succeeding opponent PK Occupying Legacy Core of opponent’s or neutral base Destroying opponent’s Sage’s Ensign Destroying opponent’s Force Tower Destroying Legacy Guardian of opponent’s or neutral base Destroying Legacy Barrier of opponent’s or neutral base 7. POINT A. Point Points gained in Mission War, it is able to use up different from scores. B. Ways to Acquire Basic points are given to both sides once the war begins Certain amount of points regenerates every 3 minutes in the event of position occupation Position(Large): 500 Points Position(Medium): 200 Points Position(Small): 100 Points C. How to Use Constructing Force Tower (Available to party leaders only) Summoning Legacy Guardian (Available to party leaders only) 8. WIN/LOSE RESULT CALCULATION A. Attaining Maximum Score When one nation reaches the max score given for each War wins B. Called Game When one nation occupies all positions and bases wins C. Decision In the event of limited time ends, a nation with higher score wins Score calculations by a decision are as followed: Destroying opponent’s Sage’s Ensign Occupying Legacy Core of opponent’s or neutral base Destroying opponent’s Force Tower Succeeding opponent PK Destroying Legacy Guardian of opponent’s or neutral base HP remained on the undestroyed Fixed Force Tower at the end of the War 9. FORCE TOWER A. Fixed Force Tower Possible to build on FT panels on each base and stronghold There are 4 types and specified as following: Offensive.........Attack opponents within the range...........Attack Buff.................Buff ally characters within the range.........Increase Offensive Strength / Increase & Defensive Strength / Continuous HP Regen. Debuff.............Debuff opponents within the range..........Decrease Offensive Strength / Decrease & Defensive Strength / Continuous HP DOWN Special............Act as Resurrection Point & Warp characters between Warp & Force Towers.....................Resurrection / Warp [*]Building time varies by sizes and types. Specified as following: (Large)............Offensive / Buff / Debuff.............60sec (Medium).........Offensive / Buff / Debuff.............40sec (Small).............Offensive / Buff / Debuff.............20sec Special.............Resurrection / Warp..................150sec [*]Other details All actions are restricted other than using HP Potion during the construction Construction is cancelled when confronted with PK from the opponent (No Alz/Points deductions) Constructions are possible by using the points or Alz. Using points for construction is only possible for party leaders - Building costs varies by sizes and types One Fixed Force Tower can be built on each FT panel All Fixed Force Towers on each FT Panel are destroyed in the event of position and base occupation No effects on Legacy Guardian / Legacy Barrier / Other Force Towers / War Gate The size of Force Towers varies by each position Position(L): Force Tower(Large) can be built Position(M): Force Tower(Medium) can be built / (Medium) construction not possible Position(S): Force Tower() can be built / (Large), (Medium)construction not possible B. Compatible Force Tower Construction by purchasing “Portable FT Panel” from Production Force Tower of each base is possible There are three types, specified as followed: Offensive : Attack opponents within the range : Attack Buff : Buff ally characters within the range : Increase Offensive Strength / Increase & Defensive Strength / Continuous HP Regen. Debuff : Debuff opponents within the range : Decrease Offensive Strength / Decrease & Defensive Strength / Continuous HP DOWN [*]Building time varies by sizes and types. Specified as following: (Large) Offensive / Buff / Debuff 40sec (Medium) Offensive / Buff / Debuff 20sec (Small) Offensive / Buff / Debuff Built Immediately [*]Other details All actions are restricted other than using HP Potion during the construction(building) Construction is cancelled when confronted with PK by the opponent (No Alz/Points deductions) Constructions are possible by using the points or Alz. Using points for construction is only possible for party leaders -  Building costs varies by sizes and types No more than three can be built within specified radius Construction not allowed within the certain radius of Sage’s Ensign of each base and Legacy Core of each position Compatible Force Tower will be terminated automatically three minutes after the construction No effects on Legacy Guardian / Legacy Barrier / Other Force Towers / War Gate C. Force Tower Repair Repair is possible for damaged Force Tower, specified as followed: Target Force Tower and press “R” to begin repair Other than the use of HP Potion and repair cancellation, any other actions are not allowed to be performed Alz are spent by the character that’s doing the repair. Other characters cannot repair Force Tower already in progress of repair Click “X” button on the right side of status gauge to cancel 10. BASE AND POSITION A. Base Exists in each nation which is a starting point in the battle field Base is composed as following: Sage’s Ensign: A symbol represents the possession to the base - If Ensign is destroyed, a claim to the base will be transferred to the opponent nation that destroyed the Sage’s Ensign Production Force Tower: Players can buy “Portable FT Panels” to build Compatible Force Towers. In contrast with other Force Towers, it’s impossible to construct/destroy Production Force Towers War Gate: An entrance to the base. Allies can go in and out the base without restrictions, but opponents must destroy War Gate to enter FT Panel: It is a panel to build the Force Towers on and it is given at the beginning of the battle Resurrection Force Tower/Warp Force Tower: Special type of Force Towers that are given at the beginning of the battle [*]Ways to occupy a base Destroy War Gate Destroy Sage’s Ensign [*]When the base is occupied, following events are applied: All in-base Force Towers built on FT panels are automatically destroyed Sage’s Ensign belonging to the occupying nation is automatically summoned Production Force Tower will not be destroyed, but its ownership will be transferred to the occupying nation Destroyed War Gate will be automatically repaired and its position will be transferred B. Position Positions are located at particular points in the battle field. They are classified by sizes; Position (large), Position (medium), and Position (small) Position is composed as following: Legacy Core: A symbol represents the possession to the position. A pop-up window for confirming the occupation will appear when Legacy Core is clicked. A claim to the position will be transferred to the nation according to confirmation Legacy Barrier: A barrier surrounding Legacy Core. In order to click Legacy Core, Legacy Barrier must be destroyed. Legacy Barrier attacks opponents within the radius (For neutral Legacy Barriers, it will attack all characters of both sides) Legacy Guardian: A monster protecting the position. Guardians are different in sizes, appearances, and offensive strength according to the size of each position. A guardian attacks opponents around it (for neutral Legacy Guardians, it will attack all characters of both sides) [*]Ways to occupy positions When Legacy Guardian exists Destroy Legacy Guardian Legacy Barrier will automatically be destroyed Click Legacy Core The position will be occupied [*]When Legacy Guardian does not exist Destroy Legacy Barrier Click Legacy Core Position will be occupied [*]Re-occupation time limit For 30 seconds after the destruction of the barrier, the nation which destroyed the Barrier is given a prior right over clicking Legacy Core Click Legacy Core Position will be occupied [*]Legacy Barrier and Guardian will not exist after occupying the position, and ways to summon the barrier and guardian are as following: To summon Legacy Barrier If the occupying character clicks Legacy Core, a confirmation window pops up. The barrier will be summoned after the confirmation [*]To summon Legacy Guardian Summoning of Legacy Guardian is possible only when Legacy Barrier is summoned When a party leader of occupying nation clicks Legacy Core, summon confirmation window appears. The guardian will be summoned after the confirmation 11. LEGACY WEAPON A. Conditions to acquire Legacy Weapons Possible to acquire in all positions The acquirement is possible only in the events of the following: Occupying a neutral position Occupying an opponent’s position (only for the first occupation) B. Appearances of equipping with Legacy Weapons (varies from the battle style) Warrior: Equipped with two-handed sword Blader: Equipped with 2 one-handed swords Wizard: Equipped with a staff Force Archer: Equipped with an Astral Bow Force Shielder: Equipped with a one-handed sword and an Astral Shield Force Blader: Equipped with a one-handed sword C. Ability Stat of Legacy Weapon Abilities : Increasing Value Offensive : +190 Magic Attack : +370 Defensive : +120 Attack Rate : +2200 Critical Rate : +15% Critical Damage : +70% HP / MP Absorb : 3% Sword / Magic Skill AMP : +5% Offensive Strength of Wizard/Force Archer: +190 Magic Attack Strength of Wizard: +370/Force Archer: +390 (Astral Weapon summoning effect applicable) Defensive Strength of Force Shielder: +150 (Astral Weapon summoning effect applicable) D. Other details Occupying characters have the prior rights over Legacy Weapons dropped when the position is occupied When the character possessing Legacy Weapon dies, Legacy Weapon is dropped In this case, a priority is not applicable to dropped Legacy Weapons [*]When a character equips with Legacy Weapon, his Astral Weapon will be removed. Unable to summon Astral Weapon after equipping with Legacy Weapon [*]Legacy Weapon is disappeared when a character leaves the battle field [*]A character can possess several Legacy Weapons However, a character can be equipped with only one Legacy Weapon at a time [*]Possible to exchange Legacy Weapon between allies 12. REWARD A. National Reward The following reward will be applied to a victorious nation for 7 days (from 24 hours of the day in which the war is over until the 7th day) Drop rate will rise in specific fields/mission dungeons Experience and Skill Experience will increase in specific fields/Mission Dungeons Warp Point at each entrance of specific fields/Mission Dungeons (only for Premium item users) B. Individual Reward The following Reward will be applied to individuals (Except, only to characters in the battle by the time the war ends All Characters who achieved more than 1 kill will be compensated regardless of win or lose A Core Cube (An item that creates Core with a right click) [*]Individuals earn certain amount of reward from total earnings depending on the contribution rate regardless of win or lose Alz However, depending on the exchange rate, Alz can be exchanged with Core Cube - Core Cube exchange rate: 5 million Alz Core Cube exchange can be made when 50% of Alz earned equals or exceeds 5 million Alz Example 1. When reward money from the war is 7 million Alz: 50% of 7 million Alz equals to 3.5 million Alz, far less than 5 million Alz. Not exchangeable with Core Cube Example 2. When reward money from the war is 36 million Alz: 50% of 36 million Alz equals to 18 million Alz, 3 Core Cubes (15 million Alz are spent) + 21 million Alz can be received C. Ways to receive the individual reward Each character will receive a mail when moving to the Lobby (Shortcut Key for Mail: L) After checking the mail and clicking the receive button, the reward will be moved to the Inventory.
  12. Starting Guild Battles 1. Authorized guilds men can request another guild for a battle. How to Request a Guild Battle: Type the following command in the chat window. /gvg "the other guild's guildsman name" "number of deaths for a win " [Tip] To start a guild battle, type the guild man's name you wish to fight then specify the number of deaths needed to win the battle. or type "/war" and number of the members you want to defeat" ex. /war 30 2. The other guild master will then receive the invitation for battle. This informs him of the name of the challenging guild and also the number of deaths need to win the battle. During this time, you will a receive a message asking you to wait patiently for a response. [Tip] Only the guild master can accept the guild battle request. Thus, if the guild master is away, the battle will be automatically canceled. 3. When the guild war starts, a time limit and a death gauge bar will be displayed. Also, the names of your opposing guilds men will be shown in red which means that they are hostile to you. [Tip] ''Every time your guilds men successfully defeat the other guildsmen, the death gauge bar will gradually be filled. If your guilds men complete the required number of deaths to win the battle, the gauge bar will become full. 4. If you are defeated, you will receive the same message as if you are defeated by a monster. You will be revived at the nearest spawn point. Guild Battle does not have the death penalty. 5. When you defeat the other guilds man, you will receive a Player Kill message. The winning guild will be rewarded with Honor Points and the amount of Honor Points is affected by the number of participated members. [Tip] The Guild Battle's Honor Points calculation formula: (Winning number of death x 50) ÷ the numbers of participated guilds men.
  13. 6 times - 5am, 9am, 1pm, 5pm, 9pm, 1am. Ftw!
  14. It's already 1:24pm but server still off. According to him it's take six hours, seven hours pass of waiting.
  15. Thanks for the information. Goodluck and more power