![]() With a bit of planning and help from friends/guild/nation, you can try to have as much information about monsters as possible before entering a new quest area, to increase your loot and experience gain. The Research Racoon licenses you can get from the helper boxes will increase the chance of you getting information on monsters you kill, you can also receive information from ( and share information with ) friends, guild members and nation members. If you have Origin information on a monster you are fighting, you will get 10% extra experience for killing it. If you have Item information on a monster you are fighting, you have a chance to get more loot from that monster. Some quests will require you to have information on specific monsters, but there are other uses for it as well. There are 4 levels of information, Basic, Loccation, Item and Origin. When you have been fighting monsters for a bit, you will probably start getting information on them. The ring and soul stones are the most appealing when leveling and doing upgrade/recruitment quests, but there are some other interesting things to trade for, so find a guild in a nation that does plenty of dungeons and join them whenever you can. Or you can sell Honey Jar runs to high-levels too lazy to farm the tokens themselves who want the enchant stones and other drops from that dungeon. Honey Jar keys, which gives you access to a dungeon with decent exp, nice drops and that is fast and easy to do. 1 day quest x2 licenses for when you don’t have a mentor or have leveled enough that you can’t have a mentor. Soul Stones, which you will sometimes need for upgrade or recruitment quests. A ring your main character can wear from level 120 is available and likely much better then whatever ring you do have when you get to that level. Those tokens can be traded with Manager Nimrod in Rome Bazaar for some very nice things. Mobs in Nation Dungeons drop Nation Tokens and you can also get those tokens from the reward boxes the ND provides when successfully completed. Nation Dungeons have mobs that auto-level like in GDs, so party before your level 120 upgrade, after it you should be able to go on your own. This part is not essential to leveling, but if you find yourself in need of more/better gear, a good guild can contribute towards that in this way.Ī good guild should be in a good nation with 9 other guilds and the nation should do Nation Dungeons. If you register a personal craft, your workload will go towards that until it is done, then any workload after that will go towards guild craft again. ![]() Whenever you aren’t crafting something yourself, all your battles will contribute workload towards any guild craft in progress. You do not even need to have the skill needed for the craft, as long as somebody in the guild has that skill and is present to start the craft. If you find yourself in need of better gear, you can also register whatever you need as a guild craft and have your guildies help you craft it as they too will generate workload when fighting that goes towards completing your craft. This way, you can level up your skills even without crafting anything yourself. ![]() Once the craft is finished, a portion of the workload you contributed towards that craft will turn into skill experience in that craft. If you have a skill, say Armor crafting for instance and your guild has an Armor craft going on, you contribute to this craft by fighting stuff and generating workload that goes towards completing that craft. End-game, Huntress looses out slightly to the classic bow main which has better single-target damage then a huntress, but her ability to hit up to 3 targets with her basic attack still makes huntress a viable option to play with even end-game, although you will probably find yourself glancing at and feeling slighty envious about bow mains ability to dish out incredible single-target damage from time to time. After level 120 upgrade quest, she can learn a passive spell that boosts melee mercs in her formation, a passive spell that boosts range characters, an active spell that puts a holy guard-like protection over up to 3 characters at a time or a full formation AoE spell which does very nice damage but sadly has a 3 turn cooldown. Specialization is attack power and vitality, which gives a boost to attacks and survivability. Huntress is fast to level with because her basic attack hits up to 3 targets including flying mobs/bosses, she starts as a level 30 instead of a level 1 and she gets a permanent mount.
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