I. Leveling up

This handy guide will teach you the basic steps towards success in this harsh ... Be sure to buy Vitality Mastery as Upgrade Skills, and 3 arrows of your ..... My personal choice is a 3% life leech Mystic/Terragrace/Shineguard glove .... If you want to use account sharing, set the password to 123456 or something easy, share it.
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So here we are, at level 1. You just started your journey in the game. So many things to see, so many things to do, and at first everything seems confusing. This handy guide will teach you the basic steps towards success in this harsh world. INDEX *you can use search and find chapters by looking for the I. or II. etc* I. Leveling up II. Skilling up III. Skills and Upgrades IV. Making money V. Developing Honor VI. Small example of fresh start. VII. Game Mechanics - Vampiric Gear - Drop Set New Values - Amp vs Crit VIII. Developing a guild

I. Leveling up Early Levels (1-50) These will be the most annoying levels, as all you have to do is basically become an errand boy. The hours are long, the payment is low . Your main concern should be leveling up, as mobs will not pose any difficulty. Do all quests at this point (both story and normal quests) as they will provide the most experience you can earn while low level. I use magic as main attack skills up until Regular/Expert (using lances) as they dish out good damage and provide safety (having a range of 9). Be sure to buy Vitality Mastery as Upgrade Skills, and 3 arrows of your choice, after gaining a few Magic skill points. Level up all 3 arrows at the same time for maximum efficiency and move on to lances as you have them available. Fight as little as possible outside the story/normal quests, be sure to always have around 100 pots of HP and around 150 pots of mana, use level 1 potions until you pass 200 points (be it HP or MP), use level 2 until you pass 800HP / MP and level 3 from there on. This means that if you have 170HP and 280MP, you should use level 1 HP pots and level 2 MP pots. After level 40, you will start fighting. The quests will be too few in order to make you level up by errands only, so you will receive a maximum of 30-40% of the level from quest, leaving you to fight mobs for the rest of 70-60% of the level. From 40 to 45 fight Wriggleleafs in Green Despair (the big trees near the second warp). From 45 to 50 you should be fighting Lug Queens in Desert Scream (past Archionis) or Moscutter Queens in Green Despair. Medium Levels (50-110) These will be very enjoyable levels, as you begin to perfect your character and unlock all available skills for you to use. From Level 50 up until 55, a good place to level up is at Crag Turtles, massive XP. Keep doing quests and killing Crag Turtles and after level 55, move to Phantom Crew mobs (next to Ghost Ship entrance), and do not leave them until level 60. At level 60, providing you have good ranks, you should move to Dark Bladers, on the last beach in Port Lux, up until level 65. From level 65 you will begin doing Lake in Dusk dungeons for power leveling, killing the Orcs at entrance. Start killing them in pack or 1 by 1, and go up until the swamp pit with frogs. That should take you around 15 minutes, so by

that time, the orcs at the beginning of Lake in Dusk have respawned already, so you can rinse and repeat. Don’t bother with Orc Mages, as they give lower XP than Orcs. From level 75, you should start doing Ruina Stations, and focus on gathering as many mobs as possible and using area of effect skills (with limit 2 or 3 and good range – more than 1). From levels 85, you have many opportunities. You can level up in Ruina Station, you can go to Undead Ground (Ghost Bladers give 6x XP), you can do B1F with good gear and ranks. I recommend Ruina Station with help from other same level friends. After 100 or so, you can start doing B1Fs like crazy up until 110, if you are double transcender in skill ranks (which you should be, I’ll cover this later). High Levels (110-150) From the High Levels onward, you should level up only if you have a good gear, with a bit of vampiric effect (will be covered later in the guide). From 110 to 125 you will rely on doing B1F, killing in Undead Ground (Spectors and Wraiths), and most importantly, you will rely on killing the Bloody Orcs at Lakeside entrance. Near the Capella spawn, where the Iron golem lies, you will find an Orc encampment. Lure the Iron Golem and the Bloody Orc Mage uphill, towards the bridge. Kill the Orcs that followed you during the respawn, and then use the return stone (if you are Capella) or dash away quickly (if you are Procyon). Now, you will have an encampment with 4 Orcs spawning in the spot, and 2 more uphill on the left side coming from the Capella spawn. That’s 6 Orcs at a time, resulting in around 150.000 XP per hit, with Premium and decent gear. You will make 1 level per hour, extremely quick. After you reach level 125, the Mutant Forest is opened. Great map, can give experience extremely fast. Your best locations are bigspot, small spot and hut spot (as I call it). Stay there until level 140, and after 140 you can use Lobatums until 150 or Chaos Arena or Pontus Ferrum (you can even level up by doing EoD: B2F) Late Levels (150-170) You will do these levels on Cornus Ring and PF Bosses and Chaos Arena exclusively. There’s no better place that gives the experience you need, and blessing beads might come in handy. You can also use TG WEXP to pump the level (which I highly DO NOT recommend). WEXP should be used for honor only. As an addition to the Lost World update, you can also make use of the CA Title, which is gained by finishing CA Arena alive. For a CA Arena finished one time, you receive 6% more XP. Finish Chaos Arena 10 times, and you receive 8% more XP. Future numbers may increase along the way. If I would start a new character, this is how I would do it (not a rule, but you can do the same) 1 – 40 -> Quests only + fighting in orange mob places (I usually pick DS) 40 – 45 -> Quests + Ape Zombies and Wriggleleafs 45 – 50 -> Quests + Moscutter Queens and Lug Queens 50 – 55 -> Quests + Crag Turtles and Gargoyle 55 – 60 -> Quests + Phantom Crew (the plus ones next to the Ghost Ship) 60 – 65 -> Quests + Dark Bladers 65 – 75 -> Quests + Lake in Dusk power leveling using higher level wizard (doable without also) 75 – 85 -> Quests + Ruina Station power leveling using vampiric gear, healer or wizard (doable without) 85 – 110 -> Quests (until 100) + Ruina Station + ToD: B1F + Undead Ground (last mobs) 110 – 125 -> Lakeside 6 Orcs spot + ToD: B1F + ToD: B2F (in strong party) 125 – 140 -> Mutant Forest Big/Small spots + Chaos Arena (with lots of vampiric) + ToD: B2F 140 – 150 -> Mutant Forest Lobatums/Big/Small spots + PF Bosses + Chaos Arena 150 – 170 -> Chaos Arena + PF Bosses + Everlasting leeching in RS on lower characters in bull pit 

II. Skilling up Skilling up is the main and most important thing that you have to build up early in the game. This will help you waste less alz on HP pots and also provide faster leveling up (the better the skills you use, the faster you level up, due to more damage inflicted and more XP received). Extreme skilling is the basis of fast leveling up, so you have to max your Ranks as soon as possible. Contrary to popular belief, there is no Skill XP cap on a character you just have diminishing returns at different values, so it is not worth the

effort of wearing more and more Skill XP. One value that I always use is 42, especially now after the LoW update where both magic and sword level up at the same time. Where to skill? Many players ask this. All mobs give the same skill XP, it’s the skill that differs and you only get skill XP based on HOW MANY TIMES you cast the skill and hit, not on how many targets you hit (so get the thought of hitting 2 dummies with one lance out of your head). For skilling, I recommend 3 Arrows (I usually pick Wind / Magic and Aqua as they have low damage) or Flash Draw + Rising Shot (the arrows and the sword skills should be at level 9 for lowest cooldown possible). Where to skill? I usually skilled in places that dropped the materials I needed. For example, at level 50 you can skill on Archionis and gather aramid/shadowsteel cores, at level 60 you can NPC titaniums from PL, at level 70 you can stay in FR entrance and sell the Titanium that drops, etc. Combo as much as you can, as that lowers the cast time even more, allowing more and more skill points to be gathered. As for gear, you should stick to your Aramid/Shadowsteel equipment. You don’t need titanium or better to skill grind, since your power and defense will come from upgrades and good ranks, rather than defense itself.

III. Skills and Upgrades I saw a lot of controversy regarding upgrades to be bought and which skills to pump and use. As a rule of thumb, higher rank skills should be upgraded to level 9 (and from there on you can upgrade them further depending on your combo), while lower rank skills can be upgraded to 18 or 20. The cooldown of skills lowers from level 1 to 9 (at 9 you have the lowest cooldown), then at level 10 the cooldown is increased by a lot, gradually lowering as you reach 18. Level 18 represents the second lowest cooldown for skills, after 18, the cooldown increases again for 19 and 20. That’s why the best values are 9 or 18 (sometimes 15) and 20 on lowest rank skills. Of course, the level of skills also depends on the cast time of the skill. If your combo uses 3 skills, then (skill A cast time) + (skill B cast time) must be higher than (skill C cooldown). If the 2 skills are cast and the third has not cooled down yet, you will break the combo. Example: Blader combo: Blade Scud level 9 – Storm Grind level 9 – Lightning Slash level 9 In this combo, you will cast Blade Scud, then Storm Grind, then Completer. After completer is cast, you will notice that Blade Scud has not cooled down yet, but Storm grind has. You will then cast Storm Grind. At the end of SG, you will see the completer is not yet cooled down, but Blade Scud can be cast. Your combo will then translate to: Scud -> SG -> Slash -> SG -> Scud -> SG -> Slash -> SG … etc If you try to upgrade Storm Grind to 18 for example, the cooldown will be too high for the skill to be ready so the combo will become: Scud -> SG -> Slash -> Combo Break (SG not cooled, Scud not cooled) Also, regarding skills, you should know that you lose A LOT of alz by purchasing - > downgrading -> deleting skills, so be sure to choose the ones you will use as your final combo, and do not buy intermediary skills, even if at the moment you seem to need them badly to level up faster. Remember: Strength of character comes from ranks and skill ranks in lower levels, you will not benefit from the newer skills that much, because you will lack the damaging gear needed to make them worth the effort. In other words: Do not rush into buying all skills as soon as they are unlocked. As a rule of thumb, invest money in Buffs before attacks, as you will keep those until the end. Example: If you reach Regular in magic as a Warrior, do not bother buying Lances, keep skilling with arrows. Example 2: If you reach Apprentice skill rank with Force Shielder, invest in his Crit Rate/ Crit Damage buff rather than all sword attacks. At apprentice ranks you will barely use them until level 30 then you will have to change them. Upgrades can only be of 2 types: PvP and PvE PvP Upgrades (HP, DefenseRate x 1, Defense x 2, Damage x 2) HP -> Defensive Sense -> Offensive Sense/Force Control (depends if you use magic or sword) -> Sixth Sense -> Impact Control/Force Ruling (depends if you use magic or sword) -> Damage Absorb.

PvE Upgrades (HP, DefenseRate x 2, Defense x 1, Damage x2) HP -> Reflex -> Offensive Sense/Force Control (depends if you use magic or sword) -> Sixth Sense -> Impact Control/Force Ruling (depends if you use magic or sword) -> Damage Absorb. Basically, the only difference that you make is: Change Reflex for Defensive Sense (32 Defense for ~500 defense rate). What I recommend: 1) If you are a melee class (sFS, FB, WA, etc) – Get the PVP upgrades as you can rely on vampiric items to recover HP 2) If you are a ranged class (mFS, WI, FA, etc) – Get the PvE upgrades as you will have lower HP than melee chars so you need to be missed more. To showcase the difference in defense and defense rate: What would you choose? Be hit once in 10 hits for 1000 damage (due to high defense rate) or would you rather be hit 4 times for 600 damage (due to higher defense)? Overall, you lose 1000 HP as defense rate build and 2400 HP as defense build.

IV. Making money There are only 2 ways of making money in Cabal (in a legit way) despite what people say: 1) Working for your money (explained below) 2) Reselling items As I personally find resellers disgusting, I will not even take it into consideration. I’ve never resold anything and still haven’t had problems with alz. Working for the money This is not as hard as it seems. If you followed my steps until now, you should have a small amount of alz, received as reward from the quests you’ve done so far. The game itself will provide enough alz for you to buy almost all upgrades and needed skills (this does not include useless skills that you might want to purchase and delete later). Spend your alz wisely, or you might find yourself wasting days recovering from the bad investment. Most alz is spent on unneeded items, intermediary ones, so you need to jump in hops: from adepts to mid game and end game. You must keep in mind that frequent changes in gear will result in your pockets hurting . You have to make sure that what you buy is what you need in order to spend the least amount of alz on items that you will sell later for lower alz. What I usually do is use Adepts (shadowsteel/aramid upgraded to +5/+6) until level 100; then I skill grind for alz and to become dual transcender. This helps in gathering a bit of alz from quests, as well as strengthening your character to the maximum. After you reach double transcender, you should focus on buying +2 crafts (medium quality crafts) instead of end-game items. Use the medium crafts to progress in level until you find the higher quality items. For example: I never get 7amp crafts because they are too expensive for a low leveler. You should not rush into buying 3amp crafts either, as you will find it a waste of time. That’s why I always go for 5% amp crafts, as a reasonable balance between price/effectiveness. As I said earlier, the alz gained from quests will help you purchase all upgrades and strictly needed skills, so where do you get the rest of the alz? If you followed my steps, you will be focusing on skilling in adepts (which are easy to upgrade to +5/+6 by using Upgrade Core Low which are cheap). This in turn means that you do not need anything else that drops from mobs, since you are using the adepts 100% of the time. This can lead to a serious profit as high level players make good use of items that drop in lower maps, while they themselves do not have the time to collect those low-level items. Selling Upgrade Core Mediums/High, selling Titaniums slotted (for the ones that desire to craft), selling discs and shapes, NPC’ing titaniums and osmiums are also a very very profitable path towards getting rich. Many ignore the drops seeing as 10.000 per titanium piece is not worth the effort, but seeing as titanium drops 10 times more often than osmium, you gather alz twice as fast as spending time in Undead Ground for example. You can usually

gather 1.000.000 alz in 15 - 20 minutes max (only by NPCing titanium dropped). In 3 hours of playing a day, which I find regular, not no-lifer behavior, you can gather around 9 – 10 millions, only by NPCing the drops. Add possible Upgrade Cores and materials that drop from monsters and you have a good idea of how to begin gathering the money. The problem with resellers and people that do dungeons to sell items is that at one point, people will go poor, because nobody bothers to gather the main resource in the game which is the alz. This can only lead to one thing: prices dropping heavily due to lack of alz, because everyone is trying to sell items for alz, alz which is not produced by anyone else. Someone has to step up and produce the main resource in the game; otherwise you will keep lowering prices in Auction House until someone decides to purchase your item for 300% lower price.

V. Developing Honor Not that much to say about Honor. You can easily reach class 7 by doing Plates of Honor (in case you cannot connect to Tierra Gloriosa, or you do not have a purchased gear to sustain the war). I usually get honor class 6 with all classes by doing Plates of Honor while dressed in adepts, then purchase medium crafts with the alz I gathered (as stated above) and then join TG for raising honor past 6 (when you can equip Bracelets of Fighter/Sage +2, the starting point of good damage). If you wish to go past Class 8, you have no other option but to keep exchanging WEXP for Honor and doing Tower of the Dead: B2F dungeons. Each 100 WEXP will give around 10-15% of the Honor Rank (depends on level of Honor). Basically, with 7 Wars or so (at class 6 through 8) you can level up. In less than a week you can rank up the honor twice.

VI. Small example of fresh start. I will explain what I would do if I would have to start from 0 again, so as to give you a small guideline on how you should distribute your time: 1) Level up to 40 by doing quests, purchase HP upgrade and defense/defense rate upgrade (depends on class – as described in step “III.Skills and Upgrades”) and equip full adept set depending on the rank I reach and stats obtained. 2) With the adept gear on, continue leveling to 65, making sure that the skill ranks are maxed out for the 10 level cap. (for example : in order to be master, you have to reach level 60, this would mean that by level 60, I will always be A.Expert/A.Expert maxed out, ready to level up to 60 and continue skilling). Note: If you do not max out the skilling for those 10 levels before new rank is available, you will find yourself leveling up too fast and needing better gear to survive (which will make you lose money). If on the other hand you spend time and rank up your skill to the max, you will have alz also (from selling stuff) as well as skills. At this point (around level 5060 you should have 3 upgrades available – purchase HP, Damage (Magic or Attack) and Defense/Defense Rate (depending on class – melee get Defense, ranged get Defense Rate) 3) At level 65, power level in LiD to 70, then spend time in Fort Ruina, NPCing Titaniums +x, selling Slotted Titaniums to crafters, selling whatever else drops that I do not need (cores, potions, basic craft materials, shapes, discs). After reaching 70, I skill grind to Dual A.Master. At this point you will have 4 Upgrade slots. Do not purchase the 4th Upgrade, leave the slot empty. 4) After Dual A.Master, power level in LiD + Ruina Station to 80. 5) Go back to Fort Ruina and raise the skill level to Dual G.Master, see step 3 for more details on what to do to gain alz while skilling. Also purchase the improved versions of the upgrades you bought at Apprentice and make sure to have the old ones up-to-date. This means that if you have a melee class, you should have HP / 2 Defense Upgrades / 2 Damage Upgrades. At this point you have a maximum of 5 Upgrades. 6) After maxing out the skill (until the bars turn red) go back to leveling in Undead Ground + Ruina Station up to level 90. 7) Go back to Fort Ruina and Undead Ground Entrance and gather alz and take your time to skill grind to Dual Completer.

8) Go level up in Undead Ground or Ruina Station (you can use osmiums that you dropped in UG in order to save some money and deal more damage by using Titanium +3 weapons) and reach level 100. 9) Go back to Fort Ruina and Undead Ground and gather lots of alz and do all the quests. At Transcender you unlock a 6th slot for upgrades. At this point, you should purchase Sixth Sense if you are a melee class (to boost the defense rate) or Damage Absorb if you are a ranged class (which means you had chosen 2 defense rate upgrades so far). 10) Now we have a level 100 character, double transcender, honor 3. At this point, you already have every skill open that you need in order to level up properly. From now on, I usually skill from comboing while leveling up, as the only thing that you can unlock is short duration buffs which are good for dungeons/PVP/bosses only. From now until 170 you have more than enough time to skill up without the use of adept gear. 11) Now it’s time to handle the Honor. Take the time to make Plates of Honor (you can use adept gear if you want while doing Plates and also skill up some more, or you can use drop sets for more/better drops) or visit TG with the damage gear, if you got enough money to purchase a medium quality one. 12) After level 8 honor is achieved, you can continue leveling up past 125 in Mutant forest, and past 140. 13) From here on, you can go many ways. You can keep farming items to craft or gather alz, you can power level to 170, you can do bosses, you can do dungeons, the game is open to you.

VII. Game Mechanics Vampiric Gear You have one HP point limit per level. This means that at level 4 you will have a natural 4HP stolen per hit, at 120, a natural of 12HP stolen per hit. EX: Your level / 10 = maximum HP stolen (without items influencing) Now, in order to exceed the normal HP gain, I need to equip items with +HP stolen per hit. The amount of life leeched is based on the damage dealt and the amount of % HP stolen per hit from items. If I deal 2000 damage, I will be able to leech 200HP, but my base limit is 12, since I am level 120. The difference up to 200 (this means 200 – 12 = 188), must be gained from +HP Stolen per hit items, in order for me to reach maximum leech efficiency. This means that in order to have the maximum amount of life leech for your level you need to follow these steps: Look at your damage from one mob and note it down. Divide it by the amount of PERCENTAGE of life leech you are wearing. Note the result down. Take your character level and divide it by 10. In order to leech 100% of the Damage dealt the amount of +HP Stolen per hit that you should equip must be: (Character Damage / x% of life leech from items) - (Char Level / 10) = +HP Stolen per hit Example: At level 143, you have a 14HP stolen per hit by default. Your damage is 1000 let’s say. Due to the 2 x 5% life leech rings you have, you can get back a value of 100HP (10% of the total damage dealt). But you don’t. This means you have to equip: (Character Damage / x% of life leech from items) – (Char Level / 10) = = +HP Stolen per hit ( 1000 / 0.1 )–( 143 / 10) = 100 – 14 = 86. This means you have to use +86HP stolen per hit in order to leech at 100% efficiency from the total damage that you deal. The problem here is simple. It all comes down to number of mobs you hit. That’s because in the above example, you could leech 100HP out of each surrounding mob. If you for example fight 1 vs 1, you might want to adapt it a bit. The higher % you wear, the less +HP needed, but then again the less damage you inflict (because you take off Rings of Luck for 5% HP stolen ones). The more damage you deal, the less % needed. Let’s check the case for a 3% life stolen per hit situation. When wearing 3% life stolen per hit, you need the following +HP Stolen per hit quantity:

(Character Damage / x% of life leech from items) – (Char Level / 10) = = +HP Stolen per hit ( 3000 / 0.03 )–( 143 / 10) = 90 – 14 = 76 As you can see, the values are almost the same, whether you use 3% and 3000damage or 10% and 1000 damage. Of course, having higher damage and a bit of life leech is better as it allows you to level up faster. My personal choice is a 3% life leech Mystic/Terragrace/Shineguard glove and Vampiric Earrings + Amulet. This allows you to wear 2 bracelets of fighter/sage +4 (which are cheaper than 7% amp gloves, in case you wanted to use extortion and amp gloves). *note* - I also had a White Vampiric Board with 2% / +20 and I must say it really helps a lot, much more than an RW3 (at least in PvE). New Drop Set Values 1Slot Drop Stuff +0 Craft Low (real +0) = +40% +0 Craft High (real +1) = +60% +2 Craft = +80% +3 Craft = +100% Craft Drop Low = +120% Craft Drop High = +140% Enchanted = +20% Extended Enchanted = +80% 2Slot Drop Stuff +0 Craft Low (real +0) = +50% +0 Craft High (real +1) = +100% +2 Craft = +150% +3 Craft = +200% Craft Drop Low = +250% Craft Drop High = +300% Enchanted = +150% Extended Enchanted = +300% Rings Ring of Seven Coins = Alz Amount +10% Ring of Seven Coins +1 = Alz Amount +20% Ring of Seven Coins +2 = Alz Amount +10% * 1Slot +20% Ring of Seven Coins +3 = Alz Amount +20% * 1Slot +40% Ring of Seven Coins +4 = Alz Amount +20% * 1Slot +60% Ring of Seven Coins +5 = Alz Amount +30% * 1Slot +20% * 2Slot +150% Ring of Seven Coins +6 = Alz Amount +40% * 1Slot +40% * 2Slot +200% Ring of Seven Coins +7 = Alz Amount +50% * 1Slot +60% * 2Slot +250% Amulets Amulet of Seven Coins = Alz Amount +20% Amulet of Seven Coins +1 = Alz Amount +40% Amulet of Seven Coins +2 = Alz Amount +20% * 1Slot +20% Amulet of Seven Coins +3 = Alz Amount +40% * 1Slot +40% Amulet of Seven Coins +4 = Alz Amount +40% * 1Slot +60% Amulet of Seven Coins +5 = Alz Amount +60% * 1Slot +20% * 2Slot +300% Amulet of Seven Coins +6 = Alz Amount +80% * 1Slot +40% * 2Slot +400%

Amulet of Seven Coins +7 = Alz Amount +100% * 1Slot +60% * 2Slot +500% Bracelets and Earrings Bracelets / Earrings = Alz Amount +10% Bracelets / Earrings +1 = Alz Amount +15% Bracelets / Earrings +2 = Alz Amount +20% * 2Slot +100% Bracelets / Earrings +3 = Alz Amount +25% * 2Slot +150% Bracelets / Earrings +4 = Alz Amount +30% * 2Slot +250% Amp and Crit Explained I’ve seen many discussions about this subject, but the answer is simple. You need both in an equal manner. Now let me explain why: When you select a skill, your attack/magic automatically changes its value (in the brackets). Now let’s assume you have 0 crit dmg and 0 amp, and 1000 attack. The mob you are hitting has 1200 defense. With the help of additional attack from the skill, you might reach 1800 attack. That’s a 600 point differential. When you want to go full crit build, you have to remember the attack and defense values. The higher the difference between your attack and the mob’s defense, the less damage you will inflict, as the crit mod is applied to the differential and not the initial damage (the damage unaffected by the reduction of armor of the mob). So when you fight Zigdris with full crit titanium gear, you might hit a 4k crit, because his defense is lower. Take the same gear to Pluma and you will barely reach 600 per crit because titanium offers low attack and Pluma has huge defense. Always keep in mind the difference between your attack and the mob defense. The mobs in PF usually require osm class weapons or mithril class weapons to dish out decent damage. You could do with Titanium also, but you will notice it’s a bit harder. On the other hand, we have the amp build. Amp is really easy to guess, it just adds more attack/magic to your attacks, for example having 30% amp would result in a simulation of 1300 attack in the upper example. People use full amp gear in order to break through high levels of attack. Let’s say you’re PvPing a warrior or FS which you know has 1000+ defense. Would you go for phery +7 7rate/40 damage or would you go for 7amp Mithril? My suggestion is: Try to keep both as high as possible, both crit damage and amp. If you are fighting in PF 100% of the time, get some high attack values, in order to break the defense of mobs. If you spend your time in MF or LS hunting bosses, you could do with titanium weapon class, but don’t expect miracles. Low Attack + Low defense mobs = you need mass crit damage Low Attack + High defense mobs = you need lots of amp to compensate the loss of attack/magic

VIII. Developing a guild Well, I never thought I’d say this, but in order to develop a guild, you need to have trustful people. This means close friends, not some random people recruited via in-game shouts. You need to share the same goals; you need to have the same will and determination but most of all, you need to be friends with one-another. The way I see it, a guild consists of many segments, and I will list a few: - GuildMaster - Crafters - Dungeon hunters - Boss hunters - Grinders You noticed I listed the GuildMaster as being a segment on its own. Now it’s time to explain the above groups: GuildMaster The GuildMaster is one of the hardest positions to take. People will look up to you as their coordinator (not superior as some might speculate) and this means you have to have a good game knowledge in order to be successful. Nobody

wants a retarded GuildMaster to guide him around. Also, the GuildMaster must be the one to provide the guild with a place where they can hang out (a.k.a Forum), must keep updated lists of guild member needs, progress, must be able to analyze their input and decide what is to be done next in a guild, etc. He is also in charge of adding new people to the guild, and sacrificing most of his time to take good care of the guild and see it develop into a strong group of friends. Crafters The crafters … a touchy subject; in my opinion it’s a must that nobody in the guild crafts. This will only lead to disagreements and fights, as to who is supposed to craft and why is X keeping shapes for himself instead of giving them to Y. The best idea in my opinion is that the GuildMaster creates 5 characters on a secondary accounts, and helped by one or two assistants, he levels them up to 50 (this includes buffing all the time, from a WI/FA, not account sharing as you might have thought). If you want to use account sharing, set the password to 123456 or something easy, share it with 1 or 2 trustful friends that are the Guild’s second-in-command and after all 5 chars reach level 50, change it to something hard to guess. This way, the GuildMaster is the only person to know the crafter account. If he has trust in someone else in guild, he can at any time share the password with the assistant, so that if he can’t log on it, the other one can. Crafting materials should be gathered on that account, and crafting should take place one a week, under the influence of blessing beads plus (1 hour or 2 hour versions). This will help you gain the most out of the % bonus. Also keep in mind, having premium on the crafter account helps A LOT, as you can store 4 pages of items, as well as warp, receive bonuses in leveling faster and of course 25% more craft exp. Dungeon Hunters The dungeon hunters are basically a group of around 10 people that constantly spam dungeons. Be it solo version (FT: B1F, ToD: B1F, VC) or party dungeons (Lost Island, FT: B2F, ToD: B2F), they will bring the drops to the guild, for internal use, or if nobody needs the drops, they can sell them, and provide more alz for the crafters. Boss Hunters This group is fairly easy to create. Just get 2 or 3 Wizards or characters with bikes and ask them to scan all channels for bosses. Focus on bosses that drop what you need, and of course bosses that are efficient to kill. In other words, if 4 players are online, around lvl 140, with decent gear, don’t go searching for Pluma  .. Resume to killing bosses that can be taken down fast, otherwise it’s not efficient. Grinders These are the players that I respect the most. I’ve seen some heavy grinders in my game-span, and I must say that it takes the most will in order to be 150+ and go back to FR or UG and grind the items that the guild mates need. Hands down to those that can do it, you are really special; I only want to add one thing to this : The game is not about Pontus Ferrum / FT: B2F after level 150/160 … Remember that even Ruina Station can drop end-game items. The grinders have to know at all times what the guildmates need (mostly the crafters). They will focus on areas that drop those items that the guild needs to progress. For Example: If crafters want to advance an orb crafter to Aqua for example, the grinders will focus on collecting Artifact Shapes level 3, Discs level 3 and last but not least, alz, in order to buy cheap ones that they find.

Special Thanks: I’d like to thank each and every one of you for reading this, I want to thank the old players for teaching me how to play the game, I want to thank the GMs for buying the license to the game and providing me months of addictive knowledge gain (yes, I love to analyze/learn games rather than power level). I also want to thank a special person, for staying by my side all this time and helping me develop a guild that will probably be remembered in Cabal for perseverance and performance (even though it started late). In the end, I wish to express my gratitude for allowing me to help you, this only gave me the possibility to learn more and more and become RatzaTM. I will keep reading the thread in which this Handybook is posted, in order to update it

with information, depending on requests. I would like to make a complete guide, but information is rushing through my head and don’t want to miss anything, so please make a small list of what you think this guidebook should contain. Regards, RatzaTM.