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en:starter_guide

Starter Guide

All commands in this guide are prefixed with: “::”. However, if the owner of the server you are on has decided to change it, you will have to take this change into account and replace the prefix: “::” with the one used on your server.

Character and Attributes

Before I do anything, I'd like to introduce you to your character. To be able to see what it looks like, you just have to place the order: ::info.

As you can see, you have several attributes. Every attributes can be used by skills in their formulas. Here is what each of the attributes corresponds to.

  • Strength (str) → Only used by skills.
  • Constitution (con) → Increases your health points by 10 for each point invested, reduce the wait time after a fight, boost physical defense.
  • Dexterity (dex) → Increases physical critical chances.
  • Charisma (cha) → Increases your chances of stunning your opponent with a melee attack, reduce the wait time after a arena fight, boost magical critical evasion rate.
  • Will (will) → Makes you more resistant to stun hits, boost physical critical evasion rate.
  • Luck (luck) → Increases your chances of finding items.
  • Wisdom (wis) → Increases the experience you gain when fighting, boost magical defense, inscreases your mana points by 2 for each point invested.
  • Perception (per) → Increases your chances of not being attacked by a monster other than the one you want to fight, boost magical and physical critical evasion rate.
  • Intellect (int) → Increase Magical Critical Rate, boost exp for craft/collect, boost collect chances.
  • Armor → Boost magical and physical defense.

As you can see, the word in brackets corresponds to the word to use when you want to increase one of the statistics (except for armor, which cannot be increased). When you start the game, you have 5 points that you must absolutely distribute! If you don't, you may never be able to beat even one monster (you get 5 new points for each level).

To be able to distribute your 5 points, you just have to use the following command: ::up <att> <nbr>, att corresponding to the word in brackets and nbr representing the number of points to be allocated.

As a beginner, you can distribute the attributes in a balanced way between:

For Warriors: Force and the Constitution (50/50). For Rogue/Archer: Dexterity and the Constitution (50/50). For Mage: Intellect and the Constitution (50/50).

You may also want to invest some points in Wisdom to be able to cast some skills. More informations about “Talents and Skills” in the next chapter.

Be aware that if you make a mistake you can reset your attributes with the command : ::reset. Please note that this reset is only free of charge up to level 3 (included).

Talents and Skills

Your character has talents and skills. As your character evolves, you must invest your points in talents to unlock skills and become stronger.

To display unlockable talents, and unlocked skills, use the “::talents” command.

To display the information of a talent, use the command “::talentshow <id>”. If the talent can be unlocked you can use the emoji to unlock it. You can also use the command “::talentup <id>”.

To display the information of a skill use the command “::skillshow <id>”. /!\ Be aware that the cost in mana increases with the levels. /!\

Once you have taken a talent and unlocked a skill you must equip it. You can do this by using the command “::buildadd <id>”.

To see your skill bar, use the “::buildshow” command. A maximum of 5 skills can be addded to your skill bar.

When you are in a fight, the skills will be used in the order in which they are in your skill bar. If a skill cannot be used, then the first skill that can be used in the bar will be used (It is therefore recommended that you put a skill that can be used all the time in the first slot).

Be aware that if you make a mistake you can reset your talents with the command : ::resettalents. Please note that this reset is only free of charge up to level 3 (included).

As a beginner I advise you to use the following talents:

For Warriors:

  • 1,2,3,4,5,6,7,8,10,11,12,13,14,15,16,18,19,20,21,22,54,55 (Not in order)
  • Balance between Str/Con OR Full Str if your equipment have constitution
  • Skills: 1, 32

For Archers:

  • 44,45,46,47,48,52,53,54,55,56,57,58,59,61,62,63,1,2,13,14,18,21,22 (More or less in order use ::talentsimport)
  • Balance between Dex/Con OR Full Dex if your equipment have constitution
  • Skills: 2, 16, (One of the arrow 8,9,11 or 33)

Fights and Areas

The zone system is quite simple. When you start the game, you are in a forest full of monsters. Of course, your first reflex is to want to destroy everything. I want you to know, I agree! The first thing to do is to see what's around here. To do this, simply use the command : ::area.

This command allows you to obtain information about the area in which you are located. As you can see, there is a lot of important information. The first and not the least is the list of monsters in the area. As you can see from the example, here we have 4 groups of monsters ready to break free. Monsters can have either a fixed level (in this case you will only see one number on the level side) or a modular level (in this case you will see two numbers with a dash separating them). If you are level 1, the monsters you have to attack must be level 1 (unless you want to die).

To start your first fight it's very simple, you just have to use the command: fight <id>, id corresponding to the identifier of the monster you want to fight.

However, you should know that this is where your perception will come into play. If you have 0 points in perception, about 67% chance of not being attacked by a monster other than the one you have chosen. Which means it's not impossible, that despite all your efforts, a stronger monster will attack you.

As you can see, the fight is automatic. You will know very quickly if your enemies are strong or not. You can see that to the left of the name is a word in English. This determines the power of the monster.

There are 4 types of monsters in terms of power. These types are:

  • (Weakest)
  • (Strongest)

Be aware that you have a one-in-four chance of coming across a particular type of power.

Once the fight is over, if you are not dead (death has no impact), you obviously gain experience and gold, but you also have a chance to find one or more objects. Let's take a look at the inventory and equipment system.

Inventory and Equipments

Now that you have an item, you can inspect it to see if it is suitable for you. You must first access your inventory to get some information. To do this use the command: ::inv <page?>, page being the page number (This number is optional, if you do not put the page number, the page number one will automatically be displayed).

Here several information is important.

  1. The first is the id (Identifier), it is thanks to it that you will be able to display and equip an object.
  2. The second is its rarity, in fact there are several types of rarity (from the least good to the best):
    • Common
    • Rare
    • Superior
    • Epic
    • Legendary
    • Mythical
  3. The third is power, the more useful an item is in combat, the greater the number. It is a quick and effective way to find out if what you have obtained is a good or bad object. However, nothing beats a manual check.

Precisely to be able to have more precise information about the object, you can use the command: ::item <id>, id being the object's identifier. (inventory identifier)

As you can see, you have access to the attributes of the object using this command. It is in the form of [Number → Number], in fact it corresponds to[Object Statistics → What you win or lose] If the number to the right of the arrow is positive (or equal to zero) you earn points. If the number is negative (ex:[40 → -53]) it means that you lose points.

Two reactions are embedded in the message:

  • The first is a shortcut to sell the item (Note that you must be in town to be able to sell your items)
  • The second one allows you to favor your item so that it cannot be sold. You can also add a favorite object manually using the command: ::itemfav <id>, you can also remove an item from your favorites with the command: ::itemunfav <id>.
  • The third one (A shield) allows to equip the item (You can also equip it by using the command ::equip <id>)

Now that you know how to fight and you win things. Perhaps it will be time to travel?

Regions, Travel

After you've fought a hundred monsters, it's time to travel. Either because you want to go to an area with even more powerful monsters, or because you need a little rest to sell your items.

First thing to do is to access the map of the region in which you are. To do this, simply do the following: ::region OR ::areas

This map of the region gives you a lot of information. First you have a list containing the list of areas that are located in this region. As you can see there are three types of zones that are:

  • Cities, which allow you to sell your property.
  • Wilderness Areas (The starting area is a wilderness area)
  • Dungeons

Inside Region Travel

Of course, what you're interested in is going to the city. Nothing could be easier: ::travel <id>, id corresponding to the number to the left of the zones.

Once you are in town you can sell your items using the command : ::sell <id>, where id is the identifier of the object in the inventory. If you don't want to sell your items one by one you can use the command: :::sellall, which will sell all items in your inventory (except items marked as favorites)

Outdoor travel

You may have noticed the “Connected Regions”. The world is not limited to the few areas you see, there are many others! Once level 20, if you want to continue your trip, you just have to travel to a new region. To do this, simply use: ::travelregion <id>, the id corresponding to the number on the left of the connected regions.

en/starter_guide.txt · Last modified: 2021/01/20 20:16 by admin