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Guides and manuals / Get A Pet
« Last post by Dev-Destiny on December 12, 2023, 10:23:31 pm »
Get A Pet

Description: To receive a pet, you must earn approval from the Pet Manager. Meet Pet Manager Martin in the Village of Gludin, and he will tell you that you must have love and knowledge about animals in order to earn a pet. He first asks you to return to your hometown and eliminate all animal killers.



Quest Guide

1. To start off, speak to Pet Manager Martin in Gludin village.


2. He will ask you to go to your hometown and collect Bloody Fangs. You must collect 50 of them.

3. The animals to hunt are:

  • Human - giant spiders,talon spiders and blader spiders.




  • Orc - kasha spiders, kasha fang spiders, and kasha blade spiders.


  • Dwarf - hunter tarantulas and plunder tarantulas.


  • Elf - crimson spiders, hook spiders, and the pincer spiders.


  • Dark Elf - lesser dark horrors, dark horrors, and prowlers.




  • Kamael - Crimson Spider


4. When you collect 50 fangs, return to Martin in Gludin.

5. He will send you to speak to:

  • Gatekeeper Bella in Gludio

  • Guard Metty in Dion

  • Accessory Jeweler Ellie in Giran


6. Return to Martin in Gludin and he will give you a test. It is a 10 question test based on what the people told you.

The questions are below, with the CORRECT answer beneath them.

Q: What is the best way to train you pet? Or What should you do to make a pet grow faster?
A: pre-CT1.5: Tell you pet to hit monsters multiple times.
A: CT1.5: Tell your pets hit first.
A: Gracia Epilogue ++: When taking down a monster, have the pet's company

Q: Which of the following do not describe the life of a wolf?
A: A pregnant wolf makes its home in a wide open place to have its babies.

Q: The wolf is a meat-eating mammal of the canine family. Which animal among the following is not a meat-eating mammal of the canine family?
A: Black Wolf
A: Gracia Epilogue ++: None of the above

Q: What is the normal life span of a wolf in captivity?
A: 12-15 years

Q: How far (in kilometers) can a wolf's smell reach?
A: 2.4 Km

Q: How is a wolf's tail normally positioned?
A: It's tail is always pointing straight down

Q: The following connections are made between the wolves and their habitats. Which is not correct?
A: None of the above
A: Gracia Epilogue ++: Orc - Black Wolf

Q: Pets are very useful to their owners. Which of the following is not an appropriate use of a pet?
A: Can be sent to the village to buy items

Q: When a pet is killed it may be resurrected within a certain amount of time. What is the maximum delay allowed before resurrection becomes impossible?
A: 20 minutes

Q: The pet Shall disappear forever if you can not resurrect it within a Certain amount of time. What is the maximum amount of time to resurrect a pet?
(question in H5 can be too: Will pet desappear unless resurected after death?If so what is the time avaliable in which to resurects pets?

A: pre Gracia 20 minutes.
A: Gracia Epilogue 24 Hours
A: H5 it will not disappear

Q: Which is not a proper description of the breeding of wolves?
A: Pregnancy is 9 months

Q: Which of the following is NOT part of the wolf's diet?
A: None of the above

Q: Which one among The Following does a wolf not eat?
A: None of the above.

Q: What kind of wolf leads the rest when hunting in a pack?
A: Male

Q: Which of the following is the correct description of a wolf?
A: A grown wolf is still not as heavy as a full-grown male adult human.

Q: What are the oldest and most primitive type of wolves found in Aden?
A: Dire Wolf

Q: The owner can use its pet for many different purposes. Which one of the Following is NOT the purpose of a pet use?
A: Send someone to buy items from the village.

7. If you answer all correctly, you will receive a pet collar in you inventory which you can use by double clicking on it.

Congratulations! You have a wolf !!
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Guides and manuals / Path of the Hellbound - Quest
« Last post by Dev-Destiny on December 12, 2023, 02:32:30 pm »
Path of the Hellbound  - Quest

Level 78+ / Gludio (Wastelands)
(One-time quest.)

Warp to Gludin, and then the Wastelands. Turn North and run through the big stone archway. Continue running North out past the Monster Eyes, Baselisks, and finally some Skeletons. You'll see two large stone columns. Casian is in between them.

Casian will send you to a woman named Galate. She's in the center of Heine, down the stairs from the Gatekeeper. She's standing next to the Hellbound Warpgate.


She sends you back to Casian. Go talk to Casian again and he will give you Casian's Blue Crystal.

Go visit Galate again. Show her the Crystal, and she then grants you permanent access to Hellbound. Simply talk to the Warpgate to enter.


Note ; There is also a warpgate at the Gludin->Wastelands warp.


For any questions about the quest, send me a Personal Message (PM).
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Guides and manuals / Clan Reputation Points
« Last post by Dev-Destiny on December 12, 2023, 02:25:58 pm »
Clan Reputation Points
------------------------------------------------------------------------------------------------
When a clan reaches level 5 or more, the clan may accumulate clan reputation points which are earned through various clan activities.

The world clan ranking based on the clan reputation score may be viewed in the Adventurer's Guide Book.

The reputation score increases in the following cases:

* A clan academy member completes a 2nd class transfer

* When a clan conquers a castle during a siege, 100 points are deducted from the defending clan's reputation score. If the defending clan has zero points, the new owner does not receive points. If the defending side is an NPC, 1000 points are added to the victorious clan's score

* Your clan holds or defends a castle in a siege (only the clan that owns the defended castle/clan hall earns points)

* Your clan acquires a siege-enabled clan hall (the reputation score increases more when taking over a clan hall owned by another clan)

* A clan member takes first place in the Festival of Darkness (the reputation points are distributed in proportion to the number of clan members among the highest-ranking party members)

* Each time a clan member becomes a Hero

* A clan quest is completed

* By killing an enemy (over level 4) in a clan war under the condition of mutual war declaration or siege; however, when the other side?s reputation score is 0 or below, your clan cannot acquire any reputation points from them


The reputation score decreases in the following cases:

* A clan-owned castle or siege-enabled hall is taken over (when a clan?s reputation score is in the negative (-), the score may still be decreased)

* A clan?s level is upgraded

* A clan skill is learned

* Item(s) are purchased using a clan's reputation score

* A clan member is killed by an enemy in a clan war (under the condition of mutual war declaration) or siege; however, when the opposing side?s reputation score is 0 or below, your clan?s reputation score does not decrease).
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Guides and manuals / MIMIR'S ELIXIR
« Last post by Dev-Destiny on December 12, 2023, 02:24:40 pm »
This is the quest someone has to complete in order to add a subclass.

First, to take this quest u have to be 75 lvl and to already have taken supplier of reagents quest.

Items u will need: 100 moonstone, 10 volcanic ash and 2 quicksilver.

- Go to IV (ivory tower) at 3rd floor and talk to magister Ladd.
- He will ask u some pure silver
- Now go to the basement floor area to mixing urn and use these formulas to make pure silver. (10 moonstone+1 volcano ash= 1 moondust / 10 moondust+1 quicksilver=1 lunargent / 1 lunargent+1 quicksilver=1 puresilver) In order to make these set temperature at 1 degree
- Now tke pure silver at Ladd. He will ask u some true gold
- Talk to magister Joan at 2nd floor. She will sent u at Filed of Silence to hunt Chimera Piece to get 1 stone of wisdom.
- When u get it go back to magister Joan and get the true gold
-Now talk again to Ladd.He will tell u to go Anthara's Lair and hunt Bloody Guardians to get Blood Fire(these are just after Kariks and they drop at the person that does last hit..Be careful cause when u hit one 2 more mobs attack u. )
-Visit Ladd again he will tell u to combine these.
-Go underground again at mixing urn and put first the pure silver then the true gold and set temperature at 3. Blood fire is combined automatically.
-Now u have mimir's elixir(Dont try use it it bugs the quest)
-Visit Ladd and u will be able to add a subclass

Congratulations..!!
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Guides and manuals / FULL KAMALOKA GUIDE
« Last post by Dev-Destiny on December 12, 2023, 02:19:52 pm »
GENERAL RULES FOR KAMALOKA

- The kamaloka is available once per day, but it's not based on when you last did it, but rather on a set time (resets for everyone at 6:30am CST).
- You need a group of 2-5 people to do a normal Kamaloka, or up to 9 ppl to do the special kamalokas (more on those later)
- These bosses are not raidbosses, they can be bled, stunned, rooted, etc. Also they do very very little damage (alot like a normal mob) and can be killed without much trouble in most cases and the amount of xp from them is almost equivalent to a raidboss
- You must be within 5 lvl's of the Kamaloka to port in
- To enter, the party leader talks to the Instance guard located in town and ports you in (sorta like you'd enter a rift)
- In the kamaloka, you can't bring in outisde buffs except for the noobie buffs if your of that lvl. So, if you want any buffs inside, bring along a buffer.
- Kamaloka's have a 30minute time limit, and if you fail to kill the boss you can try again after your ported out, although he'll also be restarted at full hp.



LEVELS OF KAMALOKA


- Captain Bathis (Town of Gludio): Level 23, 26, 29
- Captain Lucas (Town of Dion): Level 33, 36, 39
- Captain Gosta (Heine): Level 43, 46, 49
- Captain Mouen (Town of Oren): Level 53, 56, 59
- Captain Vishotsky (Town of Schuttgart) Level 63, 66, 69
- Captain Mathias (Town of Rune): Level 73, 78, 81

NOTE: The above kamaloka are solo Raid Bosses except Labyrinth of the Abyss instances with levels 29/39/49/59/69/78/81 with mobs and 2 RBs (1st for xp and 2nd for drops), for which info are last

LVL 23
Appearance: Bugbear
Special Skills: AOE Stun
Minions: None
Strategy: Just attack, very easy to 2-man melee should be able to duo it. It does pathetic damage to you, and is only annoying for the aoe stuns.
LVL 26
Appearance: Ol Mahum
Special Skills: AOE hit (don't keep your baby pet nearby)
Minions: One, another melee minion to back him up. He'll only summon the 1 minion though so you can kill it to have him resummon later
Strategy: Very easy to 2-man provided both players can wear heavy--otherwise use three players. Have lowest DPS tank hit the minion to take aggro, then just ignore it until the fight is over.
LVL 33
Appearance: Undead Bear
Special Skills: Stationary AOE Smash (x5), Rsk. Haste
Minions: None
Strategy: Another easy boss, he will periodically run to one player and sit his [censored] down to smash the ground dealing AOE damage around him. Simply run away until he finishes doing this (5 times). Also, at 10% health, he kicks on haste so his attacks become alot faster.
LVL 36
Appearance: Floating Eye
Special Skills: Aura Flare, Drain Health
Minions: Unlimited
Strategy: The boss and his minion will use both magic and physical attacks often so ensure you have a good set of jewelery. He will periodically summon an eye to assist him but unlike other kamaloka bosses, he will summon more and more despite already having an active one.
Whenever he spawns a minion, kill it--Otherwise you may end up with 5 pelting at you.. and you will die. Even with Top D jewelery, his life drain will crit often for 400-900 damage so make sure you keep your HP above 50%.
Tank use a polearm for this boss to hit both the boss and the minion at the same time.
LVL 43
Appearance: Mutant Stakato
Special Skills: Nothing notable
Minions: One, healer
Strategy: When his HP dips below 50%, he will summon a healer which heals him for quite a bit. This boss is extremely difficult and you will probably not be able to 2-man this one. After you kill his healer, he will spawn another one right away. I recommend sleeping the minion constantly so that it is not healing him and you are not wasting DPS (because he will spawn another after it dies anyways).
LVL 46
Appearance: Dragon
Special Skills: Soul Confine
Minions: None
Strategy: This boss is easy to 2-man provided that both players provide adequate DPS. This boss will periodically use Soul Confine on one player (Lasts roughly 10 seconds) which is similar to paralysis--except you cannot receive damage while confined. He also uses an AOE water-element skill, but it does not do a lot of damage unless you are not wearing jewelery.
LVL 53
Appearance: Demon
Special Skills: Disarm, Sonic Blaster
Minions: Suicide Bomb
Strategy: This boss can also be 2-man'ed quite easily provided both players provide adequate DPS. He will periodically disarm your highest DPS'er and use Sonic Blaster on the caster. Don't forget to re-equip your weapon!
He will also periodically summon a minion which flies to a player (usually the caster, but I've seen the melee DD take it) and explodes. A critical can do 2600 damage, even using a +3 BO set, otherwise it will normally do 200-500. Keep your HP near full because of this--you don't want to risk getting crit and killed.
If you'd rather not tank the explosion, you can simply run away JUST before it explodes. If you run away too early, it will simply follow you until you stop.
LVL 56
Appearance: Undead Knight
Special Skills: None
Minions: Dark Panther (Unlimited)
Strategy: You'll need at least three players for this one. This boss does rather high DPS on his own and also periodically summons panthers (do not bother killing these). He will call out a players name and all panthers will attack that player. Have the target simply run around while others kill the boss and take turns running around as you are targetted by the panthers,till they switch to someone else.
LVL63
Appearance: Demon (like Falibati, half snake half woman)
Special Skills: No reports :/
Minions: One.
Strategy: It's a very easy Kamaloka, just kill the minion that will start to heal the main boss if you don't kill it quick.
LVL 66
Appearance: Angel Race Mob (like the Platinum Tribe)
Special Skills: AOE dmg, AOE  fear
Minions: One
Strategy: Also easy kamaloka, the minion helps the boss just kill it and concentrate on the boss
Drop possilities: Blue Wolf Boots Designs(14-263), Doom Boots Part(61-162), Blue Wolf Gloves Fabric(24-87), Doom Gloves Part(17-70), Blue Wolf Boots, Scroll: Enchant Armor A, Doom Gloves, Blue Wolf Gloves, Scroll: Enchant Weapon A, Boots of Doom
LVL 73
Appearance: Eye ball
Special Skills: Windshackle, Icebolt
Minions: Multiple
Strategy: Annoying kamaloka really, but not really hard. The minions eyeballs that have a REALLY annoying aoe petrification which lasts 2 seconds,it's quite a constant petrification too...multiple minions doing it all at different times...really...annoying...:/
LVL 76 - 81
(infos soon)


Kamalokas x9s are separate from the x3/x6 kamalokas...they can be completed right after you do a normal kamaloka grp...although i think the "once a day" rule still applies...
All the Kamalokas ending in '9' are special in that you can have 9 people enter them. Ive only tried the 39 and 49 version, but was no where close to completing them. These have 1 hour time limit, and 4 'rooms' each. The first room consists of some very very tough mobs, as does the 2nd room. The third room has a single kamaloka style boss and the 4th room has another boss with multiple minions. These kamaloka are no joke, most mobs in there will kill you in just a few hits. Even my 4x tank couldnt stand up to the 39 kamaloka, hp was dropping fast with UD on. From what ppl have said, the reward isnt much better than a normal kamaloka either, so I think these are only in game to present a serious challenge to players seeking to do the impossible. Unless you've got a seriously stacked full party, my advice is to avoid these types of kamaloka. (i will continue trying them though and report results)

Why should you go in this instance daily?
- Low lvl Kamaloka - at least for XP, enchants and armors/weapons (for crystals)
- High lvl Kamaloka - at least for XP, enchants but also for A grade weapons (lvl 69), A grade armors and jewels (lvl 73), S grade armors and weapons (lvl 78/81) with full drops drop chance between 2% to 6%.


We hope that we made you interested in this new hunting zone. Farm it daily to discover the good drops and gain XP/SP points.

We wish you good luck and have fun.
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Guides and manuals / Hellbound Guide- Stage 11
« Last post by Dev-Destiny on December 12, 2023, 01:48:26 pm »
Hellbound Stage 11 - Tully's Workshop

After having left the Tower of Infinitum and turning a few corners, you will reach a place similar to the way to the Pagans' Temple in Rune. Here you can find NPC Dorian. If you have finished the quest "Matra?s Curiosity", however, and brought the Dwarf his two blueprints, you can search out the NPC Deltuva near the Outer Gate of the Steel Citadel, who will port you directly to Dorian, so that you don't have to fight your way through the Base Tower and the Tower of Infinitum again. Dorian in turn teleports you into Tully?s Workshop. It is of great advantage to bring along a Spectral Dancer who has learned the lvl 77 skill "Dance of Shadows" (on that later more).

Tully's Workshop consists of eight floors where you have to find key monsters, trapdoors, and methods to unlock the next floor. Those trapdoors are actually traps in a Kamael sense. It is possible that a female Kamael might be able to use Detect Trap to find them easily, but that has not yet been confirmed.

First floor:
Each room has monsters who fight in groups. You can start the combat by using the stairway to move to the top or by choosing one of the rooms on the periphery to enter.

Master Zelos is the key monster on the first floor. After killing him, the trapdoor to floor two will be unlocked. This room does not have a door, so you?ll have to find the stairs (via a passageway in another room), climb on the wall and circle around along the periphery until you see the room with Master Zelos. Drop down into it and kill him.

Then, before you teleport up to the second floor, be sure that your Spectral Dancer has danced the Dance of Shadows. Both on the second and on the fourth floor you will be received by aggressive monsters and that Dance will make you invisible to them as long as you leave them alone.

Second Floor:
One possibility here is to hunt a little in each room, because one of the rooms has a hidden trapdoor that lets you move to floor three. Search in the corners. After teleporting to floor two, get out of the "reception room" and go in the one straight in front of you. Once in the room you go in the left corner and run into the wall - you should get ported to the next floor.

Actually there is no need to kill monsters. Just use the Dance of Shadows. If you really don't find the trapdoor, check the corners of each room.

Third Floor:
Master Festina will appear on the central platform, with many monsters around her. If you attack Master Festina, all of the monsters inside the room will react. Thus, the less dangerous way is to clear out the other monsters first.

This is a straightforward hard fight. When you are attacking the Boss instead of the minions, the latter will rush up, and if you are not taking out the minions fast enough, you are in trouble, as they respawn quickly. You should try to find a balance - kill a certain number of minions and then concentrate your attention on the Boss again. But you need to hit hard, with strong attacks; in the Steel Citadel, Elemental Attributes on both weapon and armor are very important.

After Master Festina dies, a trapdoor in the central platform where she spawned will be unlocked, which allows you to move to the next floor.

Fourth Floor:
Again there are two possibilities: hunt a bit in every room or use the Dance of Shadows. One of the rooms has a trapdoor (here you might even see it, labelled "Trapdoor") that leads to floor five. Search in the corners, like on floor two.

Fifth Floor:
Floor five is composed of a very narrow labyrinth you have to cross from the outside to the center. There are also pillar-shaped devices that can open doors in the labyrinth - they are called Tully?s Gatekeeper.


For any questions about the quest, send me a Personal Message (PM).
7
Guides and manuals / Hellbound Guide- Stage 10
« Last post by Dev-Destiny on December 12, 2023, 01:47:22 pm »
Hellbound Stage 10- Market Town

When you talk to a slave at the Inner Oasis and he tells you that he now can experience the feeling of Hellbound being liberated, this is the sign that stage 10 in the process of opening up Hellbound has been reached.

Now you are ready for the Market Town, a 30 minute instance for 2 or more persons of lvl 78 or above.

To enter the instance, talk to Kanaf on the southern edge of the town. He will deposit you in the southwestern corner of the town (the light purple rectangle in the map below).

Basically there are two kinds of activity you can pursue in the town. The first is killing monsters, the [Town Guards] stationed in groups of 5 or 6 at the strategic corners (as seen in the screenshot below), and the [Town Patrolmen] wandering around between the buildings. Both monsters are lvl 85 in CT 2.3 and lvl 81 in Gracia Plus.
If you are in a hurry to find the Steel Citadel Keymaster (see below), your Spectral Dancer may use the lvl 77 skill "Dance of Shadows", which will enable you to avoid the Town Guards. But the Town Patrolmen can see right through the Shadow effect. So be careful!


The second activity is rescuing Natives to increase the level of trust on your server. Talk to a Native Prisoner in one of the buildings marked with a green dot in the map above and click on the link that lets you disturb the magic that paralyzes him. He will thank you and warn you of the guards who will immediately come.

Equally important, however, is to find the lvl 85 (in Gracia Plus lvl 81) [Steel Citadel Keymaster]. He is at random hiding in one of the 5 buildings marked with a green dot in the map above, those where you can also find the Native Prisoners.

When you kill the Keymaster, he will drop with a certain probability a Key of the Evil Eye.

If luck should not be with you and the Keymaster didn't carry a Key, it is best to leave the town now with Party Recall and enter again via Kanaf.

When you have the Key, you can eliminate the lvl 86 [Torture Expert Amaskari] in the center of the town (the red dot on the map above). Be careful, he might set not only the nearby Town Guards but also the 10 [Tortured Natives] under his control on you. Don't kill them - this would reduce the level of trust on your server.


Apart from the skill "Invasion of Spirit", a Damage over Time that reduces your MP, Amaskari can also absorb the HP of the Tortured Natives. Those Natives have only 7015 HP and are relatively easy to kill, but, as mentioned before, this will reduce the level of trust on your server. Therefore it is better to ignore that healing effect.


As soon as Amaskari is dead, those poor traumatised guys will run away. Now fight your way to the northeastern end of town, where you will find a Moonlight Stele.
Insert the Key of the Evil Eye into the Stele, and after 5 minutes you will be teleported into the [Base Tower] of the Steel Citadel. During these 5 minutes keep an eye on any remaining monsters. As you can see on the map above, right behind you is a Town Guard checkpoint (the redish splotch).


Note: Since in Gracia Plus inflicted damage will be reduced when the target is 2 or more levels above the player (see [here]), the level of many monsters in Hellbound has been reduced. To compensate for that, several monsters have been given more skills. Amaskari, for example, will in Gracia Plus perceive players over a wide range and teleport in to harrass them while they are rescuing Natives or trying to kill the Steel Citadel Keymaster. Therefore in G+ it will be better to first eliminate Amaskari and only after that go on the search for the Keymaster.


Hellbound Stage 10 - Base Tower
1) Like the whole Steel Citadel, the Base Tower is a so-called "Restart Impossible Zone". In practical terms that means if you do not reconnect to the server within 10 minutes after you have been disconnected, your character will be teleported to the Oasis at the Enceinte and you have to start from the beginning again. The levels of the monsters in this walkthrough are the CT 2.3 values. In Gracia Plus the level of all monsters in the Steel Citadel will be lowered to 83. (Special thanks to Animus for the information!)

The first floor of the Base Tower is composed of wide halls and a labyrinth.

Anteroom:

The first player who comes in contact with one of the two lvl 85 aggressive Body Destroyer (the short guy half hidden behind the others) will receive a Death Sentence Curse - he or she will die within 30 seconds unless other players kill the Body Destroyer, who is good at close-distance single target physical attacks, in that time. A different, and more elegant, solution is to bring along a Cardinal who has learned the lvl 78 skill Cleanse. This also removes the Death Sentence.
The four lvl 85 Soul Dominators surrounding each Body Destroyer are passive and non-social with each other. Therefore we would recommend that you pick them off one by one as far as possible before you attack the Body Destroyer. To compensate for their level being lowered to 83, the Soul Dominators will be given in Gracia Plus a debuff that lowers the players' resistance against Dark-backed attacks (what the Soul Dominators are delivering). Therefore it will then be more prudent to Sleep them and only deal with the Body Destroyer.

After finishing up the monsters in the Anteroom, players may obtain at random either a Gate Key: Destruction or a Gate Key: Darkness. With those Keys the respective doors at the two sides of the Anteroom can be opened and you gain access to the labyrinth. When entering via the Door of Destruction, the way through the labyrinth is shorter.
In Gracia Plus the Key for the Door of Destruction can only be obtained from the Passageway Captains in the second floor.

Here a plan of the labyrinth. The Door of Destruction is on the right side of the Anteroom, the Door of Darkness on the left side:
While moving around in the labyrinth, always keeping in a northerly direction, players will sooner or later encounter a lvl 85 Labyrinth Seer. This lady can Root you and is an expert at Dark-backed magical attacks, both long-distance single target and close distance AoE
From her you will on occasion obtain a Gate Key: Blood. Find the Door of Blood (on the outer left edge of the plan above) and enter the next labyrinth. There, like before, you will have to deal with Labyrinth Watchmen and Labyrinth Captains, who both have strong physical attacks, while Labyrinth Mystics as well as Labyrinth Seers have magical attacks. If you are in a hurry, the lvl 77 Dance of Shadows, danced by a Spectral Dancer, is of help.
After moving around some more, you will come to a big hall and encounter the Mini Boss Guzen, a Demon who is good at close-distance Dark-backed physical AoE attacks


After you have killed Guzen, the ghost Kendal will appear. Only some specific classes like Soultaker or Hell Knight can understand what he says. But that doesn't matter - he just expresses his fear of Darion and Beleth.
With a bit more running, you can see a long sloping ramp that leads up to to the second floor of the Base Tower. The exit is in the upper right corner of the plan above.


2) The second floor of the Base Tower is composed of a corridor and rooms:

Group monsters will appear here:
the Passageway Captain, who has a tendency to Stun his opponents
Passageway Guards, who are good at Dark-backed close-distance single-target physical attacks
and Passageway Mystics, who can Root you, burn up your MP and are good at Dark-backed close-distance AoE attacks
By killing the Passageway Captain you can also obtain a Key for the Door of Destruction. (The Door of Destruction is a shortcut; if you should get killed you don't have to enter throught the Door of Darkness but can quickly resume your fight).

Monsters in the passageway are relatively easy; players can just fight their way through. Occasionally the Passageway Captains and Passageway Guards (in Gracia Plus Passageway Mystics) will drop a bottle of Fiery Demon Blood. After all members of the party have drenched themselves (by double-clicking) with this Demon Blood, they can go to the NPC Sailang at the end of the corridor (the green dot in the lower left corner of the plan above) and enter the Tower of Infinitum through him. But keep in mind that, once you have applied it, the Fiery Demon Blood will evaporate in 10 minutes. Therefore wait until every party member has a bottle before you talk to Sailang.

PS:
If Hellbound has not yet reached stage 11, Sailang will inform you that you can?t enter.
1. Please go back to the Steel Citadel Market Town and continue to kill monsters there.
2. SaBe the Native Prisoners and the Tortured Natives
3. Hunt monsters in Base Tower until you can enter. Being able to enter the Tower of Infinitum is the sign that Hellbound has reached stage 11 on your server.



Next Stage (11).

For any questions about the quest, send me a Personal Message (PM).
8
Guides and manuals / Hellbound Guide- Stage 9
« Last post by Dev-Destiny on December 12, 2023, 01:44:46 pm »
Hellbound Stage 9 - Inner Oasis

At stage 9 in the process of opening up Hellbound, Tailor Buron will ask you to saBe the slaves Beleth keeps at the oasis behind the Gate of the outer Enceinte, giving them Darion's Badges so that they can return home. Apart from that he reveals that according to rumor the Dwarf who originally built the Steel Citadel is still living in some place within there. You will meet this Dwarf at Stage 11.
After entering the Iron Castle gate and turning south, you will soon arrive at a little lake, with some trees and tents put up in their shade.
The slaves living there are far from home. With at least five Darion's Badges, you can help them travel back to the west of the island. It will also increase the number of accumulated trust points on the server.

After giving a certain amount of Darion's Badges to the slaves, you will be able to enter the next level. You will know that this point is reached when a slave you talk to is telling you that he now can experience the feeling of Hellbound being liberated.


This oasis is the place where the Legendary Blacksmith Shadai can sometimes be met. He visits only occasionally, always at midnight in-game time, staying in one of the tents, but since he can change the armour players have acquired from caravaner Hude in a way that best fits their needs - making it stronger but a bit heavier for Dwarves, lighter for archers etc. - it is worth waiting for him. You will find everything he has to offer (among other things Forgotten Scrolls for level 81 skills)

Quests:
Matras' Curiosity and Matras' Suspicious Request

Matras's Curiosity:
After talking to Matras, he will give you six rough ores. They have the same attribute as real Stones, but cannot be traded. Matras will ask you to find and bring blueprints of the structure of the tower of Steel Citadel from the Raid Bosses Demon Prince and Ranku. After having done this quest, you gain direct access to [Tully's Workshop], the third tower of the Steel Citadel, so that you won't have to fight your way through the [Base Tower] and the [Tower of Infinitum] again.


Note: You can pick up the quest at this stage, but you can only progress through it at stage 11.

Matras' Suspicious Request:
Matras will ask you to kill any monsters in the first and second floor of the [Base Tower] of the Steel Citadel and collect 744 Red Stones from them. If you can do that, you will be able to obtain Dynastic Essence II from him, which the Legendary Blacksmith Shadai needs to transform the upper part of your Dynastic armor and give it special properties. It gives better set bonuses than Dynastic Essence.

Note: You can pick up the quest at this stage, but you can only progress through it at stage 10.



Next Stage ( 10 ).

For any questions about the quest, send me a Personal Message (PM).
9
Guides and manuals / Hellbound Guide- Stage 8
« Last post by Dev-Destiny on December 12, 2023, 01:43:45 pm »
Hellbound Stage 8 - Iron Castle Gate

We are now at stage 8 in the process of opening up Hellbound. This stage is rather easy. All you have to do is kill the Outpost Captain, a fierce horned devil using dual swords, and the gate will open for the next stage.
Tailor Buron at the Native Village will prompt that there is an Outpost Captain whose aid would be very helpful in breaking through the gate of the outer Enceinte of Beleths fortress.

Don't listen to him. Because when you go there and try to talk to the officer, nicely asking for his help, the Outpost Captain will first very politely tell you to step near. Then he will paralyse you, so that he can take a closer look at you.


Unfortunately he will consider you as a weakling, not to his taste. Without further ado he will hit you in a whirlwind attack with his double swords and call out his minions to shoot at you with grenades from a safe distance; you may not be a fighter he respects, but you would make a nice dinner.

etter don't try to talk to him, quietly check out the situation and then take the Enceinte in the classical way.

Aside from the Outpost Captain, you should also watch out for the [Enceinte Defenders]. Some of them can take out single attackers over a long distance, both with magical and physical methods, while others can wipe out whole groups with one single strike in close-hand combat. But well-trained adventurers with good experience in coordinated fighting will eventually prevail.

After killing the Outpost Captain, you can proceed to liberate the slaves Beleth keeps at the oasis behind the Enceinte.


Next Stage ( 9 ).

For any questions about the quest, send me a Personal Message (PM).
10
Guides and manuals / Hellbound Guide- Stage 7
« Last post by Dev-Destiny on December 12, 2023, 01:42:47 pm »
Hellbound Stage 7 - Battered Lands and S80 Recipes


An important way to obtain S80 equipment is to exchange pages from the Ancient Tome of the Demon, an item that the monsters in the western half of Hellbound occasionally drop, against recipes and key materials. But for that a player needs a Premium Caravan Certificate.
When you talk to Caravan Merchant Hude at the Caravan Encampment, he will be asking you (in CT 2.3) for 56 Life Forces and 14 Contained Life Forces to prove your friendship, at the same time already showing you the list of S80 items you will be able to trade with him for.

For collecting the Life Forces you need a Magic Bottle that can be obtained for 20 Scorpion Poison Stingers from NPC Kief at the Native Village. Magic Bottles are created by wizards of the Ivory Tower and are used specially to seal magic powers of the monsters created by Beleth. Kief will explain to you how a Magic Bottle works: when you have beaten a Chimera almost to death so that only 1/10 of its HP remains, trigger the Bottle via a hotkey and capture its Life Force. This is a process somewhat similar to leveling a Soul Crystal.
Once you have obtained your Magic Bottle, head to Battered Lands (that part of Hellbound opens at stage seven). But before you can enter your hunting ground, you will have to face the Wounded Land Guards, Demons with Dark Attribute that can poison you.

While from Chimeras of Earth, Darkness, Wind, and Fire you can, using your Magic Bottle, obtain Dim Life Force and regular Life Force, you will be able to obtain Contained Life Force from Celtus, their leader. If Hellbound should still be in its initial stages, like for example in South-East Asia, you can contribute to raising its level by donating Dim, regular and Contained Life Forces to Kief. But keep in mind, those Chimers are no easy pushover - a regular Chimera has 103,333 HP, Celtus 530,976 HP. The Battered Lands are only suitable for experienced parties.

Once Hellbound has reached stage seven, which has already happened on the NA and Euro servers, you can obtain from Hude at the Caravan Encampment a Premium Caravan Certificate in exchange for 56 regular Life Forces and 14 Contained Life Forces.

This Premium Caravan Certificate entitles you to trade with him for key materials and recipes needed to craft Dynasty equipment - weapons, armor and jewelry. Caravan Merchant Hude does not take adena, however, but pieces of paper you obtain by double-clicking on an Ancient Tome of the Demon: Hidden First Pages, Hidden Second Pages or Demon Contract Fragments.



Next Stage ( 8 ).

For any questions about the quest, send me a Personal Message (PM).
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