01 · Getting started
Ready for the level 70 game from minute one
No weeks of grinding to reach the good part. Every new character is created ready to fight in the Colony Zone.
Master class from the start
Every new character starts at level 70 in its class's master class, at full health.
Stat and skill points to place
227 stat points and 122 skill points wait for you to spend them your way.
Coins in your pocket
New characters start with 100 million coins for scrolls, potions and gear.
More stats after 60
From level 61 every level-up gives 5 stat points instead of 3.
Stat and skill resets
The Reset buttons for stats and skills cost nothing. Master skill points are capped at your level − 60; any extra is refunded when you log in.
No item level requirement
Items show and check no level requirement: wear what you can get.
Your class kit
A full kit waits in your bag, nothing equipped yet, so you can place your points first.
Warrior
- Chitin Armor Pauldron, Pads, Helmet, Gauntlet, Boots (all +9)
- Raptor (+8)
- 2× Platinum Earring, Amulet of Strength
- 2× Ring of Courage, Belt of Strength
Rogue
- Rogue Chitin Armor Pauldron, Pads, Helmet, Gauntlet, Boots (all +9)
- 2× Shard (+8), Iron Bow (+8)
- 2× Elf-Metal Earring, Amulet of Dexterity
- 2× Ring of Life, Belt of Dexterity
Mage
- Mage Cotton Robe, Cloth Pants, Hat, Gloves, Shoes (all +9)
- Lycaon staff (+8)
- 2× Elemental Earring, Elemental Pendant (+8)
- 2× Ring of Magic, Belt of Intelligence
Priest
- Priest Chitin Armor Pauldron, Pads, Helmet, Gauntlet, Boots (all +9)
- Lupus hammer (+8), Large Shield (+6)
- 2× Secret-Silver Earring, Elemental Pendant (+8)
- 2× Ring of Life, Belt of Life
Item names as the server lists them; the client shows a few under other names (the Large Shield (+6) is the Chitin Shield in game).
Buff scrolls at the Sundries. The Sundries merchants sell the HP Scroll 1500, Scroll of Armor 300, Speed-Up Potion and Scroll of Attack for 100,000 coins each. All four stack, so buy 30 at once and stop worrying.
02 · Colony Zone
Two towns, one bowl, no mercy
The Colony Zone is where both nations meet. Each nation has a fortified town; between them lies Bowl Hill, the open-PvP fighting bowl.
Towns and gates
- Each nation's town has an Inn hostess and a Sundries merchant by the tent, both facing the town's warp gate.
- A gate belongs to the nation whose town is nearer. From your nation's gates you can warp to Moradon and to your homeland castle.
- Every gate also offers Bowl Hill, open to both nations. You land at a random spot within 40 m of the centre of the bowl, so nobody can camp one landing point.
- Out in the zone you only meet the bosses and the Riote and Atross packs listed under Monsters & drops.
Guard towers
Both towns are ringed by guard towers that shoot enemy-nation players. They protect the town, not the field: a tower only attacks players within 56 m of its own town's gate.
Outer ring
- Towers per town
- 18
- Distance from the gate
- 50 m
- Reach
- 20 m
Inner ring
- Towers per town
- 6
- Distance from the gate
- 27 m
- Reach
- 30 m
- Towers see stealthed players: hiding does not get you past them.
- Destroying a tower gives no exp, no national points and no loot. Raid a town for the fight, not the reward.
03 · Monsters & drops
Every monster in the Colony Zone
Search a monster, see its drops. The table comes straight from the live server's monster data. Click a row for the full drop list.
How loot and drop chances work
- The loot box goes to whoever did the most damage. If that player is in a party, the party's damage counts together and the whole party sees the box.
- A box holds the coins first, then up to 5 items. Coins are picked up by hand; in a party they are split by level when picked up.
- An unlooted box stays for 5 minutes.
- Each kill rolls 70–100% of the monster's coin value, so the table shows the average; open a row for the range.
- Drop chances are rolled per slot, out of 10,000: what you see is the real chance, with no hidden multiplier.
Random gear A random weapon (40%), armour piece (40%) or accessory (20%) scaled to the monster's level. Its grade is rolled too, and that roll can come up empty, so the % is the chance of the roll, not of a guaranteed item.
Drop group One item picked at random from a drop group. Some group slots are empty, so the % is an "up to". The group lists live in the server database: contents: see in game.
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Best picks
04 · EXP farming
Where the exp really is
Each kill pays its exp once, shared by damage. What matters is how much exp you get for the HP you chew through, and how far below you the monster is.
The level-difference rule (solo)
Solo, your share of a kill's exp shrinks when the monster is below your level:
- Monster at your level − 1 or higher: 100%
- 2–7 levels below you: 80%
- 8–13 levels below you: 50%
- 14 or more levels below you: 20%
So the monster with the best raw exp per HP is not always the best for you. The list below is worked out for the level you enter in the monster table above (70).
Best solo exp per HP at your level
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Party play
- A party earns its damage share of the exp, raised when the monster is above the party's average level: ×1.2 at 2–4 levels above, ×1.5 at 5–7, ×2 at 8 or more.
- That pool grows by 30% per extra member (×1.3 for two, ×3.1 for a full party of 8) and is split by level: higher-level members get a bigger cut.
- Two players of the same level each get 65% of the solo exp per kill; eight get about 39% each, but kill far faster.
- Party members must be within 50 m of the monster when it dies to get their share.
- The party path has no "monster below your level" cut: grouping up is the way to farm low monsters.
How we calculate
exp, hp and level come from the monster data. Exp per HP = exp ÷ HP; "your exp" applies the solo level rule above to the full kill (you did all the damage).
The rules are the AI server's own: the solo cut is CUser::SetExp, the party bonus and split are in the monster's exp hand-out and GetPartyExp.
Exp per HP ignores the monster's defence and your damage; it tells you which monster pays most for the same effort, not how fast you kill it.
05 · Coin farming
Filling the purse
Coins drop into the loot box on every kill. Some monsters pay many times more than others.
Most coins per kill
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Selling to merchants
An NPC buys an item for a quarter of its shop price, unless the item is marked to sell at full price. A 100,000-coin Sundries scroll sells back for 25,000.
Treasure chests
Riote can drop a Green Treasure Chest (45%) and Atross a Blue Treasure Chest (45%), on top of their coins and national points.
Gold and Silver bars: check the merchants in game; this guide only lists what the server data shows.
06 · National points
Two monsters, flat national points
Only Riote and Atross give national points. Everyone who earns exp from the kill gets the full amount: party members too, with no damage share and no level cut.
50NP
Riote
Level 70 · 8 on the field
100NP
Atross
Level 85 · 8 on the field
National points count towards the player and nation rankings on the home page. No other monster gives any.
07 · Upgrade guide
The real upgrade rates
These are the success rates in the server's upgrade table, per step and scroll. Upgrades are done at the anvil NPC.
A failed upgrade destroys the item. It does not drop a level, and nothing protects it: the Trina only raises the chance. The scrolls are used up either way.
The big number is the server's listed rate; the small "actual" line is the true chance, because the server rolls 0 up to a random cap between 9,000 and 10,000 (not 10,000) and succeeds when the rate beats the roll.
| Step | |||
|---|---|---|---|
| +1 → +2 | 100% | 100% | 95% |
| +2 → +3 | 100% | 100% | 50% |
| +3 → +4 | 70% | 100% | 40% |
| +4 → +5 | 70% | 100% | 35% |
| +5 → +6 | 60% | 70% | – |
| +6 → +7 | 30% | 40% | – |
| +7 → +8 | 5% | 15% | – |
| +8 → +9 | 2% | 6% | – |
| +9 → +10 | 1% | 3% | – |
| +10 | The cap: +10 cannot be upgraded further. | ||
Reading the table
- The Upgrade Scroll only covers the steps up to +4 → +5; past that, use the Blessed Upgrade Scroll.
- The Blessed Item Upgrade Scroll is listed at 100% for every step from +1 → +2 up to +7 → +8.
- Most upgrades cost no coins. Some item lines cost 240,000 coins a try, taken before the roll; the anvil shows the cost.
- Not while trading, and rented items cannot be upgraded.
- Other scrolls in the table: the four elemental scrolls at 30%, the four blessed elemental scrolls at 95%.
Tips
- Steps up to +3 are free wins with the Blessed Upgrade Scroll; with a Trina, everything up to +5 is.
- From +5 → +6 on, add a Trina: it lifts every step (60% → 70%, 30% → 40%, 5% → 15%).
- +7 → +8 and above is a gamble even with a Trina. Only risk items you can replace.
Rates from the server's upgrade table as shipped; the in-game names of scrolls may differ slightly — check the anvil in game.
08 · Power Up Store
Fair play in the Power Up Store
Bronze, Gold and Platinum Premium, scrolls and services, paid with Knight Cash. No pay-to-win: no upgrade scrolls, gold bars or other items that buy power. Buy in game with /store or the P button.