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NeeD A LittlE HelP ON LevelinG UP OR IN CraftinG
a short guide for rookies and veterans
Author: tribalshadow07 Class: dealer Job: all Type: general Difficulty: all
Average rating: 6.7/10 Total Votes: 3
I.guide
Artisan
The artisan specializes in crafting new items and machines; in order to successfully do this, CON and SEN should be your two primary stats.
-Artisans possess all of the crafting skills in the game.
-Artisans fight with a Gun, or possibly even a Launcher.
-Artisans are ranged fighters that are weak up close.
-Artisans can make money selling their crafted items.
Bourgeois
The Bourgeois's crafting skills do not go up as high as the Artisan's, but the Bourgeois is better at combat. Your main stat should be either STR or CON, preferrably 50/50 in each, with a little SEN.
-Bourgeois have skills that enables them to get items faster, cheaper and make more money when selling them.
-Bourgeois can use Melee Weapons or Launchers.
-Bourgeois are very good in combat and can summon mercenaries to help them fight.
-Bourgeois are rarely counted on for their crafting skills.
A Dealer's main stat is CON and dealers generally use either guns or (at level 30 and above) launchers. The damage tables are as follows for guns & launchers:
Gun Damage:
Con adds more than .5, and less than .6
Dex adds more than .35 and less than .45
Sen adds more than .1 and less than .15
Launcher Damage:
Con adds at least .6, and at most .625
Str adds at least .5, and at most .525
Sen adds more than .1 and less than .15
Damage is also affected by bullets.
--------------------------------------------------------------------------------
(Just some info pasted in that I'll reformat and edit later):
Now that we've seen the differences between our two friends here, we know what should be your main stat. If you want to go Artisan, your main stat should be Concentration. If you want to go Bourgeois, your main stat should be Strength.
These two stats not only help with your Dealer's damage with the weapons they have, but they also compliment your Dealer's future skills. A single stat does not make a godly character however, look into section 3. "Stat Discussions" to plan your perfect build around the Artisan or Bourgeois, but here are some suggestions:
Gun-using Dealer-future Artisan
This build is quite possibly the most common build. The gun is a weapon made for Dealer only, use it. Your stats will help you craft as well and there is wheeling room to customize your character for combat and how good your Dealer really is at crafting.
str - none
dex - very low-medium
int - none
con - very high
chm - none-medium
sen - medium-very high
weapons - guns
Launcher-using Dealer-future Artisan
This build is used because the Launcher deals more damage than the gun when measured up one against the other, the class is a bit better at combat, but suffers in the crafting department. How big the combat bonus is and how much the crafting isn't boosted is dependent on your choices with the stats.
str - minimum needed for Launchers
dex - low-high
int - none
con - medium-high
chm - none-medium
sen - low-high
weapons - launchers and guns. optimized for launchers
Melee-using Dealer-future Bourgeois
This build is a powerful build for becoming a bourgeois, it ressembles that of a soldier because the only thing you will be doing is fighting, but with the bonuses the bourgeois enjoys.
str - very high
dex - none-low
int - none
con - low
chm - low-medium
sen - none-medium
weapons - 1H Blunt, 2H Sword, 1H Sword, 2H Axe, Spear, launchers. Optimzed for everything but launchers.
Launcher-using Dealer-future Bourgeois
Now this class is a ranged fighter and takes even more advantage of some of the Dealer's and Bourgeois's skills, but it isn't as good of a tank as the Melee Dealer is.
str - high
dex - medium
int - none
con - low-high
chm - low-medium
sen - none-medium
weapons - launchers, 1H Blunt, 2H Sword, 1H Sword, 2H Axe, Spear. Optimzed for launchers
Combat skills vs Crafting for Artisans*Mainly for Dealers going on Artisan
A big topic for a Dealer are the skills that one will need to get to become one of the best. Like some of the other crafting classes in the MMORPG world, this balance is hard to find, Rose does make things easier but only by a bit. Before finding the answer, you need to know what your Dealer/Artisan will be used for. If your Artisan will be part of a guild and will only be required to craft and will be rushed, not only skills selection but also stat selection will be easier to choose. If you want a Dealer/Artisan who can fight and find their own materials and be amongst the best at crafting, it is more difficult. It is possible however. Stat selection is something that is left to you, and that's what makes each character unique, skill selection will have the theme of "choices".
A Dealer has enough skill points to get 5-8 "skill trees", these "skill trees" will be the choices that you make. The only thing that these choices will do is limit crafting variety for combat effectiveness, where you put these points does not make your Artisan better/worse. How do you "use" your choices? You choose in what skill you want to invest. Here are a few examples of this selection method, I didn't use the 8th choice because you will rarely get a chance to boost it. Sometimes depending on the skills invested you will have just enough for an 8th skill.
For example your Dealer can specialize in all Weapon crafts, one would take the Weapon Research and Sub-Weapon, Sword, Blunt, Bow, Magic-Weapon, Gun craft as their 7 choices. Notice that Weapon Research does count as 1 choice, so does everyone of your crafting skills. At 7 choices however, your Skill Points will be very stretched, 5 is the optimal number if you want to get everything as soon as it's available. The wide range of choices possible is due to the SP distribution not being constant, sometimes your SPs will be just enough for 5 choices, and other times you will have some extra SPs to spend.
Here is another example of "choices", your Dealer could very well do this: Weapon Research, Sword & Gun Craft, Armor Research, Normal & Magic Armor craft and Gun Mastery. Notice that you took 6 crafting choices and your 7th was a combat one, Gunshot Mastery, it's possible. This is how you can customize your character and decide in what you want to be good at, the more crafting disciplines you want to be good in, the less combat skills you'll have.
One final point that might be the most important one is that for a skill to count as a choice, it can only be boosted once every 5 levels. This is crutial if you want to maintain those numbers of 5 to 8 choices, and it's also crutial to this list below, enjoy! Make your character by selection 8 choices. The 1st choice is your most important, the 8th choice will rarely have the SPs needed.
Weapon/ Armor Research - 1 choice
Sub-Weapon/ Sword/ Blunt/ Bow/ Magic-Weapons/ Gun Craft - 1 choice
General Wear/ Normal Armor / Magic Armor Craft - 1 choice
Gem Cutting - 1 choice
Cart Craft - 1 choice
Castle Gear craft - 1 choice
Pack Mastery - 0.5 choice
Gunshot Mastery - 0.5 choice
Combat Mastery - 0.5 choice
Heavy Shot - 0.5 choice
Twin Shot - 0.5 choice
Union Weapon - 0.5 choice
Summon Troops AND Employ Warrior - 3 choices
0/7
0/1 dream skill
My build for example is:
Weapon Research - 1
Sub-Weapon Craft - 1
Gun Craft - 1
Summon Troops and Employ Warrior - 3
Gunshot Mastery - 0.5
Twin Shot - 0.5
7/7
+Castle Gear craft - 1
1/1
= 8/8 yay
I will have just enough SPs for my 8th skill, my budget wouldn't be as tigher if not for the SP bug however, which any new Dealer won't hit.
Finally, we've finished this part of the guide, that was long wasn't it There was a lot to be learned there and you can create your own identity now! Spend those stat points now, I hope you waited.
5. Equipment
Equipment is as important to the Dealer as any other class, if not more. Since a Dealer's stats are not always centered around combat, you need to make sure that your equipment will help you the most during combat and close the gap on someone who was built for pure-combat. A person in Rose does not have much variety when it comes to equipment however, the higher the level the better. Stat bonuses and dodge are your biggest concern. Depending on your build, some stats are better than other in combat as they enhance your build's existing strengths. If you are crafting, the only kind of gear that matters is gear that adds Concentration and Sensibility, with Sensibility being the more important of the two.
Gun-using Dealer-future Artisan
This build deals its damage in various ways, but it is a ranged attacker and is already weak physically, so anything that enhances your defense is not needed but more something that makes your attack and hitting power higher.
stats needed - Concentration, Attack, Dexterity, Critical, HP.
Launcher-using Dealer-future Artisan
This build also deals very heavy damage and can stand longer in combat, but again the priority is damage. Dextery/Avoid gear is also a very good selection for defense, as neither physilophies are wrong.
stats needed - Dexterity, Attack, Strength, Avoid, HP.
Melee-using Dealer-future Bourgeois
This build is the best amongst Dealers for taking damage and also deals good damage of its own. You should try and find defensive gears however if you want to be better at combat, but offensive stats speed up your leveling. Strength is by far the best stat you can find.
stats needed - Strength, Attack, Defense, Hp, Hitting
Launcher-using Dealer-future Bourgeois
This build is centered around damage, you have summons to go melee with the enemy while you try to do the most damage possible. Strength and Dextery are equality important, but attack is the only stat bonus that really matters.
stats needed - Attack, Strength , Dexterity, Critical, HP
Backpack vs Fairy Wings
Ah Fairy Wings, not only does this item make Dealers rich all across Rose, but the item is also good enough to be worn in combat and poses a real dilemma, what do we choose, a Backpack or Fairy Wings? Well Fairy Wings have a great stat bonus of +50 move speed, and it shouldn't be underrated. Speed in this game is the difference between like and death for at least half the characters in combat. Bow Hawkers, Muses and Ranged Dealers sometimes have to flee from a powerful enemy and this is where speed is important, because the Dealer is the slowest of these 3 classes. Fairy Wings with good bonuses and dodge thus become prefered over Backpacks for Gun Dealers who do not need to worry about bullet weight, keeping them safe from danger. A Gun Dealer cannot tank monsters well and if he/she is caught in a dangerous situation, it is better to run fast. Gun Dealers also prefer low-defense monsters and target selection becomes possible with a combination of some Dex and Fairy Wings. For Launcher Dealers, backpacks are better suited as they hold more ammo, while for Melee Dealers packback space is also prefered because they can carry more potions. In all circumstances, a Bourgeois is better off with a Backpack because they need to carry the extra loot that they pick up, and because they can fight several monsters at a time with the help of their summons.
This concludes the Equipment section, for now. As we learn more about the game, we will surely find some items that were built for Dealers, and this could become a section of "dream" Dealer equips that everyone in the server should be vying for.
6. Skills
Description of each skill with what it does, how useful it is and my own opinion next to it. Skill will not have SP costs and so on because this is a guide, not a manual. I will also provide a skill usefulness gauge going from 1 to 5 for particular builds. As always, be free to post your comments and suggestions that you want to share with the public.
Skill Tree #1
Economy Research - Passive
This skill is a requirement for the whole skill tree and adds 2 charm per level, that's it. If you invest in this skill tree, which has a lot of very good skills, you will get Economy Research, but otherwise the charm bonus is not worth the SPs used.
me-The charm bonus really adds up as you level this skill, it'll help you learn more about charm's effects.
-build usefulness-
Gun Dealer-3
Launcher Dealer-5
Melee Dealer-4
Pack Mastery-passive
The skill lets you carry more weight as its level increases, it's also a requirement for Gathering, but this skill is most useful to the Launcher build.
-build usefulness-
Gun Dealer-1
Launcher Dealer-3
Melee Dealer-2
Gathering-passive
Gathering increases the number of items that you can pick up from the ground. Instead of picking up (1) item only, you will pick (2), (3) etc items from only 1 drop. This only applies to materials. The skill will really help you make money or collect materials.
me-No build should be without this skill except for an Artisan that is part of a guild and only crafts.
-build usefulness-
Gun Dealer-4
Launcher Dealer-5
Melee Dealer-5
Buying Trick-passive
Not as useful as other games, this skill begins slowly at 2% for lvl 1. However not a lot of people have it and the opportunity to use Buying Trick to make money is there. You will need to invest heavily in it however, but it will really cut the price you pay on potions, jewelry and common materials.
me-A bourgeois-to-be would probably be the best person to get this skill, but some combat skills will have to be sacrificed.
-build usefulness-
Gun Dealer-1
Launcher Dealer-2
Melee Dealer-2
Selling Trick-passive
Just like Buying trick, the skill begins slowly but you can sell your items for more money to an NPC. Not as useful however as there isn't as much to be sold if you want to keep all the materials you find.
-build usefulness-
Gun Dealer-1
Launcher Dealer-2
Melee Dealer-3
Employ Troops-passive
What this skill does is increase the size of your summon gauge. A player's summon gauge is initially as 50, but Dealers and Bourgeois can get this much higher, allowing for more summons. The skill is also a pre-requisite for the Employ Warrior skill.
me-A bourgeois can get 3 basic warriors with this skill, as well as 2 terror knights.
-build usefulness-
Gun Dealer-3
Launcher Dealer-5
Melee Dealer-4
Employ Warrior-active
The first summon that a Dealer gets, and possibly the only one that an Artisan will have, these warriors attack whatever target you're after and can take hits for you, allowing you to live longer or multi-task. They are rather stupid however.
me-The warriors, although they help tremendously in your leveling, suck 50% exp of every hit they make and the result will be about 33% less xp per monster than if soloing it. A small price to pay for being able to level after 30.
-build usefulness-
Gun Dealer-4
Launcher Dealer-5
Melee Dealer-5
Skill Tree #2
Gunshot Mastery-passive
Adds a bit of attack to your guns/launchers with every level, the bonus can become quite big if the skill is brought high enough. Gunshot Mastery is also the skill needed to open this skill tree.
me-Good skill to have at least at lvl 1, think about boosting it eventually.
-build usefulness-
Gun Dealer-4
Launcher Dealer-4
Melee Dealer-1
Heavy Shot-active
Adds extra damage to your shot and really helps when dealing against high defense, like bosses. Casts fast and at lvl 19 adds sleep effect to target.
me-I prefer Twin Shot than this one, damage potential is smaller with Heavy Shot but MP use is also smaller.
-build usefulness-
Gun Dealer-2
Launcher Dealer-3
Melee Dealer-1
Twin Shot-active
Adds extra damage by looking like you're firing two shots in rapid succession. Upgrades into Triple Shot at lvl 11 where the damage goes even higher. Takes longer to cast than Heavy Shot and is also more expensive MP-wise.
me-Good skill to use, if you want to center your damage around Twin/Triple Shot, then don't go into Sensibility/Criticals as much.
-build usefulness-
Gun Dealer-2
Launcher Dealer-3
Melee Dealer-1
Union Weapon-active
The skill improves your Attack Speed for a short duration of time. The Attack Speed bonus is substantial and this skill is very good for anyone who wants combat skills.
me- Attack Speed isn't boosted easily, this is great when coupled with Criticals.
-build usefulness-
Gun Dealer-4
Launcher Dealer-3
Melee Dealer-1
Skill Tree #3
Combat Mastery-passive
This skill slightly boosts your Attack Speed with your guns/launchers only. Because this skill is passive, an increase in attack speed can really cut down on the leveling with time, and faster is always better. The skill is also the pre-requisite to the whole skill tree.
me-Again, if you're going to use damage skills, attack speed isn't that important. But a passive attack speed skill, sign me up!
-build usefulness-
Gun Dealer-3
Launcher Dealer-3
Melee Dealer-1
Skill Tree #4
Craft Mastery-passive
Craft Mastery does absolutely nothing, it just opens up the crafting skill tree. The skill is easy to boost and you rarely have to. Artisans can boost it much higher of course.
-build usefulness-
Gun Dealer-5
Launcher Dealer-3
Melee Dealer-1
Weapon Research-passive
This skill adds 1 concentration point per level, but the really important part is that all of the weapon crafting skills are dependant on this one.
-build usefulness-
Gun Dealer-4
Launcher Dealer-3
Melee Dealer-2
Armor Research-passive
This skill says it adds 6 defense per level, it's also the requirement for the three armor crafting skills if you choose to go that path.
-build usefulness-
Gun Dealer-4
Launcher Dealer-3
Melee Dealer-2
Cart Craft-active
Only an Artisan can get this skill, and it enables him/her to craft Cart parts. The higher the skill level and the more part they can craft. The best Carts on Rose can only be acquired from an Artisan.
-build usefulness-
Gun Dealer-3
Launcher Dealer-2
Melee Dealer-1
Castle Gear Craft-active
The Castle Gear can only be crafted by an Artisan. It is a giant robot, that not much is known of right now, that will surely become out of the most sought-after items in Rose. The skill increases the quality of the parts you can craft and the best Castle Gears can only be crafted by Artisans.
-build usefulness-
Gun Dealer-4
Launcher Dealer-2
Melee Dealer-1
Item Divide-active
Sometimes you might find some equipments on your journey that are really bad. When such is the case, you can choose to sell these equipments for money to the NPC or extract the materials they are made of to keep them for later. Some materials are difficult to find and Item Divide can help you get more of them. The skill will recuperate from 1/2 to 1/3 of the items it takes to make the item.
-build usefulness-
Gun Dealer-2
Launcher Dealer-2
Melee Dealer-2
Gem Cutting-active
The Gem Cutting skill is used to turn crystals into jewels that you can use. It seems that the Artisan is the only one in Rose capable of doing this.
me- the demand will surely be great with every character in Rose wanting to have their crystals turned into Jewels, this could be a good skill to get.
-build usefulness-
Gun Dealer-3
Launcher Dealer-2
Melee Dealer-1
Refining
An Artisan can refine an item and make it better without the need of an NPC. If these NPCs are rare, this skill can be useful.
-build usefulness-
Gun Dealer-2
Launcher Dealer-2
Melee Dealer-1
That's all for the Dealer's skill tree. Some skills are currently missing and that's because I don't know enough about them, the list can be improved with your help, so add your skill commentaries.
7. Crafting
Ah Crafting, the reason that most of you might make a Dealer. Crafting involves creating usable equipment or machine for all the characters in Rose to use out of basic materials, and only the Dealers can do it!
Crafting an item can be fun, it can make you money, and it can also produce some of the best items in the game. Why hunt 1 hour for that particular sword you wanted when you can make 10 in 1 minute. You might of heard of Fairy Wings, every single Fairy Wing in the game right now was created by a Dealer, this is the kind of power you have. So how does crafting work? Well they are two points we need to discuss first.
Success and Quality
Crafting an item can be easy, but without knowing these two points, we might not comprehend how crafting as much. First let's talk about Success:
Success is the chance of the item being created. If the success % is not high enougn and the crafting fails, the materials are lost and no item is crafted! This is why it's important to keep the success % as high as possible, up to a maximum of 99%. So what brings success up/down?
-An item's difficulty brings the success % down, the better it is, the more difficult it is to make
-The materials used can bring the success % up, the better the quality of the materials, the higher the sucees %
-A Dealer's Concentration stat can also bring success % up
Now let's move on to the second point, Quality. Now quality is a general term for how good an item you create will be. Quality does not have an exact number like success % does, but some things can make the quality of the item to go up and to go down. When an item has high quality, certains attributed are higher as well as possessing bonus stats, like +10 HP or +2 Str. It is important to note that not every attribute can go up with higher quality, only these ones:
For weapons, only Hitting Power and Durability go up if the item is of better quality.
For armors, only Dodge and Durability go up if the item is of better quality.
And what determines an item's quality? Well quality like we said isn't exact, in fact it's very random and sometimes it can fool you, but here are what factors determine the quality.
-The materials used can bring the quality up or down, the higher the quality of the material and the higher the quality of the item
-A Dealer's Sensibility stat can also bring quality up, the more, the better.
Alright, so we have these two points hammered out! The best items can be crafted with the best materials and with a Dealer that has a lot of Concentration and Sensibility. Now is time to tell you how the actual process works.
Crafting an item
I will be using Air Guns as an example, they are a lvl 1 Gun Craft item, so you can re-do the steps in this walkthrough when you have the skills.
ImportantCraft skills depend on Weapon/Armor Research. Weapon Research can only go up starting at lvl 20 and Armor Research can only go up starting at lvl 30.
-Be lvl 20
-Go to Yureis and be prepared to buy these skill books, Craft Mastery, Weapon Research, Gun Craft.
-Learn Craft Mastery, followed by Weapon Research, followed by Gun Craft.
-Double Click on Gun Craft, you will see this:
Wood....... 18[ ]
Rusty Iron . 3[ ]
Insect Leg . 1[ ]
You might of heard of Rusty Iron and Insect Leg, you need to collect a total of 3 Rusty Iron and 1 Insect Leg and drag them from your inventory into the square empty boxes. When you do, they will fill the box and that material has been taken care of. What is Wood however? The Material that is at the top of the crafting recipee is the one that determines Success & Quality! Wood doesn't actually exist, it's a general field that comprises several materials, including Twigs, Maple Wood, Oak Material. You might of heard of some of these materials haven't you? Yureis sells these material, so buy 18 pieces of Wood from him, be sure that they're all the same kind. Now drag and drop your wood (ex. Kind of Oak Tree) and put it over its box, when you do, you will see a success %! If you have the best wood and it's at 99%, congratulation, the only thing left to do is to click on Craft and your item will be crafted.
If you look at your newly created item, you will see its stats, if you used a good wood, it might have some bonus stats that are hard to find.
This ends this section, post some more of your questions regarding crafting and they might make the guide.
8. Leveling up
If you've directly scrolled down to this area to see where you can level, I would like to take this opportunity to welcome you to my guide about Dealers. I did my best here to write what is the fastest and most efficient way to level your Dealer, and Rose also did its best to give us the fewest options.
Leveling up- a discussion
Ok I'm kidding, this doesn't need 20 pages, but leveling up is the art of killing monsters for experience points, or in Dealer terms leeching(v.) When a Dealer talks to another Dealer and ask, "how many hours did you leech for your last level", he/she really means "How much hard work, blood and sweat did you put into your last level" As you can see, not only shouldn't there be any shame in trying to get a clan for the sole purpose of being carried on their back, it is a necessity, the Dealer has it hard. Compared to most classes, you will spend a little bit more time in each leveling area getting a few more levels because when playing alone you can't kill tougher monsters all that well like other classes. Just getting to level 20 will seriosuly make you reconsider your "7 crafts choices" plan and go for full combat build.
Level 1-10
Adventure Plane
Start with anything that's yellow to you and keep attacking the yellow monsters until you hit lvl 10.
Level 11-19
You will spend all of these levels in the Valley of Luxem Tower. Start on HoneyBees while doing your Dealer quest and move to Pumpkins. After level 14 move to the area close to the exit to Hill of the Wind where you can hunt Cowboy Pumpkins and Formics until lvl 20, it's faster than going against Soldier formics.
Level 20-22
Go into Hill of Wind and hunt all of the Formics available there, run from Elder Flarnes. Money could be a problem because you will start using potions/bullets so be sure to get the Quest that gives Bronze for Formic kills, but you can only get that quest from lvl 18 and under, don't forget.
Level 23-25
Hunt Beeles close to the Windmill Village, they give good items and money when coupled with the Iron quest. Potions will really become part of your routine.
Level 26-30
Move on to Elverloon Desert and hunt Lekis until around level 28, and then move to the Turtles right next to the Lekis and hunt them both. These levels will go by slowly, it's only the start.
Level 31-35
Hunt Aqua Warriors not next to the Aqua King. These is an area that has a Jewel Golem where Aqua Warriors spawn, it's not as packed as the Aqua King place and you will net good money and materials. If you have Mercenaries, you can hunt the Jewel Golem as you get near 35, it might drop a Jewel.
How I did it
Level 36-44
This part will only truly work if you have Mercenaries with you, this is where it will get really boring but still faster exp than Moldies. You will also lose money over time so be sure that you made money up to this point. Kill Aqua King every time it spawns, with your mercenaries doing good damage and you in as well, you will score 1000+ exp per Aqua King and there are 2-3 of them. As you go up in levels, that exp will keep up with you and go all the way to an average of 1600-1800 exp per Aqua King.
End
Level 36-42
If you don't like the Aqua King method for whatever reason, but mostly of too low exp because you don't have mercenaries, then kill Moldies, they're hard. There's not friendly critters and should be avoided completely as a Dealer, but they're your only option if not for Aqua King.
Level 45-49
It's time to move on again, now go to Forest of Wisdom. The Merchant union has 2 good union quests that involve killing Grunters and Smallees, and that's what you'll do. Follow the road south and avoid Clowns until you can fight Grunters and Smallees, by this point you will use Healing items all the time. When your HP drops by say, 240 hp from its max, eat a Jerked Beef, no waiting. The area is hard but you will break even and if you have discipline you won't die, Grunter Warriors are also tough.
Level 50-52
Time to go kill some Clowns. These little buggers will hit you for even more damage, and you will burn the zuly very fast, but they are good experience and your only choice almost.
Level 53+
Goblin caves is the place to be, bullets/healing items will be a problem because Zant is far, but this place is the best experience. Beach of Ganzi is suicide right now. Goblins give good experience and provide a nice alternative to the Clowns at this point, they also drop some good items.
This is it fellows, this is as far as I have gone, but don't worry I will continue to update as I continue to progress through the game. I hope it makes you better Dealers. Also, I don't want to see anyone but Dealers leveling up at the spots I mentioned, so not a single Soldier/Hawker/Muse in Hill of Wind, Aqua King and Smallees, I'm watching you
II.stats
These stats are only based on players' assumption.
Strength
-increases damage of melee weapons and many other weapons as well
-increases defense
-increases HPs
HP is increased by 2 points per Str level (iirc), but also by 10 points per main level. If you just want a good amount of HP Str isn't that good to invest in. For example, at main level 70 you get an additional 700 HP over what you had when you just started regardless of what you put in Str. If you get your Str up to 150 by then it just adds 300 more - nice but not that much of a difference. The added defense however will make it last quite a bit longer (unless you fight magic attack monsters).
-increases weight capacity
Dexterity
-increases damage of ranged weapons and other weapons as well
-increases avoid
-increases move speed
Intelligence
-increases MPs
-increases Magic Defense
Concentration
-increases gun damage
-increases hitting
-increases crafting success
Charm
-increases rewards of quests
-increases drop rate of certain items
-rumored to affect monster aggression
I don't think this has much effect, if any. I run around with 73 charm and still get attacked all the time.
Sensibility
-increases criticals
-increases quality of crafted item
III.skills
Dealer skills
Dealers have four skill trees.
Economy Research deals with making and spending money. This includes "hiring" warriors.
Gunshot Mastery gives some special attacks with guns.
Combat Mastery has generic special attacks.
Craft Mastery deals with crafting.
Economy Research
The Economy Research tree is all about making (and spending) money, and contains important skills for almost every dealer build. It is most important for bourgeois dealers though.
Economy Research
This is the base skill of the skill tree. It gives two charm per level and can be upgraded to level 20. Level 11 and above are only accessible for bourgeois.
Pack Mastery
This skill allows you to carry more items when you are wearing a backpack. It can be upgraded to level 10. The number of different items you can carry doesn't change though, it remains 30 per type (equip, attrition, etc, parts). This skill is required for gathering.
Gathering
Gathering increases the amount of loot you get. I'm not sure of what the exact results are. The chance that something drops at all does not seem to change, nor does the chance for getting equipment. What it does appear to influence is the number of items you pick up per drop for materials. With level 5 I usually get between 1 and 6 materials per pick, and have got up to 9 per pick. So, if materials drop, this skill gets you (a lot) more of them. Up to level 5 is available for all dealers, level 6 to 10 are for bourgeois only.
The skill tree in the game says this skill will up your summon gauge, that is not true.
Buying Trick
This skill gives you a 2% discount per level when you buy items, but from NPC shops only. Player shops are not influenced. The max level is 17 for bourgeois (34% discount), and 10% for other dealers (20% discount). The recommended strategy to make money with this is to buy food (kiwi, done meat, etc) and sell it in a shop. This skill is only really useful if you (near) max it since otherwise you can't really undercut other sellers, and it costs a lot of sp to get it that far. It is required for sell trick.
Sell Trick
Sell trick is for bourgeois only and will give 2% extra money per level when selling things to NPC shops (again, player shops are not influenced). The max level is 15, which gives 30% more money. The recommended strategy to make money with this is to go sit somewhere with a shop and buy dropped junk from other players at a bit more than what the NPCs would give them (assuming they don't have sell trick, which the vast majority won't have). You can then sell the junk on to the NPCs and pocket the price difference. Like buying trick, it will cost a lot of sp to max.
Employ Troops
This skill increases your summoning gauge (the summoning gauge determines how many things you can have summoned at once). Every player has a base gauge of 50 (this does not allow you to summon 50 things, more like 1 or 2 :-P ). Employ Troops gives 20 plus 10 per level. Your total gauge is therefore (skill * 10) + 70, so 80 for level 1, 90 for level 2, etc. The max level is 10, which gives you a gauge of 170. The gauge at level 1 (80) is just enough to summon two warriors (though employ warrior requires level 2). The gauge at level 10 (170) is supposed to be just enough to summon two level 10 terror knights.
While there is no direct second job requirement, level 6 and up require economy research 12 or higher, and since economy research 10 is the highest possible for non-bourgeois, effectively level 5 employ troops is the highest they can get. This gives a gauge of 120 which is enough for 3 level 1 warriors or 2 level 2 and up warriors.
This skill is required for employ warrior, employ hunter and terror knight.
Employ Warrior
This skill summons a (NPC) melee warrior which will fight for you. It costs 150z for level 1 and increases with 10z per level. The highest level is level 10, though most people who plan to go on with higher level summons stick with level 3 since that's the prerequisite for employ hunter. A higher level skill summons more powerful warriors - they have better weapons, more hp, and are physically bigger.
Employ Hunter
This skill summons a (NPC) ranged fighter which will fight for you. It costs 200z for level 1 and increases with 10z per level. The highest level available is 10. This skill is only available for bourgeois. A higher level skill summons more powerful hunters. This skill is required for terror knight.
Terror Knight
This skill summons a (NPC) warrior. They appear to be melee fighters but might have some more tricks. I heard they have an area effect spell of some sort. This skill too is only available for bourgeois. A level 1 knight costs 250z and the cost increases with 15z per level. The highest level is 10. They cost a lot of sp. A level 1 terror knight is said to be weaker than a level 10 warrior.
Gunshot Mastery
(put stuff here)
Combat Mastery
(put stuff here)
Craft Mastery
Craft Mastery is skill that allows dealers access to the crafting tree and the level in this skill determines your success rate. In addition, the skill itself increases your mana gauge to a significant amount (level 5 in it almost quadruples the mana gauge - the amount the mana gauge expands is way more than what is noted on the skill tree). Passive skill, recommended for both bourgs and artisans. Level 6 and above in this is an artisan (lvl 70 second job) skill only and is a prerequiste for refining, gem cutting, cart craft and castle gear craft.
Refining
Almosty identical to the NPC refine (upgrading skill). It's rumored that artisans can add additional stats when refining items, which NPCs cannot. 1 level only.
Gem Cutting
Multiple levels, active gem cutting skill. Allows combination of gems to make higher gem levels.
Cart Craft
Active crafting skill. Allows the manufacture of cart parts, including higher models not available anywhere else.
Castle Gear Craft
Active crafting skill. Allows the manufacture of castle gear, artisan only skill.
Weapon Mastery
Passive skill that is required for access to the weapon crafting active skills. Each level in Weapon Mastery adds +1con to your stats in addition to determining weapon crafting success & prerequisites for weapon crafting skills. The first level this skill is available to dealers is level 20 and every subsequent level in it requires +5 levels.
Subweapon Craft
Active crafting skill. Allows you to craft backshields, backpacks, wings (at level 3 and above) and shields.
Sword Craft
Active crafting skill. Allows you to craft one handed swords, two handed swords and dual wield weapons.
Blunt Craft
Active crafting skill. Allows you to craft one handed blunt weapons (maces, clubs), katars, axes and spears. Yeah I know axes and spears and katars aren't blunt.
Bow Craft
Active crafting skill. Allows you to craft bows of all kinds beginning with the long bow (lvl 20 bow), including one handed bow guns.
Magic Weapon Craft
Active crafting skill. Allows you to craft staffs and wands.
Gun Craft
Active crafting skill. Allows you to craft guns and launchers, beginning with air gun (lvl 20) and wooden launcher (lvl 30).
Armor Mastery
Passive skill that is required for access to the armor crafting active skills. Each level in Armor Mastery adds +defense to you in addition to determining armor crafting success rate & prerequisites for weapon crafting skills. The first level this skill is available to dealers is level 30 and every subsequent level in it requires +15 levels.
Normal Armor Craft
Active crafting skill. Allows manufacture of +ALL class armors.
Combat Armor Craft
Active crafting skill. Allows manufacture of soldier and hawker class armors.
Magic Armor Craft
Active crafting skill. Allows manufacture of dealer and muse class armors.
Item Divide
1 level, active skill, identical to the NPC item divide skill.
IV.unions
At level 30 you can join a Union in Junon, for 30,000z. You can leave at any time and join a new union but you will need to pay another 30kz. Your union points stay in your old union (that is they don't carry over) but you can go back to the old union at any time.
There are currently 4 unions in Junon - Junon Religious Order, Arumic, Merchant's Guild, Knights. Knights and Merchants are allied; Arumic and Junon Religious are allied. It does not matter which union you choose, but: Merchants generally attract dealers, Knights attract all sorts of people, but mainly soldiers, Arumic generally attracts muses (for no good reason) and Junon Religious attracts an assortement of people, but mostly hawkers.
Once you join a Union, which is just a faction that gives you more quests and lets you buy special items & car parts (but crappy car parts, which you can buy from an NPC or have a dealer make for you), you will get either 1, 3, 5 or for special events, 7, union points per quest you get. The first three quests are infinitely repeatable BUT at level 50 they all drop to 1 union point each. So plan on doing the bulk of your union point gathering between levels 30-50.
Knights is the easiest union, simply because you get credit for _every kill_ you make in two of their quests, while other guilds have various enemies which you have a random chance of getting a required quest item drop from.
The following are the special items for each union:
Knights: Lizard backshield (17 dodge.... and some other stuff) (lvl 74 item)
Merchants: Pharelle Bag (+1000 carry, 21 dodge, 10 def, 10 mag res) (lvl 82 item)
Junon: Mask of Lies (10 dodge, 15 magic resistance, looks neat) (level 70?)
Arumic: +8 attack power/ +8 hit ring
All of which are around 160 union points to get. That is also the amount a full set of crappy car parts costs from the union. The worth of the special union item is around 400-450k, while the worth of a full crap car is 250k. You can also get an assortment of +All equipment that high level dealers can also make, but which look very cool (like a student's outfit).
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Quests
Merchant's Union
repeatable quests
Gather 12 Porky's backbone (1 pt)
Gather 10 coals from Coal Mine Moldies (3 pt)
Gather 12 maple trees from Smallees (5 pt)
hourly/triggered quests
Gather 17 iron from Grunter Warrior (7 pt)
Take a price list to an NPC in the village in Hill of Wind and come back (7 pt)
Knight's Union
repeatable quests
Kill 17 Porkies (1 pt)
Kill 30 Moldies (fricking easy :/) (3 pt)
Get 16 axes from Grunter Warriors
hourly/triggered quests
V.what monster drops that item
* Animal Backbone
- Turtle family(common)
- Aqua family (common)
- Goblin Worker(common)
Animal Leg-Bone
Aqua family (common)
Grunter family (semi-rare)
Animal's Tail fur
Folky family(very-rare)-contributed by HaiLong
Bat family(common)
Bark
Smallee family(rare)
Bird Feathers
Flarne family(rare)
Hornet family(rare)-contribured by Designer
Queen BeeBee family(rare)
Grunter family(very rare)
Black Animal's Tail fur
Clown family(common)
Bat family(common)
Black Powder
Goblin Worker family(rare)
Essence
Goblin Jar(rare)
Glue
Grunter family(semi-rare)
Smallee family(semi-rare)
Gunpowder
HoneyBee family(very-rare)
Grey Powder
Goblin Worker family(rare)
Insect's Feeler
Formic family(common)
Hard Insect Skin
Beetle family(semi-rare)
Insect's Leg
HoneyBee family(common)
Formic family(common)
Beetle family(common)
Dalping family(common)
Insect Skin
Choropy family(common)
Insect's Wing
HoneyBee family(common)
Iron Thread
Choropy family (rare)
Goblin Worker family(rare)
Flame Family (semi-rare) *note, more common for newbies to get iron threads
Lesian
Goblin Worker family(rare)
Limpid Skin
Jelly Bean family(common)
Pumkpin family(common)
Low Essence
Bat family(rare)
Goblin Worker family(rare)
Misian
Grunter family(rare)
Smallee family(rare)
Clown family(rare)
Netil
HoneyBee family(rare)
Pumpkin family(rare)
Goblin Worker family(rare)
Nymph Powder
Bat family(very rare)
Piece of Broken Metal
Formic family(rare)
Aqua family(rare)
Piece of Sharp Iron
Jelly Bean family(rare)
Honeybee family(rare)
Aqua family(rare)
Pollen
Queen BeeBee family(common)
Flarne family(very-rare)-contributed by Konohamaru
Red Animal's Tail Fur
Woopy family(common)
Grunter family(common)
Rubber Sap
Grunter family(rare)
Smallee family(rare)
Clown family(rare)
Seed of Plant
Flarne family(common)-contributed by Jarus
Smallee family(common)
Sticky Liquid
Beetle family(semi-rare)
Folky family(semi-rare)-contributed by HaiLong
Aqua family(semi-rare)
Thick Leaf
Smallee family(rare)
Thin Leaf
Smallee family(common)
Weed's Root
Flarne family(semi-rare)-contributed by Sai
Weed Stem
Flarne family(common) -contributed by Jarus
White Animal's Tail Fur
Woopy family(common)
Wild Animal's Claw
Aqua family(very-rare)
Folky family(very-rare)-contributed by HaiLong
Metals
Rusty Iron
Elverloon Desert map(common)
Woods
Twig
Jelly Bean family(semi-rare) -contributed by Aethyal
Maple Tree
Aqua family (common)
Kind of Oak Tree
Aqua family (rare)
Folky family(rare)
Grunter family(common)
Smallee family(common)
Clown family(common)
Paulownia Tree
Aqua family (rare)
Grunter family(semi-rare)
Smallee family(semi-rare)
Clown family(semi-rare)
Aromatic Trees
Aqua family (rare)
Grunter family(rare)
Smallee family(rare)
Oak Material
Aqua family (rare)
Grunter family(rare)
Smallee family(rare)
Cinnamon
Aqua family (rare)
Folky family(rare)-contributed by HaiLong
Grunter family(rare)
Smallee family(rare)
Clown family(rare)
Red Sandalwood
Grunter family(rare)
Smallee family(rare)
Monster Tree
Grunter family(rare)
Smallee family(rare)
Sepirode
Grunter family(rare)
Smallee family(rare)
Compounds
Distilled Water
Leki family(rare)
Dyes
Formic family(rare)
PAT Materials
Mana Metal
Goblin Jar family(rare)
Golem family(rare)
Steam Bifer
Goblin Jar family(rare)
Golem family(rare)
Steam Oil
Goblin Jar family(semi-rare)
Golem family(semi-rare)
Stem Heat
Goblin Jar family(rare)
Golem family(rare)
------
Doonga Family:
Animal's Backbone (common)
Animal's Leg Bone (common)
Animal Tail Fur (semi-rare)
Black Animal Tail Fur (common)
Blue Fabrics (rare)
Gold Thread (very rare)
Gorgeous Leather (rare)
Gunpowder (rare)
Hard Leather (rare)
Oil (semi-rare)
Precious Platinum Thread (very rare)
Platinum Thread (very rare)
Tough Leather (rare)
Thick Leather (rare)
Caiman Family:
Animal's Leg Bone (common)
Animal's Backbone (common)
Blue Fabrics (very rare)
Figured Leather (very rare)
Gold Thread (very rare)
Gorgeous Leather (rare)
Hard Leather (rare)
Oil (semi-rare)
Plain Fabrics (very rare)
Platinum Thread (very rare)
Precious Platinum Thread (very rare)
Tender Leather (semi-rare)
Thick Leather (rare)
Tough Leather (rare)
Twill (rare)
Crawfi Family
Animal's Backbone (common)
Animal's Leg Bone (common)
Gunpowder (semi-rare)
Oil (common)
Tender Leather (semi rare)
Transparent Leather (rare)
Doonga Family (Gorge of Silent only, it seems)
Damascus (qlty 75 metal)
Tial (qlty 68 metal)
Chromium (qlty 62 metal)
Steel (qlty 56 metal)
HOPE U LIKE MY POST
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