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Many years ago, unknown adventurers sacrificed themselves to ensure that the Satan Morocc would never be resurrected after being sealed under the desert town of the same namesake. The years wore on and the harsh climate of the desert started to crack the seal...then one day, it broke into pieces and Satan Morocc was resurrected!
Upon his emergence, Satan Morocc transformed the desert region that once imprisoned him into a devastated land of death. No amount of mortal effort could reform the land. Brave warriors and Guild Alliances from all over the world clashed in a fearsome battle against Satan Morocc to try to save the Desert Town Morocc. A great many sacrificed their lives. Finally, the Alliance succeeded in chasing Satan Morocc from the Midgard Continent into the Dark Dimension.
The Dimensional Gorge that formed when Satan Morocc was defeated is the only path that connects the Midgard Continent with the Dark Dimension. Even after Satan Morocc's escape, the Dimensional Gorge remained. The ever present threat of total devastation loomed over the Midgard Continent and all its peoples. The Three Nations decided to enter into a Mutual Alliance Pact to ensure a peaceful future for the world. Each of the Nations began recruiting young and brave expedition team members to enter the Dimensional Gorge and hunt down Satan Morocc and end his reign of terror once and for all.
Select Initial Camp Location
Vanguard:
The foremost front line closest to the Dark Dimension. There is no additional Resource production since there are no Resource Fields nearby. It's difficult in the beginning but you can quickly spearhead into the Dark Dimension and achieve unprecedented growth. However, the Camp you build in the Dark Dimension is open to attacks by enemy nations so be sure to build a tight defense.
Mid-Defense:
The region at around half way to the Dark Dimension. You can achieve balanced development of the Camp while advancing into the Dark Dimension. But in reality, you fall a little short in both ways compared to other regions. This region is recommended for adventurers who do not enjoy single-sided extreme, but balanced game play.
Rear-Guard:
The farthest region from the Dark Dimension. It's difficult to join battles in the Dark Dimension from here, but with abundant Resource Fields in the area, you can achieve rapid development of the Camp. If you are more into developing and growing characters rather than the excitement of battles, then this will be your perfect choice.
Buildings
There are three types of buildings: buildings to produce the resources, buildings to set up strategies for battles, and complementary facilities. You need to build some buildings first to build certain other buildings.
1. Buildings for resources
- Lumber Camp: Produce lumber.
- Quarry: Produce stone.
- Mine: Produce ore.
- Farm: Produce food.
- Storage: Store products.
- Wood mill: Increases lumber production.
- Stonemasonry: Increases stone production.
- Steel mill: Increase the ore production.
2. Strategic Buildings
- Safe house: A place to keep the Imperium that maintains the camp. When Imperium's destroyed, the camp collapses.
- Command Center: You can check the current status of the guild members and your troops, and order to retreat. You can also send the guild members to battles depending on your level.
- Magic Shield: When the camp's under attack, defense bonus will be given to the defense troops according to the level of buildings.
- Training Center for Warriors: Recruit warriors and high level warriors.
- Training Center for Archers: Recruit archers and high level archers.
- Training Center for Engineers: Recruit engineers and high level engineers.
- Training Center for Knights: Recruit lightly equipped knights and heavily equipped knights.
- Training Center for Sorcery Boot Camp: Recruit magicians and cleric.
- Offense Training Center: Increase the level of offense.
- Defense Training Center: Increase the level of offense.
- Skill Research Center: Research new skills for the guild members. (Build in Main Camp only)
3. Complementary facilities
- Base camp of Guild: Recruit guild members, or deploy them. (Build in Main Camp only)
- University of Adventurers: Research Mercenary, shorten the time amount to recruit.
- Job Placement Office: Can make guild members of certain level to change jobs to the upper class. (build in Main Camp only)
- Market: Trade resources and items.
- Factory: Fabricate items (Build in Main Camp only)
Play Game
1. Start by finishing the quests
- Start the game and Tutorial Mode will begin. Please follow the instructions so you can get used to the movements and controls of the game.
- You will get the rewards in the ends of every quest. So it is more practical to play game by following the quests, than playing freely.
2. Establish the foundation by developing the camp
- Establish facilities of camp through collecting resources. The more you build facilities, the more you can collect resources effectively. Consequently it will make it possible to strengthen military strength easily.
3. Make more powerful guild
- Recruit new guild member at Guild HQ or Item Shop. You can also strength your force by recruiting mercenary at training center.
- First of all, find the nearest dungeon and hunt monsters so that have your member level up and acquire items.
- In the Skill Camp, guild members are able to learn new skill. Also, members are able to change their job through Class Training Center.
- Don't forget to increase ATK and DEF in Attack and Defense Boot camp. (ATK and DEF training will be applied to those mercenaries belong to the camp.)
4. Into the Dark Dimension
- If you enter Dark Dimension located at the middle of the world map, you can get EXP and contribution. Specially in the Dark Dimension, you can attack other camps through the battle with guild in other countries.
- However, only those set up the camp in the Dark Dimension are available to attack other camps. So if you want to enjoy PVP, you should go to Dark Dimension.
Weapon Equipment
Equipping proper weapon for your class will give you extra attack rate. Each class has different type of weapons that goes well with them.
1. Buildings for resources
- Gunslinger: Gun (+)
- Taekwon Master: Book (+)
- Guillotine Cross: Dagger, One-Hand Sword, Katar
- Knight: Dagger, One-Hand Sword, Two-hand Sword, Blunt, Axe, Spear
- Novice: Dagger, One-Hand Sword, Wand, Blunt(+)
- Ninja: Dagger, Ninja Sword(+)
- Dark Knight: One-Hand Sword, Two-hand Sword, Axe
- Dancer: Dagger, Bow, Whip
- Ranger: Dagger, Bow
- Rogue: Dagger, One-Hand Sword, Bow
- Lord Knight: Dagger, One-Hand Sword, Two-hand Sword, Blunt, Axe, Spear
- Royal Guard: Dagger, One-Hand Sword, Two-hand Sword, Blunt, Axe, Spear
- Rune Knight: Dagger, One-Hand Sword, Two-hand Sword, Blunt, Axe, Spear
- Magician: Dagger, Wand
- Merchant: Dagger, One-Hand Sword, Blunt, Axe
- Monk: Wand, Blunt, Fist
- Mechanic: Dagger, One-Hand Sword, Blunt, Axe
- Minstrel: Dagger, Bow, Instrument
- Bard: Dagger, Bow, Instrument
- Blacksmith: Dagger, One-Hand Sword, Blunt, Axe
- Shaman: Wand, Blunt, Book
- Sage: Dagger, Wand, Book
- Swordman: One-Hand Sword, Two-hand Sword, Blunt, Axe, Spear
- Sorcerer: Dagger, Wand, Book
- Soul Linker: Dagger, Wand
- Sura: Wand, Blunt, Fist
- Shadow Chaser: Dagger, One-Hand Sword, Bow
- Super Novice: Dagger, One-Hand Sword, Wand, Blunt
- Sniper: Dagger, Bow
- Stalker: Dagger, One-Hand Sword, Bow
- Thief: Dagger, One-Hand Sword, Bow
- Archer: Dagger, Bow
- Archbishop: Wand, Blunt, Book, Fist
- Alchemist: Dagger, One-Hand Sword, Blunt, Axe
- Assassin: Dagger, One-Hand Sword, Katar
- Assassin Cross: Dagger, One-Hand Sword, Katar
- Acolyte: Wand, Blunt
- Warlock: Dagger, Wand
- Wanderer: Dagger, Bow, Whip
- Wizard: Dagger, Wand
- Generic: Dagger, One-Hand Sword, Blunt, Axe
- Gypsy: Dagger, Bow, Whip
- Champion: Wand, Blunt, Fist
- Kafra Employee: Book
- Crusader: Dagger, One-Hand Sword, Two-hand Sword, Blunt, Axe, Spear
- Creator: Dagger, One-Hand Sword, Blunt, Axe
- Clown: Dagger, Bow, Instrument
- Taekwon: Bare Hand(+)
- Paladin: Dagger, One-Hand Sword, Two-hand Sword, Blunt, Axe, Spear
- Professor: Dagger, Wand, Book
- Priest: Wand, Blunt, Book, Fist
- High Wizard: Dagger, Wand
- High Priest: Wand, Blunt, Book, Fist
- Hunter: Dagger, Bow
Class Upgrade
When your member's level is 10, 15, 20, they can upgrade their class at the Class Training Center. For each upgrade, your Class Training Center must be upgraded to level 1, 10, and 15. - In order to upgrade your member to 4th level class, you need 'Magic Stone of Emotion' which can be obtained from Dungeon or Dimension battle.
- Novice(1st) - Super Novice(2nd)
- Swordman (1st) - Knight (2nd) - Lord Knight(3rd) - Rune Knight(4th)
- Swordman(1st) - Crusader(2nd) - Paladin(3rd) - Royal Guard(4th)
- Magician (1st) - Wizard (2nd) - High Wizard(3rd) - Warlock(4th)
- Magician(1st) - Sage (2nd) - Professor (3rd) - Sorcerer (4th)
- Archer (1st) - Hunter (2nd) - Sniper(3rd) - Ranger(3rd)
- Archer(1st) - Bard(2nd) - Clown(3rd) - Minstrel (4th)
- Acolyte (1st) - Priest(2nd) - High Priest(3rd) - Arch Bishop(4th)
- Acolyte(1st) - Monk(2nd) - Champion(3rd) - Sura (4th)
- Thief (1st) - Assassin (2nd) - Assassin Cross (3rd) - Guillotine Cross (4th)
- Thief(1st) - Rogue(2nd) - Stalker(3rd) - Shadow Chaser (4th)
- Merchant(1st) - Blacksmith (2nd) - White Smith(3rd) - Mechanic(4th)
- Merchant(1st) - Alchemist (2nd) - Creator(3rd) - Generic(4th)
- Taekwon(1st) - Taekwon Master (2nd)
- Taekwon(1st) - Soul Linker (2nd)
Refine/Mix
1. Equip card in the Item
- If you have slot [1] [2] [3], you can equip refinement/skill cards and if you have S slot, you can equip attribute cards.
- You can find the available card list when you double tab the empty slot (green/blue = refine/skill card, red=attribute card).
- Only available cards can be displayed.
- Cards can't be deleted once you equip it.
2. Item mix
- You can mix the base item and material item to [1] item in creator. ("Success" is displayed.)
- You can get the Item [2], [3], [1]S, [2]S, [3]S in very rare chance. ("Lucky" is displayed.)
- You can lose both base item and material item if you failed to mix. ("Fail" is displayed.)
3. Item trade
- You can sell your item at the auction and also buy the item from there.
- The max 5 items can be entered in the auction, and it can be canceled if the item is not sold out in 7 days.
- All items can be traded except the cash item.
4. Item sell
- You can sell the items in the market and get the resources and Zeny.
- Only players who are in the store and camp area can sell the items.
- Resources and Zeny will be entered in main camp.
Battle
Soldier
- If you assigned the soldiers, battle power will be stronger even player's EXP is not much high.
- Attack power will be improved if you assigned the appropriate the solders.
- The higher attack/defense power level will be better. However, attack/defense power level is only applied to the soldiers in the camp.
- Warriors: The speed of recruiting is kind of fast and the attack/defense power is generally good.
- Engineers: The speed of the moving is slow but they have good defense power and also can get the bonus when they attack.
- Archer Class: High attack power but rather lower defense power.
- Knight Class: high movement speed and high stat but production time takes long and exhaustion of resources is big
- Magician Class: Even though production time takes long and exhaustion of resources is big, attack power in fortress is huge..
Compensation of properties
- Attackers compensate % of attack power based on their own and defenders' properties.