General Info
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Skill Points (SP)
Skill points are spent to buy skills. Aside from the SP refund players get when they change classes, there's no way to refund spent SP. Players earn SP through gaining levels at a rate of 28+Level SP per level, although these points are spread out through the course of the level and not awarded in a bunch at the end. Players can also gain SP by from special skill books earned by completing certain quests.
Generally, players will receive rank upgrades every level and new skills every five levels up to 48 or 50.
Stress
Stress is a meter that restricts how much a player can play a certain character per day. It's measured by rooms (156 total), and is refilled once a day at 5 PM EST. Moving to an already explored room does not cost stress. If a player runs out of stress while in a dungeon, they're allowed to complete the rest of it regardless. Occasionally, events are held that give players more stress per day than usual.
Armor
The armor types, in order of least defense to most defense, are cloth, leather, light plate, heavy plate, and full plate. The only requirement to wear any type of armor is level based. There are no stat or class requirements on armor. However, the type of armor a class should wear is determined by the masteries they start the game with and the ones they acquire with their class change at level 18. Not every class receives the same benefits for their gear despite having masteries to wear the same type of gear. If a player wears a type of armor that their class doesn't have a mastery for, they receive stat penalties instead of bonuses.
Full Plate armor cannot be found in typical armor shops. It can be found through quest rewards, drops, or Full Plate jars.
Armor Masteries of Each Subclass...
- Cloth
- worn by Mage, Soulbringer, Nen Master, Mechanic, Summoner, Elemental Master, and Exorcist
- Light Plate
- worn by Fighter, Weapon Master, Striker, Grappler, Infighter, and Necromancer
- Heavy Plate
- worn by Ghost Knight, Priest, Berserker, Street Fighter, and Launcher
For information on how to read armor stats, view the Armor Identification article.
Weapons
Unlike armor, weapons do have class restrictions. Some weapons can only be equipped by a specific subclass. Each weapon has a physical damage stat and a magical damage stat. What sets weapons apart is how much of each they have. In general, the higher a weapon's physical damage is (relative to other weapons of the same level), the lower its magical damage will be, and vice versa. Weapons also tend to have slower attack speeds the more physical damage they have, but there are exceptions.
Hand Cannons, Light Swords, Boxing Gloves, and Brooms cannot be found in typical NPC weapon shops. There is a small chance they'll be weapon jar rewards. They also can be found through quest rewards and drops. Level 17 and below Light Swords and Boxing Gloves do not exist.
In order of strongest physically to strongest magically...
- Ghost Knight Weapons
- Blunt, Large Sword, Beam Sword (Weapon Master only), Katana (literally translated to "Blade", Wiki uses the term Katana to prevent ambiguity), Short Sword
- Martial Artist Weapons
- Gauntlet, Boxing Glove (Striker only), Tonfa (actually has low physical AND magical attack but gives large bonuses to accuracy and dodge), Claw, and Knuckle
- Gunner Weapons
- Hand Cannon, Musket, Revolver, Bowgun, Autogun
- Mage Weapons
- Spear, Pole, Broom (Scholar only), Rod, Staff
- Priest Weapons
- Axe, Totem, Cross, Scythe, Rosary
- Thief Weapons
- Sword, Dagger, Wand
To give players an incentive to use different weapons, certain bonuses and penalties are given to most weapons. For information on how to read weapon stats, view the Weapon Identification article.
Avatar Gear
Avatar Gear is gear that changes the appearance of characters (unlike armor) and gives substantial stat bonuses. Avatars are typically bought through the Cash Shops, but unlike Pets, Avatar pieces can be sold in player-made shops, making them readily available in most economies at the right price. Avatar pieces, like weapons, are class-based, so one class cannot wear another class' pieces. The stats that come with avatar pieces are chosen by the player who bought them with cash. Avatar gear does not have durability. For more on the identification of avatar stats, visit the Avatar Guide.
Better avatar pieces come in eight-piece sets (Skin color pieces are the exception) that give major benefits to the player if they're worn.
- Basic Avatar pieces have no level requirement. They give the worst individual bonuses, and are not tied to a set. They're usually the cheapest in the economy, but not necessarily the easiest to find because of little demand.
- High Avatar pieces have a level 30 requirement. They have the largest cosmetic variety by far and the weakest set bonuses that avatars can provide, relatively. There are level 30 sets that match visually, but the set bonus applies to any combination of level 30 avatar gear. Seasonal outfits (ie: Beach Wear), while having their own unique individual bonuses, count towards the set bonuses as regular level 30 set pieces.
- Premium Avatars a.k.a. Event Avatars have no level requirement, and can only be purchased during a limited time from the Cash Shop. These avatar pieces have no level requirement but generally have slightly better stats and set bonuses than the High Avatars. Since they do not share set bonuses with High Avatars, you must obtain the entire Premium Avatar set to receive a bonus. Unlike High Avatars, Event Avatar sets cannot be mixed without breaking the set bonus, even among different color schemes of the same graphic.
- Rare Avatar pieces have a level 30 requirement. They can be identified by their purple names and give the greatest bonuses.
- Jar heads can be found in Item Jars of any type. They come in a variety of level ranges and give amounts of HP and MP regeneration dependent on the level of the Jar head. Some Jar heads have an expiration date of 30 days (starting on the day that the Jar head was pulled out of the Jar). Unlike permanent Jar heads, these cannot be sold in player-made shops or mailed. All Jar head types may be traded, however.
Death and Coins
Upon dying in a dungeon, the player will have a 10 second countdown to decide whether or not to use a coin or return to town and gain fatigue. If the player chooses to use a coin, they resurrect with full HP and MP in an explosion, damaging and knocking down all nearby enemies. Also, all hits that the player contributed to the hit count are reset after using the coin. In a party, there's no countdown unless every player in the party is dead. Players can use their coins to resurrect dead party-mates by pressing function keys on their keyboard appropriate to their party slot (i.e. resurrect the 1st person in the party by pressing F9, 2nd person with F10, etc.). Being dead through the completion of a level gives a slight penalty to the bonus experience at the end.
New characters start off with 10 coins. Once those are used up, the player will automatically receive a certain amount of coins per day (the amount depends on the server) when stress meters reset. The coins will only recover up to that amount, so if the server gives 3 coins per day, and the player has 2 coins at the time of stress reset, they'll start the next day with 3 coins, not 5. There are also events held that allow the player to earn coins, on top of being able to buy them with cash. Daily-earned coins actually do fill over these alternatively-earned coins, unlike the 10 coins a character starts with.
Fairies
Fairies come in seven different colors and different sizes. The bigger the fairy, the more beneficial they are. If a fairy has a heart over its head, it affects everyone in the party. Fairies do not expire over time if the container they're found in is opened, even if the player leaves the room the fairy is in. Fairies do have specific spawning locations, but there isn't a guarantee that one will spawn every single run.
- Red
- Recovers a percentage of max HP
- Blue
- Recovers a percentage of max MP
- Green
- Recovers a percentage of both max HP and max MP
- Dark Blue
- Increases strength, stamina, intelligence, and wisdom temporarily
- Light Blue
- Increases physical attack speed and run speed temporarily
- Yellow
- Temporarily makes the player immune to the stunning effect of being damaged, but not invulnerable to the damage itself.
- Orange
- Temporary invulnerability to everything.
Death
If a player leaves a dungeon early, whether through death or otherwise, they're returned to town and are in an injured state for 5 to 10 minutes that reduces all player stats by 90%. This can instantly be cured by clicking the injured icon and paying an amount of money determined by the player's level. Recovery occurs over time while out of hostile territory; the stat penalty slowly decreases and the cost of curing injuries reduces, until eventually the player is well.
Roads
The roads of a dungeon are essentially its difficulty. From easiest to hardest, the roads are: Normal, Expert's, Master's, and King's. Expert's road is earned by clearing a map on Normal, Master's is earned by clearing Expert's with a B rank, and King's is earned by clearing Master's with an S rank. Harder roads increase the amount of "champions" per dungeon, the amount of damage monsters deal, the amount of HP monsters have, and the evasion ("Stuck" chance) of monsters. The reward for such a risk is a greater amount of overall experience, money, and drops.
Quests with Road requirements allow players to complete the quests on harder Roads than they specify, but never easier Roads. If quests allow completion on any Road, it normally won't specify it in the text.
- Expert's Road: 익스퍼트 로드
- Master's Road: 마스터 로드
- King's Road: 킹스로드
Score Rank
There is a new scoring system in Korea that we haven't fully deciphered yet. All the old score systems don't apply anymore unless you're on one of the old score quests. The current system seems to be a combination of combo values, damage dealt, and time spent, and in a party, the scores aren't combined or averaged together until the end.
Channel Select
Depending on what dungeon the player is interested in clearing, being on the correct channel will give them an experience bonus at the end of the map. The icons depicted in the channel select signify which dungeon that channel gives bonus experience.
In this picture...
- Ch01: Gran Floris (Elvengard)
- Ch06: merchant channel (no bonus, players usually set up shops here)
- Ch31: Tower of Death
- Ch32: Gran Floris (Hendon Myre)
- Ch33: Sky Tower
- Ch34: Behemoth Sanctuary
- Ch35: Storm Pass (Dungeon)
- Ch36 and Ch37: Underfoot
- Ch38: North Myre
Channel numbers are different for every server. The icons are what's important in identification. The Korean symbol on the right side of channel buttons signifies the server population. From least populated to most populated: green, yellow, orange, red, then when the channel is entirely full and no more players may enter, the whole channel button turns a shade of black. Players can be added to a queue to join full channels by attempting to join the channel.
Cash
The cash shop is how Nexon earns money. Obviously, there are benefits to buying cash shop items (one of the most important being avatar items), but I don't recommend spending money on it until you've played for a couple weeks. Unless you've got money to burn. In which case: there are sites that sell the keys for Nexon Korea cash cards that email the keys to you instead of snail mailing. Cera points value at approximately 1$ US per 1,000 points. A full, permanent avatar set goes for about 45$, and an event set will cost around 35$.
Gear Crunching
Rothon in Hendon Myre allows players to "crunch" gear into different colored cubes used as a reagent for crafting recipes and performing high level skills. The higher the level of the gear crunched, the more cubes that are rewarded. Crunched gear must be fully repaired and there needs to be enough free space in the player's bags to perform this. White quality gear only crunches into colorless cube pieces. Blue quality gear yields some colorless cube pieces and a single cube piece of some color (red, blue, white, or black). If lucky enough, crunching blue gear can yield a much larger amount of colored cubes. Crunching purple and green quality gear follows the same formula as blue quality, except instead of colored cubes, it yields Low-Class Crystallization of Element.
Gear Upgrading
Kiri in Hendon Myre gives players the ability to upgrade their armor and weapons. Upgrading increases mitigation and damage, respectively. Each upgrade uses one Ryan Coke and costs an amount of gold dependent on the gear's level and rarity. As more upgrades are applied to a piece of gear, it becomes harder to upgrade, resulting in better odds on upgrade failures, as well as harsher failure penalties. Upgrade failures can result in reduction of upgrade quality (+4 to +3 for example), removal of all upgrades (+6 to +0), or even destruction of the gear. More information on upgrade chances here.
Refining Raw Materials
Roger in West Coast allows players to refine the raw materials they find in dungeons and through crunching items. The Refining process simply costs money to perform. Refined materials are typically used in crafting recipes, but some quests require the player to gather refined materials as well.
- Raw Materials
- A Piece of Rag
- Worn Leather
- A Fragment of Weathered Bone
- The Lowest-Class of Rubstone
- The Lowest-class Hardener
- Purple quality gems...
- Onyx
- Diamond
- Blood Stone
- Obsidian
- Aqua Marine
- Cube fragments of any color
Icon Borders and Binding
Some items in the game can't be traded to other players, sometimes after they're equipped. What signifies this is the borders around item icons. Items with red, blue, and green borders are pet gear, and some pet gear can be bound.
Items without a border aren't bound to anything and won't be if they're equipped.
Items with a silver border can be traded, but once they're equipped, they're bound to the player and can't be traded.
Items with a gold border are bound items. They cannot be traded.
Items with a slight red hue over their icons can't be equipped. Usually red text in the item description will tell the player what requirement(s) they haven't met.
Items with a green border are avatar pieces. These can be traded and don't bind to players.
Durability
All blacksmiths repair durability. Most notably, Delilah at the end of maps, as well as Linus in Elvengard, Sinda in Hendon Myre, and Kagon in West Coast.
Status Ailments
Status ailments work on a level-based system. The duration and chance to apply an ailment is affected by the level difference between the ailment and the afflicted target. The higher the level of an ailment is over its target, the more effective it is, and conversely being lower will make it less effective. If a skill applies a status ailment, increased ranks will increase the level of the ailment. If a piece of gear applies it, the level requirement of the piece of gear is typically the level of the ailment it applies.
* = able to shorten the duration of the ailment by pressing the action buttons and arrow keys repeatedly
- Stun*
- Immobilizes and incapable of performing any action
- Freeze*
- Ice-based. Immobilizes and incapable of performing any action
- Stone*
- Immobilizes and incapable of performing any action. If the target doesn't break the stone through button mashing, the target takes extra damage when the stone effect ends
- Sleep
- Falls to the floor, immobilized and incapable of performing any action. Being hit or waiting it out removes the effect
- Hold
- Immobilizes movement
- Confusion
- Reverses the direction of input for players. when applied to an NPC, causes it to attack its allies
- Blind
- Shortened range of vision and reduced chance to hit
- Burning
- Fire-based damage over time ailment that burns nearby allies
- Bleed
- Damage over time
- Poison
- Damage over time
- Shock
- Caused by certain light-based attacks and causes target to be subject to additional light damage if physically attacked
- Curse
- Lowers physical and magical damage
Changing Class
Class upgrading quests are a unique purple color that are accessible at level 18. Each subclass has its own set of quests that range from soloing maps to gathering some items. Upon changing classes, SP distribution is reset. There are NO hidden penalties to changing classes at a level beyond 18.
Towers
Towers are an alternative to regular dungeons for experience. Instead of stress, entrance to a dungeon costs a single Drapyus' Invitation (found in the Quest tab of the player's inventory) from each person in the party. Players recover up to five Invitations per day at stress reset time. Towers are available to characters of every level, and combat in Towers functions and scales as it does in PVP, despite not being able to PVP in Towers. Each additional person in a party increases the difficulty of monsters as if it were a higher road.
Once in a Tower, the player/party is put to an endurance test to reach the highest floor they can. Players in towers may change their equipment as if they were in a dungeon.
Rewards for attempting Towers are similar to the ones given at the end of dungeons, except players receive more "tickets" for clearing more floors. Because Towers are an endurance test, players will see the reward screen regardless of the floor they die on (unlike dungeons, where clearing to the end is necessary).
The towers available to players are Tower of Death and Tower of Illusion.


