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Nunvince Dungeon Guide for Segnales in 2Moons

Posted on 2007-11-06 by adminNo comments


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Credits to smtrooper32

 

I see a lot of Segnales asking for help for this instance, and I figured I could help out some since I’ve been running it for around 15 levels now. If you have any of you have more tips it would be nice to post them here so we can get them all in one place.

 

First, some basic information. I’m a level 50+ healing segnale, with my main stat as ‘heal’ (no, not spr). I have fairly high spr though, since I like to keep it near/above dex (which is at min) and I spam skills for damage. This being said, a pure heal segnale will probably be able to complete the instance at a much lower level than the seg’s who go dex or spr mainly.

 

Why do I mention this? Because if you are a high enough segnale to do this instance, I hope you have realized that one of the main weaknesses of segnales is knockback. The more def you have, the better you do against multiple mobs. The PvE bread and butter skill of most segnales tends to be ‘blood hit’ (or barrage), which is easily interruptable in the beginning. Not to mention, our heals which CAN be interrupted. This, combined with our lack of AoE below 59 (no, I don’t consider evil spear to be AoE- that thing is near worthless as an AoE) makes any mob number greater than 1 a problem if they can interrupt us.

 

Anything that aggravates this weakness is a huge liability to our survival. Hence, fighting two red mobs is NOT twice as hard as fighting 1 mob, but more like 3 times as hard. And fighting 3 mobs at once is 5 times as hard as fighting two mobs at once.

 

Because of the way the dungeon is structured, segnales have a naturally hard time. Consider the non-boss enemies- sasquatches are almost impossible to lose. You cannot run away from them, they will follow you to the ends of the dungeon. Skeleton knights are ranged and like to use skills that interrupt. They also tend to come with a set of sasquatches. Spider larvae have an irritating web attack that roots you. Spiders, thankfully, don’t have anything to hinder you, although they do spam a poison attack that leeches your life.

 

Most of this guide then, is on how to minimize the amount of mobs you need to fight in each of the dungeon areas. I’ll assume knowledge of basic techniques, such as kiting, knowing your whip range, ‘pressing E’ to heal other yourself, etc… Also, the directions on where to go are pretty self explanatory in the quest log, so I won’t go into that.

 

The sections are be broken up into what I consider the ‘problem areas’ for segnales i.e. :

 

THE TREASURE ROOM (2 Spider Souls)
THE SEAL OF VESSAGO (1 Knight + Sasquatches)
THE LABORATORY ENTRANCE (2 Knights + Sasquatches)
THE LABORATORY (Lord Kunda + 5 Knights + Sasquatches)
THE SACRIFICIAL CHAMBER (2 Spiders + 2 Larvae + Spider Boss)
THE CHAMBER OF SPACE (general tips)
THE GODDESS STATUES (3 Frizkhans + 3 in the Center)
THE THRONE OF THE GODDESS (Boss Spider)


General Tips:

If you spam skills like I do, bring many, many, many MP pots. Nunvice dungeon gives gems, beads, agates, but NO equipment (except for a ring). Therefore, you don’t need that much space, fill up so you won’t have to go back to town. As healers, our mana is our life and damage, do not forget this.

If you are doing this dungeon at level 34 or a few levels above that, you do NOT have to complete the dungeon. (in fact, it is probably impossible). Nunvice dungeon creatures give very high amounts of experience for their hitpoints, but they hit hard for their level. Don’t waste 10k by trying to ‘run it’ to get to the end and dying 5 minutes into the dungeon.

 

You will want to kill everything you come across if they are white or red to you, and you will want to do it safely. Tape something to cover up the countdown timer on your monitor. This is not a race, this is an expensive, but worthwhile grind. Later on, you will have much more money when you exit the dungeon that you will when you enter it. Slow and steady will make sure you exit out the dungeon gracefully into requies beach after 30 minutes with a LOT of experience and most of your money back. Racing the clock will get you dumped back in a body bag with nothing to show for it.

Learn the aggro range of the creatures, and get used to map.
PART I: THE TREASURE ROOM

 

Most of the time this should be easy. Simply use a large range skill like backdraft to grab one spider and kill it. Rinse and repeat and grab the chest.

 

I only mention this part because its the first room where you might end up fighting two boss creatures if you aren’t able to kite well. If this does happen you get to practice techniques for dealing with the 3 frizkhan spawn at the end of the dungeon. They don’t hit too hard, but you can get a general feel for the timing of dealing with two very nasty mobs. The first thing is to LEARN YOUR HEAL INTERRUPTS. Most of us should have learned to watch our life bar by now, and to know when we need a heal in the middle of a fight. For those of you who have haven’t got this down yet because you haven’t fought aggressive creature mobs, its time to start learning.

 

Self heal is an extraordinarily fast cast, if you have it, use it. Most of the time its extremely hard to interrupt if you time it after an attack. After a while, you should be able to use it instinctively between skill spams in a fight. Heal other loses your target, which could be a problem if they are stacked together and you need to find the half dead one. Use it if you don’t have a choice. Hyper heal should be saved as an emergency heal to be spammed TOGETHER with a heal pot. A longer cast time + heavy mana cost and its ability to heal 2k+ at level 1 makes it a something to hit in an emergency if you can get it off.

 

Keep in mind, auto attack can sometimes mess up your heal timing. If you use it, make sure you give yourself a bit more room for interruption.

 

Regardless, this room should be easy even at level 34.
THE SEAL OF VESSAGO (1 Knight + Sasquatches)

 

You need to break into this room to get inside the laboratory. There are certain rules you need to follow if you are having trouble with this place. These will seem (hopefully) obvious to most of you.

 

#1 Prepare Yourself. Kill EVERYTHING you might back into if you need to kite the sasquatches and the knight away from the room. HEAL and BUFF yourself.

 

#2 When breaking this door, DO NOT USE YOUR WHIP. Use a range attack like backdraft and keep the hell away from the door. DO NOT USE ANY SKILLS THAT MOVE YOU FORWARD.

 

#3 DO NOT ENTER THE ROOM. (you can disregard this if you just need to kill the stragglers) Hopefully, you haven’t drawn every monster in the room to you if you’ve broken the door from range.

 

Move away from the front of the door and move slowly forward. You should know their aggro range by now. Don’t worry, they can see you perfectly fine through the wall. You should also be able to see the monster names through the wall. If any of them begin to move, RUN BACK and hide behind the corner.

 

If you have drawn the skeleton knight, hiding around a corner will force the knight to close the distance to hit you, and you can ambush him with a blood hit before him and his posse can react. Kill him with spam skills first, then work over his bodyguards. If you’ve drawn too many, try to kite the mobs while you wait for your cooldown timers on skills or heal. Under no circumstance should you run into the room if you are trailing mobs.
THE LABORATORY ENTRANCE (2 Knights + Sasquatches)

 

Ouch. This is a nasty little room that is a prelude to an even nastier one waiting for you.

However, I consider this room to be the worst of the Laboratory section, since its entrance dumps you in FRONT of skeleton knights + bodyguards. In the worst case scenario (and it happens ~70% of the time) you have 2 knights and 4 sasquatches waiting for you. Their locations are all pretty random, so you’ll have to orient yourself pretty quickly, and its going to be hectic until both the knights are dead.

 

There are a few things you can do to prevent the situation from being a complete sh*tfest. The most obvious one is to BUFF and HEAL. Make sure you have a full mp bar when you enter. The second one is to go for the knights first. Spam your skills on them and use pots to heal. They are lethal because they are easily able to interrupt you and they are ranged. Once both knights are dead, you can kite the mob around the room and heal yourself while using barrage hit + backdraft spam to kill them one by one.

 

Once you have level 40 armors (or are mainly heal stat specced), sasquatches should not interrupt you anymore, and this room should become much easier to do.
THE LABORATORY (Lord Kunda + 5 Knights + Sasquatches)

 

This room is actually quite easy for range characters provided you follow the 3 cardinal rules given in the Vessago Room.

 

#1 Prepare Yourself. Kill EVERYTHING you might back into if you need to kite the sasquatches and the knight away from the room. HEAL and BUFF yourself.

#2 When breaking this door, DO NOT USE YOUR WHIP. Use a range attack like backdraft and keep the hell away from the door. DO NOT USE ANY SKILLS THAT MOVE YOU FORWARD (i.e. bloodhit the door, attack it with a whip, etc…) .

#3 DO NOT ENTER THE ROOM. (you can disregard this if you just need to kill the stragglers) Don’t break the door if you see them bunched up on it, just wait it out until you are sure you can draw Kunda out, or one of the knights. Run back to the entrance room of the lab- make sure the knights dont have line of sight so they are forced to run to you. Ambush them, don’t let them live for too long.

 

Proper sniping can usually net you a kunda and a knight, or just the kunda. You should have a far easier time of it than melee characters.
THE SACRIFICIAL CHAMBER (2 Spiders + 2 Larvae + Spider Boss)

There’s not too much to say at this point. Just read the LABORATORY ENTRANCE, which is a far nastier room. What makes this nasty is the entrance condition- which is in the middle of the mob, but you only have one truly vicious opponent.

Don’t forget though, even at level 50, you can take quite a bit of damage from spiders and spider larva if they start spamming skills. 150+ damage that isn’t really able to be mitigated can add up, so don’t die to a stupid reason like underestimating spiders.
THE CHAMBER OF SPACE (general tips)

 

No segnale should have any trouble killing any of the monsters in here. They are alone 90% of the time, and if they aren’t, they can be easily kited away. I put this section in here to add some tips in getting through this place:

 

#1. Orient yourself when you enter. Always go top to bottom or vice versa (north to south). Even though the room is randomized, every room follows a specific pattern. The ‘bridge’ stone is never more than 2 squares away from the training stone. Destroy it, backtrack, then get the chest and then the training stone. You go top to bottom because a north to south side opens up the middle bridge connecting the other ones, and any isolated ‘floating’ chest islands in the middle.

 

#2. Use the map. 95% of all the layouts you receive require you to traverse EVERY square in order to get every chest/training stone. The remaining 5%, you should still cross every square because its usually the best route anyway. Don’t be shy, periodically check your map to make sure you dont see any empty squares.

 

#3. If you think a bridge should be down but it isn’t, try to cross anyway. The graphics can get a little bugged in there. Bridges don’t drop when they should, but the path is still there.
THE GODDESS STATUES (3 Frizkhans + 3 in the Center)

One word. Pain.

 

This IS the biggest obstacle to any segnale finishing the dungeon, bar none. If you are doing this, I hope you have some level 40 armors, or a decent health score because otherwise the damage alone might kill you outright.

 

Three Frizkans spawn directly on top of the statue, and each frizkhan does 200-400 damage (depending on your def) and periodically cast a curse which poisons you and makes your movement speed slow to a crawl. You must go toe to toe with them. You wouldn’t want to kite them anyway, since 3 frizkhans are spawned in the center, making moving a dangerous proposition.

 

This is a nightmare scenario. So first thing is first. Clear everything away. Assume you won’t live through the battle, because unless you’ve already fought and won (then why are you reading this?) you probably won’t live through it. Get as much exp as you can before you decide to break the seal. Buff. make sure you have the guard buff on. At level 1 it gives you a fairly large chance to partially or completely block one of their attacks. It will still hurt, but when you’re dealing with an average of 300 X 3 (900 damage) a hit from all 3 of the frizkhans, it can be a lifesaver.

 

When you are fully pumped, carefully bring your statue of choice down to a sliver of life. You’re going to hit it from a corner (if you haven’t figured this out already) to give yourself the maximum amount of distance away from them. Why? Because there’s a trick you can do to make this fight a lot easier.

 

I’m going to assume you have a decent level blood hit (3-5), and that its you’re most damaging attack thus far. If you don’t… I don’t know what to say. What the hell do you use to fight red creatures? Anyway, you normally aren’t able to use this attack when mobbed by them, but it has a special property. Bloodhit becomes UNINTERRUPTABLE AFTER A CERTAIN NUMBER OF HITS. In my case, at level 6, it can’t be interrupted after the 3rd hit.

 

This means it can be used as a deadly opener to bring a frizkhan down to half-life or more. The MOMENT you backdraft the statue, target a frizkhan and use bloodhit. After the initial 2-3 hits, the other frizkhans won’t be able to interrupt it, and you should have done a fair chunk of damage to at least one of them. Concentrate everything on killing the wounded frizkhan with your spam skills.

 

Don’t bother watching the screen most of the time, LOOK AT YOUR HEALTH BAR. If it dips below a thousand, hit a heal. If your heal is interrupted, chug a potion, and try again. The most important part after damaging the frizkhan is to KEEP ALIVE and let auto-attack and backdraft/dreadnail/evilspear/ whatever uninterruptable skill you have do its job. Look up only after you’ve activated a damage spell to see if the frizkhan died.

 

Bloodhit. Spam Uninterruptables. Heal. Auto attack. STAY ALIVE. This is how you win. It isn’t pretty, but staying alive is what we do best.

 

After the first frizkhan dies, I guarantee that the fight is now HUGELY more winnable. Like I said in the beginning, every creature attacking us segnales adds an exponential amount of difficulty to the fight. Dealing with two frizkhans is difficult, but if you’ve killed the third, I have faith that you can defeat the other two no problem.

 

The ones in the center are easily isolated, so I hope you won’t have trouble with them.
THE THRONE OF THE GODDESS (Boss Spider)

 

Out of all the classes, I believe we might have the easiest time of this particular fight. Unlike other classes, we don’t have to pack as many health potions for this fight. 1 small mana potion is the equivalent of 30 comparable health potions in our hands, and not nearly as flexible. However, bring along several dozen large mana potions at least. It’s a LONG fight regardless.

 

When you activate the throne, you are automatically given ten minutes in order to beat the creature. (So if you have 15 minutes left on the clock, you’ll only get ten to beat it) The fight will take a long time, so make sure you are prepared.

 

You only have to do this fight once. In fact, you probably ONLY want to do it once. The boss spider gives a ring (+95 hp, +mp, +35 poison damage) along with ~20,000 dil and maybe an argate. No experience. It’s a brutal ten minute fight. You can’t drop or give away any extra rings you have (trust me, I tried) or put them in a shop, so don’t bother doing this quest again.

 

You can’t do enough damage to interrupt the spider (it has at least 100k hitpoints, probably more), and it will always do enough damage to interrupt you unless you come here at level 60 or something. To be honest, as a segnale you can go toe to toe with it and auto attack it with the occasional skill spam. It doesn’t attack that fast, and you can easily heal out of any damage it does to you. You won’t die, but I’m not entirely sure you can do enough damage in a ten minutes time span to kill
it.

 

The easiest way for me is to spam skills until the bloodhit cooldown is over, then run away from the spider. Once it starts chasing you, hit bloodhit and after the 3rd hit, it can’t stop it from finishing. 5k damage every 5 seconds from bloodhit + the damage from every other skill I have brings the spider down pretty quickly.  

When its dead, you should have around 3 minutes left over to take a breather and try out your new ring.

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All Element Mage Guide about Level 1-92

Posted on 2007-10-30 by adminNo comments


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May you are playing a role of 3 element mage in 2Moons, May you are not playing that. We don’t care that proble. This is a guide for people who want to make an all element mage. 

Lvl 1-20

These are the newbie levels, you should be able level very fast no matter what build you have. Always having the 3 top spells will make the process go even faster. You will only need one point in each of the lvl 7 and lvl 16 spells, and you should start upping 2 of the 3 elemental masteries. I recommend fire and lightning for their early level AOE spells. For passive skills, just put left over points into energy mastery, and some points in mana force is mandatory. Seize Nimbis is a nice and cool looking buff spell, but energy mastery will net you more defense bonus in the long run. The elemental resistance is rarely needed unless you are pvping against other mages. Besides having to recast the buff over and over again is rather annoying, you will probably forget half of the time anyway.


Lvl 21-33

These will be relatively tedious levels. Try to level with parties, it’s still very doable. At level 27 you will get 3 new shiny spells, level27 ice is crap, it takes forever to cast and only freezes a target for 2 second and doesn’t even work half the time. Level27 lightning is a descent AOE spell with nice damage. And don’t look down on level27 fire just because it’s a close range. It is perhaps IMO the best lvl27 spell, it can be casted almost instantly and has very high damage output for early levels. It makes a great finishing move or the skill to use in a pinch. You should learn to use it, love it, but only put one point in it.

 

Also lvl 16,27 fire and light spells make an excellent AOE combo at early levels. You will be able to kill mobs very fast if you can master them. 

If you really can’t get through these levels without using more points in spells(Unlikely IMO), you can always do a reskill at lvl36. 

Lvl 34-35

The reason I put these 2 levels separately is because you will be able to go in Nunvice dungeon at 34, in there you will be able to get to lvl 36 super fast regardless of what build you have.

 

Lvl 36

The power of the mage is finally unleashed, you will now be able to get back at all those that looked down upon you before and stomped them to the ground. Go back to Heiharp and teach the noobs there why mages rock 

From now on you should focus on maxing out lvl36 fire and light, lvl36 ice will be your backup AOE spell. Note that the cooldown times allow the 3 spells to be casted one after another.
Lvl 51

Don’t get the the lvl 51 skills if you don’t pvp a lot, they are not good for your general pve. Even if you like to pvp or just adore the fancy visuals, 1 point in each will be enough.
Lvl 81

Lvl 81 ice, good. Lvl 81 light, good. Lvl 81 fire, hmm the fire tree is going downhill. 

Lvl 92

If you made it this far then grats, you are now an Uber mage. Use your ultimate spells to nuke everything you see unfit. This is also a good time to reskill since all the skills are out. If you reskilled already, then consider the cash shop, after all a game that made you waste hundreds of hours of your life is probably worth a couple bucks on, neh? 

 

Following the reskill below you will have 20 points left to pump up you favorite lvl 81, 51, 36 (lvl 7!?) spells.

 

Statswise

Anything in between the 1-4 and 2-3 heal/spirit ratio is good. Mage stats are simple, there is really no need to go too deep. Just up spr if you feel uncomfortable with another mage doing more damage than you and up heal if you find your self dying too fast.

 

Equipment

If you are going for a 3 element mage then the wand is your obvious choice of weapon. Since mage armors have low def compared to other classes, I highly recommend getting 4 socket armor and helmets to put +def medials in them. For accessories, wear only +def rings necklaces. The reason is because every point you put in heal only gives you ~1.5 def while every point spr gets you ~3 magic damage. So the +def accessory will give more bonus in this respect. Socket your wand with pyramids since they will help increase attack power for all of your spells.

 

Where to Grind

 

1-20 Loa/Braiken Castle -> North Morte/Are -> Denebe

Pretty straightforward, you can do some newbie dungeon runs too.

 

21-33 Heiharp

Heiharp will give you the most exp for the bang if you can find a good party. The first time you get to Heiharp, go all the way to Parka Shrine and set your return point there so you don’t have to walk all the way back if you die/restock.

 

34-50(54) Nunvice Dungeon in Requies

Nothing beats 500exp for an easy to kill spidey. If you make it all the way through you will also get a whopping 50k exp. Killing the last boss is optional, the reward you get is not good for mages. If you are still not sick of running the dungeon yet after lvl50 then feel free to hardcore your way through to lvl55.

 

51-54 Norak Cave 2

If you feel you’ve graduated from the dungeon then this is the place to be. Peccare and frailers in the middle of the cave will be the best target for mages.

 

55-65 Crespo

This place is a heaven for mages if you can learn to avoid those minibosses. High mob limit(4) and lack of ranged mobs will make grinding less of a pain. Feel free to do some lvl60 dungeon runs.

 

65+ Draco Desert

Prepare for a potfest, the exp will be worth it though.

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2Moons Carbonites Incar’s High Level Guide

Posted on 2007-10-24 by adminNo comments


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Ok guys, when I first started my Incar I had much more time to test. As it stands now, I dont have much time to get in game at all. I just wanted to post this as a sort of guide/what I know so far kind of things. I hope it helps some.

My Character.
Hat is in the 90s. The other stuff is in the 100’s. 
 

My Stats.
First thing I should note is that I have not tested a build that includes dex just yet.
This current build is weapon requirement in str and spr, all the remaining points go in heal. 
 

My Build.
I have only recently come to this build. It is a work in progress. 
 

My Hotbar.
With this current build everything fits on one hotbar. I guess thats a plus. 
 

Ok guys, now for the meat and potatoes.

I have not played an Incar the normal way for those that dont know. This is a lv 115 character given to me for my Moderation duties.
So if your looking for a guide on how to level your character you should check out some of the other great guides people have posted.

As it stands. When your at around level 100 you will be using all three tiers of skills. I see no reason not to. You have the points and spending them in the lower level spells is futile. Their damage does not seem to be anywhere near what you will need for your level.
That being said, your build will come down to the bottom 4 skills in each tree.
Now it is possible you may chose to go only 2 trees and get a combination of both of those on the higher level skills but I havent tested that as of yet.

My current build is built around Gracious Eddy. Let me tell you something about Gracious Eddy, EVERY MAGE SHOULD HAVE IT.
If you dont plan on getting gracious eddy, you are making a mistake. No build should not include it.
It is a very powerfull skill that will freeze on mob/char in place and Aoe all those in the surrounding area. It hits really HARD. Cant stress that enough.
Most of the time I am told it takes up to half of the sheild on the duels I have had with characters of my level.

So how do you work this then? Well, the very first thing you should cast the second the duel starts is Gracious Eddy. It never misses, so you will lock your dueling foe in place allowing you to cast your fast attacks. With my current build I have chosen to use Flame Burning, Ice Blanket, Cruelty Lightning and Thunder spear as my fast attacks. (I will be changing this some in the future.)
So youve casted Gracious Eddy and now your using your speed attacks. (Youll get 2 of these during the time your foe is frozen.)
Now if your fighting a melee character and they are trying to get close it is time to cast Intimid Flash. This skill will Aoe surrounding you and follow you where you go as it continually shoots out multiple times a nice attack on the enemies.
If you fighting a range class its time to use Infernal Pillar. Infernal pillar will shoot a couple fire blasts at the enemy and then your character will charge your enemy where most of the damage will be given. After you cast this spell youll then go to Intimid Flash again in order to aoe while your close.

At this time Gracious Eddy will be ready and you should definately go back to cast that again. In fact if at any time its ready while your still doing the others steps, stop and cast Gracious Eddy.

If you do this effectively it will give you your best chance at every class.

Against a Segnale at this level:
She is going to Paralyze you. Be ready for that first thing.
You will want to get Gracious Eddy out at the same time. Youll both be frozen but the Segnale’s paralyze does little damage compared to yours and hopefully you can get her before she casts curse feild, otherwise your damage will be equal at this point.
Now, if your lucky the Segnale will be close to you during this point, because you can cast Intimid Flash out of the paralyze as I have found. However, your Gracious Eddy will not allow your oppenent any room for skills as they will be getting knockbacked a lot during the time your spell is on them.
So if she is close to you, use Intimid Flash.
Now move on to your fast attacks until Gracious Eddy is ready again. If you get caught in a Curse Feild and the Segnale is outside of this, use Infernal Pillar to move yourself out pretty efficiently.
The main thing when fighting a Segnale is trying not to get paralyzed inside a Curse Feild. It will be tough, but if you can do it you will have a much better chance in this fight.

Against a Knight at this level:
Note: I will laugh at you if you ever lose to a knight at this level. ROFL. jk
Second verse same as the first.
Gracious eddy first thing. Get back while he is frozen and use your fast attacks.
No matter the Knights build he wants to be close to you, so dont let him.
When a knight gets close to you, you should then cast Intimid Flash. This has some serious knockback and you can keep him from attacking you nicely.
A smart knight will use Insensibility at this point. It allows them to not be affected by Knockback. However, Knights hate the skill as it has adverse affects on their stats. If your lucky youll mostly run accross knights that havent put much weight in this great skill they have.
So you can use the time Intimid Flash is cast to get away as the Knight at this point will likely want to get away from you. (again barring he isnt using Insensibility.)
Either way, its time to move and cast fast attacks all the time, until Gracious Eddy is ready.
Wash rinse repeat.
Done right, the Knight will hit you with maybe 2 skills the entire duel.

Against a Summoner at this level:
You have heard Summoners suck at this level. Let me tell you right now. DO NOT UNDERESTIMATE THEM.
Summoners have some pretty devistating skills for your sheild. I dont know what its called but when they use the skill that uses both blades in furry of attacks, your sheild is going to melt, and its going to melt fast.
Currently I cant say what you should do against their different pets, but I assure you youll will do something different depending on what they have summoned. One of the pets, (I will make note of what in the future.) Will force you to not be able to move. This is devastating to us as it allows the summoner and his pet the close proximity that he loves.
If you can get Gracious Eddy out first thing it will lock the summoner into place and aoe his summon.
From that its fast attacks again until Gracious Eddy is ready.
Always stay away from the summoner and his pet.

Against a Bagi at this level:
Havent had the chance to duel one yet.
Wont be a much different fight than the knight though. Bagis dont have much in their skills to attack with, but what they do have is POWERFULL, and when coupled with their buffs you really need to stay away.
Use the same tactics for now to freeze using Gracious Eddy and fast attacks until Gracious Eddy is ready again.
I will update after I am able to duel one at my level.

Against a Hunter at this level:
Barring any major changes to the game, the Hunter is one of the most DEVASTATING Duels any other class can go up against.
If they arent the best in PVP they are damn close.
The worst part about them for you is, they are long range damage and you are mid range damage. This makes for an interesting fight.
Both of you will be a distance from eachother at all times and the Hunter will be trying to keep just enough distance so that your Skills will force your character to have to run closer before using them.
So my strategy for you here is to get in close as if you were a knight. Dont let them have that distance ever. No matter where you are the Hunter skills hit hard so staying close is your only chance at doing the same dps as the Hunter does.
Use Gracious Eddy first thing. Get in close while she is frozen and use your fast skills.
Do what you can from there to stay close while using the fast skills until Gracious Eddy is ready again.

So, have I not convinced you on Gracious Eddy? I sure hope I have, its your pivitol skill. Your major

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2Moons Azure Knight Guides about The Sword and Shield

Posted on 2007-10-19 by adminNo comments


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In 2Moons, which character do you play? Azure Knight? Or Bagi Warrior? If you are Azure Knight, you want to know of the guides about that? Here we will introduce that, enjou that…

 

Easily one of the most popular (and argueably equally effective) builds for A.K.s. The protection of a shield and sword combined make this one of the builds intended to resist hellfire and brimstone, while keeping up a good dosage of attack with sword’s high-damage skills.

 

Level needed to complete the build: 129 ( 90 for to have all skills ready )
Skill points left at 150: 21

 

Pros:
- Very high survivability. High defence and block ratio.
- Decent damage
- Medium attack speed

 

Cons:
- Swords have the lowest base damage of… well… Any other option for a Knight. Even though skills sort of even-out the damage diference between other 1handed weapons, this build never reaches the damage potential of 2handed or dual knights.

 

Description:
One of the most popular and effective builds due to it’s huge survivability while maintaining a decent damage output.


Important skills:
- Sword Mastery – Obviously, since it affects the damage of almost every attack you have.
- Sword Defence – For it’s enourmous bonus to blockrate. 80% when maxed! One of the main factors to why this build has such a high rate of survival.
- Blind Jab – An extra 80% defence as follow up to a medium – high damage attack with 6 sec cooldown.
- Shield Shove – When maxed it adds almost 3 seconds of stun to a medium-low cooldown (6 seconds) move, leaving the oponent open for strikes.
- Air Smashing – Highest damage sword skill, with a big cooldown. Basicly the strongest weapon a Sword/Shield Knight has.
- Strenghten Health – Priceless for PvE (basicly eliminates the need for life potions), thought not as effective in hgher-level PvP because the time it takes to startup, leaves you open for more damage than it can heal…
- Attack Acceleration – Basicly put: Faster, Stronger, Better. This skill is nothing but essential for ANY Knight worthy of the name.
- Faedol Launch – This skill is deceivingly good. Aparently just a high damage hit, this low-cooldown little “poke” actually bypasses shield, delivering it’s high damage straight to health.

Note: “ZOMFG, MAX SHARPEN BLADE??” For this build, Yes. Pure sword and shield has a ton of left over points, it can do well with maxing sharpen blade. + Beeing a pure build won’t have as many skills as hybrids, meaning, an extra one for “emergencies” doesn’t hurt.

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2Moons: Bagi Skills Guide

Posted on 2007-10-15 by adminNo comments


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There is already a Bagi Lvling guide of 2Moons, so I didn’t want to repeat that. Here is the brief description of that.

 

Stats:
        Well probably the most effective is the full heal build. This basically gives you a load of HP/DEF/Shield, great build for PvP/PvE. From lvl 1-30 you should use minimum dex requirement for your weapons and put all the rest of points into str, After 30 you should start using minimum dex and str for weapon requirements and then put all the rest of points into heal. Don’t put any points into spr as this is a waste of time for bagis and a waste of points  You can decided to go a full str build, upside is you can deal a load of dmg, downside is you take alot more damage and end up using alot of pots. Full heal build is the build that nearly every bagi uses.

 

Skills:

        Well first thing to think about is maxing every buff that a bagi has, other than the element knuckles which is best to only max one of them, preferablly ice or lightning as many higher mobs have fire reistance. You should max ‘Martial Arts Mastery’ and ‘Spirit Mastery’ as they give more overall attack and extra critical rate with an increase in overall resitance. Heres a rough outlook of bagi skills up to 82, this is just my opinion, if you dont like it you don’t have to stick with it

 

        You should keep your skill reset untill 82 then do a new layout, this is for lvl 100 bagi  , again this is my opinion, you don’t need to follow it.

 

Gems In Weapons:

        This one has been asked about alot , % Gems do work but they don’t show up as in increase on your atk. % Gems are really only effective for a bagi in lvl 72 wep and up. The best ones to use are 4%’s with ice or lightning. You will get more atk than using rhombus’ but the downside is the mobs resistance which will weaken your atk by a little depending on what its resistance is. I would personally use % Gems but it’s up to you wether or not you decide to go with % gems instead of rhombus’.

 

Armor:

        People ask if getting legendary armor is better than using normal armor, In some cases it is, others not. For example, Using Baratuar set is more effective than Gigas other than the gloves which give extra crit rate, but these are easily beaten when you get to herc. The legendary armor/helm can’t Be socketed whereas the normal armor/helm can which gives you more def. This is the same for the other legendary sets. When you are high enough to get the tornak set then also the gloves are the only part worth getting which will last you for many lvls. The tornak armor and helm are easily beaten in defence when you get to the Kalium set. You get extra bonus’ with legendary parts but you can also get the bonus’ when you get your pants/gloves/boots over +4 which gives you the bonus + an extra bit of defence.

 

        Well hope you find the guide usefull. If I missed anything out just post it and I’l add it in

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2Moons Guide: About Dead Front

Posted on 2007-10-11 by adminNo comments


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   When you play 2Moons, do you hava the skills to win the game? Do you want to learn some guides to play game more enjoyable? Here is the guide about Dead Front as follows, enjoy it……
What is Dead Front?
        Dead Front is a recurring team-based event, in which up to four parties compete in an assault on the impregnable Pokas Fortress built by the Serpent demons. The ultimate goal of the event is to kill off the boss demon, Ophiuchus, and then survive a free-for-all battle. The last team standing becomes the Supreme Warriors.

Application & Entrance

 
1) Collect 20 special pouches (Fortress Vouchers), which are dropped by monsters at your appropriate level. Take the 20 pouches to Tess at Braiken Castle or Grina at Loa Castle and exchange them for the Fortress Map. Note that there are six levels of these pouches and Fortress Maps, corresponding to the following level-based Dead Front groups: Rabble (lvl. 21-45), Common (lvl. 46-70), Baron (lvl. 71-90), Earl (lvl. 91-110), Duke (lvl. 111-130), Arc (lvl. 131+). Note: If you have extra Fortress Vouchers, you can purchase more than one Fortress Map.

 
2) Once you have acquired the Fortress Map appropriate for your character’s level, travel to North Ares to the north of Braiken Castle and seek the Chain of Fire. Look on the bottom right area of the map. Step into the Chain of Fire to enter the Dead Front entrance area.

 

3) Once you have stepped through the Chain of Fire, look for the commander NPC associated with the level of your Fortress Map, and speak to that NPC.

 

4) Dead Front is a recurring event, and when the time is close, the Party Leader may apply to join the next event by clicking on “Application” in the quest window offered by the commander NPC. Only the Party Leader may apply, and the following conditions must be met for successful application.

 

5) After the application period is over, the selected parties will be notified. A window will appear on the screen of each member of the selected Parties. Click on “Enter Dead Front” to enter the event. Each member will have 3 minutes to enter the Dead Front event. The event will then begin approximately 2 minutes later and will last for 30 minutes. Note: A maximum of 4 parties may participate in a single Dead Front event .

6) If any selected players fail to enter in time, they will be excluded from the event and will have to reapply for a later Dead Front event.

 

How to Play?

 

The winning party will be the one that achieves the highest total score, based on the total points earned by all members. Practically speaking, the winning team will have to prevail in the PvP stage of the event.

 
1) Each party that enters Dead Front will begin at its individual starting point. As soon as the event start is announced, each player must pass through a gulch in order to get to the next stage of the event.

 

2) Along the path, there will be three Supply Depots. Each party must fight and defeat monsters to capture these locations. A special score is awarded to the first party to capture each of the three Supply Depots – one possible scoring opportunity for each of the three locations. Other parties that fail to capture a Supply Depot will get nothing for that one, but still have an opportunity to score on another.

 
3) After breaking through the gulch and going across a wide bridge, players will meet the sub-boss, “Ras Alhague,” guarding the front gate of the demon fortress. Only the party that does the most damage to Ras Alhague will receive the score for this boss, as well as some boosted game experience. The other three parties will get no score; however they will earn normal experience points.

 

4) Once the front gate is breached, the parties can infiltrate the demons’ armories, which can be found by exploring the areas beyond the gate. Players who can defeat the guardians can take all the treasures of the armories.

 
5) Killing Ras Alhague opens a gate further on, which leads to the Central Gate area. Once you are in the Central Gate area, you must explore the four side paths and decipher the four Ancient Codes. Only when all the Ancient Codes have been decoded can you read the Ancient Book at the Central Gate and gain entrance to the First Chamber of the Serpent Boss, Ophiuchus.

 
6) Inside the First Chamber, you must find a way to open the secret wall to the boss room. Doing so will also close and lock the Central Gate behind you, so do not use the key until all teams are present. It will require your combined efforts to take down Ophiuchus! Any players who fail to enter the First Chamber before the secret wall opens will be excluded from the boss battle.

Opening the secret wall will unleash a horde of Pitborn monsters, which you must kill in order to reach Ophiuchus, who awaits the survivors down the path. All survivors will gain same game experience points when you defeat Ophiuchus, however the party that does the most damage will receive a bonus award.

 

7) Defeating Orphiuchus triggers the final phase of the Dead Front event – a massive PvP free-for-all battle. All survivors of the boss battle will be teleported into the PvP arena, and the last surviving team will gain extra rewards and experience. However, the title of Supreme Warrior will go to the members of the party that has the highest Dead Front score and the most experience points earned during the event. Based on the scoring, winning the PvP event will generally determine the Supreme Warrior party.


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Common Skill Guide of 2Moons Incar

Posted on 2007-10-06 by adminNo comments


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Staff vs Wand
Now from what I have gathered from the time I’ve been here, staffs are actually better throughout the whole game if you plan on upgrading your weapon with sockets. The difference between staff and wand damage is about 1-50 magic damage at about level 60. That’s including the damage added from extra spr and also takes into consideration the average damage of the weapons (wands have higher maximum and lower minimum attack, while staffs have lower maximum and higher minimum attack). If you socket your weapon completely and put all +36 magic gems in it, the staff will be better than the wand because it would make up for the damage difference and also staff has that added defense. Now once you get to around 66 you will start adding % gems instead and staff has that extra slot so it will add more damage than a wand as well. Also the % gems are based off ur base magic attack and would only boost 1 element type. now for that block rate. imagine if a player is hitting u for 1k damage ( which they will after all resistances and also PVP resistance) every 25 hits u will block it and temp disable em. thats 1k damage blocked and believe me u will get hit more tahn 25 times in a PVP. now imagine the 1k against the hp and shield u would gain from bein wand mage. the 1k damage blocked is greater than the shield and hp u miss out on.

 

Common skill build (and best in my opinion)
Go all 3, because it is much better. Don’t level your low level abilities. Level your masteries as much as you can, focusing on fire and lightning (leave ice mastery at level 1 it should be fine there) more since they do more damage. Try to use ice for its slow effects. At level 36, get all AoE’s and keep leveling your masteries. Don’t level your 36 abilities, just level your masteries instead. Level your buffs as soon as you can, but try not to level Magic Power until you get to level 50-60 at least. That’s when it’ll start to benefit you more.

 

Now for your lightning attacks hitting … You’re prolly not aiming right, because they will always hit if you do. You have to hit the mobs as they are coming at you or at least if they stay still for a while, so you will have to aggro them first.

 

When you get to level 51, don’t get your 51 abilities yet because they really aren’t helpful yet (your 36 abilities will do more damage and will cause more knockback since they concentrate damage onto 3 hits instead of expanding it to 6).

 

You can go staff/wand. It’s your choice, as there is not really much difference in both, although staff will be better in the end. At level 64, get 1 level of Energy Hammer because it is a useful spell no matter what other mages say. Most of them don’t even know what it really does and boast about how bad it is. Energy Hammer is a quicker casting Physical damage AoE like your 36 abilities, except it deals a little less damage than your 36 abilities if you have them leveled. If you have a staff, your energy hammer will be doin a lot more damage… It’s really good, especially if you’re a staff mage. Energy hammer also doesn’t cost a skill point SO IT’S RISK FREE!

 

At level 78, start getting your 51 abilities and at 81 you can get your 81 abilities. Only level your lightning and fire 81 spells not your ice until level 92, (level your highest abilities first and all of your buffs, max your masteries, keep putting stats in 81+ fire/lightning abilities, and put some into level 51 lightning ability and your fire 51 ability if you want). Just make sure to have enough stat points to increase your 81+ fire/light abilities, since they are more important than your 51 ones, except maybe level 81 ice ability… It doesn’t really do enough damage and the time it stays in effect stays same no matter how high its level.

 

You don’t even need to do a skill reset !!!

 

PVPING


When you’re level 1-36, don’t PvP … You’re not going to win unless you fight someone a lot lower than you. If you do PvP, just try and get all 3 of your abilities out ( your level 16 ones and your level 27 lightning one. Don’t use Ice Spike, since its pretty useless with its huge cast time and low chance of actually freezing. Use your 27 Fire Blaze whenever a melee character gets too close.) Use your slow to slow melee and just keep kiting them for hits. Your knockbacks will help you a lot.

 

Now for level 36+, all you have to do is spam your level 36 spells in continous motion and keep doing it, hoping your knock back takes them out. I still use my 36 spells the most at level 66. They are very essential especially, since your level 51 spells are pretty weak until you get much higher up. For hunters, you’ll have the worst time. Just try and circle them whenever you fight them. They tend to miss a lot if you do that. Don’t run at them or away from them. Try and stay just close enough to do your spells. Against melee users, use Fire Blaze if they get to close, because it does cause quite a bit of damage really quickly. Against Segnales, I would suggest to get out of their Curse Field as fast as you can.

 

Now for when you do get to level 81, I would imagine the best thing to do is always have them frozen with your 81 ice ability and try and hit them as much as you can with your level 51 skills (which will do a bit more damage because of your magic attack increase) and your level 81 fire and lightning skills. At level 92, I would imagine you just freezing them with your level 92 ability and getting close to do Intimid Flash so you can get a buff for your lightning attack and spam your strongest lightning abilities. Then do your fire spells and other ones until your level 92 ice ability cools down again. Then repeat Smile.

 

Against a Bagi

 

STAY AWAY FROM THEM !!!!!! i realy dun recommend pvpin a bagi at ur level since ull just hate urself for it. but heres the best thing u can do and has worked for me. now whats gonna happen is bagi is gonna buff up all the wya before u start the PVP. what you should do is when he sends invitation to PVP make it wait as long as possible that way his buffs will wear out mid duel. in the beginning of the duel during the countdown u should keep runnin away as much as possible then as soon as u can do infernal pillar (hopefully he wont land a hit in to interrupt if u keep runnin before duel starts ). then once ur far away he will take some time to come at u. thats when u cast gracious eddy (it wont slow em because of their ability but it will do a lot of damage ). then afterwards do intimid flash then 81 and 51 lightning abilities. then do ur 51 fire and ice then infernal pillar again and repeat. also it would be very helpful to be a staff mage since when ever u block his hit he will be temporarily disabled.

 

Against an AK

 

these guys are chicken feed. you should never lose to an AK even if he has +9 gear (well maybe u might lose). its the same thing as bagi. but what you can choose to do instead of doin infernal pillar first u can do gracious eddy first then get close and do intimid flash. after wards u do ur 81 and 51 lightning abilities then do infernal pillar (because he wil ahve gotten quite close by now). then do ur 51 ice and fire abilities (basically we are waiting for gracious eddy or intimid flash to CD). if ur eddy or flash have CD’d before u start ur 51 abilities go ahead and start doing them instead.

 

Against a TB summoner

 

summoners are really easy since they dont have any speed buffs at all and super low defense. against twin blade what u wanna do is start off with iintimid flash (u can actually start casting intimid flash before the PVP actually starts ) then start doin ur 81 and 51 lightning then do infernal pillar. u follow up infernal pillar with gracious eddy and start to hit him with ur 51 abilities till intimid flash is ready for use. now if the twin blade summoner starts running what u wanna do is first do Gracious eddy then do intimid flash first. ( u dont have to start off with intimid flash. u can do the same routine as u do against AK’s and itll work). their summons really wont do much against u.

 

Against a Staff Summoner

 

these guys will be just as easy as TB summoners. since they ahve low def any move u will do will most def knock them back unless they got lots of resistance. what u do is start off a little way off from them. their summon will start comin at you and what you should do is just use ur infernal pillar to be back up close. tehn do u gracious eddy to stuck him into place then you do intimid flash and 81 and 51 lightning abilities then do ur other 51 abilities if infernal pillar/ gracious eddy/ or intimid flash havent cooled down.

 

Against a Segnale

 

this is where infernal pillar will ehlp you a lot. u wanna save ur infernal pillar for when ever he casts ur CF so always keep it ready and dont use it before it. sometimes after u use infernal pillar u may still be in the CF so waht u wanna do is just run out of it. after that what you do is gracious eddy
then start to do intimid flash ( its range will usually get teh segnale ) then do ur 81 and 51 lightning then ur 51 fire and ice if he hasnt done his CF yet. and if he doesnt CF again just do gracious eddy and intimid flash + lightning. 

Against a hunter

 

these guys are gonna be pretty hard to get but with ur high def u have a definite edge. i havent personally fought many hunters to get a good idea of how to fight em but heres what ive tried. hunters are faster than u so tryin to just chase em down wont help much. waht u wanna do is start off with gracious eddy then do infernal pillar to get close. then u start doin ur intimid flash combo then ur 51 ice and fire until gracious eddy is ready again. then u repeat.

 

at these higher levels ur pretty much gonna be tankin all teh damage since ull be casting spells most of the time. but if u ever arent casting a spell and u see hunters doing their arrow spell. the best way to dodge them is to run circles around em instead of running at em or away.

 

Different kinds of gems


A note on % gems and pyramids… Magic Attack Pyramids add damage per hit and not overall skill. % gems add % of ur magic attack as that element. so 5% with 2k magic attack would add 100 magic damage of the element per hit u do with that element. works best with lightning once u get intimid flash (itll boost that extra bonus damage even more).

 

Stat builds
For your stat build, try and go with the minimum stats for your weapon requirements and go full heal. Some people even go with lower level weapons and just go full heal. You just have to make sure you have enough mana to cast your spells off continuously, though. I’ve seen level 66’s with level 42 staffs and they pwn.
Known problems, glitches, and questions


Magic power doesn’t add only a certain amount of damage. It adds a set amount and a percent amount. It adds 130 magic attack and +5% at level 5.

 

Now if your lightning attack doesn’t hit, it’s because you have to aim it at where the mob will be. It won’t hit them if they move out of the way of it. I would suggest you first aggro it with your fire ability or your ice one.

 

Sometimes your buffs will cast but will not buff you. The only major problem with this glitch is that Mana Force won’t work sometimes, so I recommend you always carry some MP pots.

 

You can’t start PK’ing people with any NONDIRECTIONAL AOE MOVES. That means you can’t attack a white name person with your level 36 aoes, your level 16 fire and lighting, or your level 27 fire/lightning. What you have to do is make them turn purple/red before you can start using those AOEs.

 

Resistances are the trump cards to us mages. We will lose against someone with high high resistance, but not a lot of people will get that straight off. I hear our newer spells are all energy and they should help us out a lot more since they do buffs and damage. Our 98 spell is supposed to be the strongest and it deals water elemental damage which from what I can tell can’t be resisted, but we will never know when we will get it.

 

Our 81 lightning and fire ability are known to glitch. the lightning one sometimes only hits for 1 and fire doesnt hit sometimes. level 92 fire ability also doesnt always hit all three times and only once. most ppl figure the cause of this is high ms/lag/bad computer specs. the abilities seem to work perfectly if ur really close to the person/mob ur attacking. the fix is to be close or just get a new set up.

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Pet System Guide for 2Moons Players

Posted on 2007-10-01 by adminNo comments


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What is the Pet System?


People love pets, and so will your warrior. They can accompany on your explorations of each region of the Land of Haran. You can obtain one of several pet eggs from the 2Moons shop. Once a pet is hatched from an egg, it will be your companion for 30 days. At the end of that 30 day period, the pet will return to its egg to sleep. When the pet is sleeping, it will not appear in the world with you. However, you can revive your pet by using an Awakening Ocarina item (available from the 2Moons Shop) to wake it up. You can use the Awakening Ocarina to revive your pet every 30 days.


How to Activate Your Pet
STEP 1.
Open your Inventory window and right-click to awaken a purchased pet from its egg.

 

STEP 2.
The awakened pet will now display in your inventory as a Pet Token, which can be placed in one of accessory slots (as shown above). You will be able to summon the pet into the world with your character as long as it is awake and the Pet Token is placed in an accessory slot. The Pet Icon at the bottom-right of the screen will also display that the pet is active.

 
STEP 3.
(1) To summon the pet, click on the Pet Icon next to the Mount Icon, or press the?key. You will see a brief processing window and then your pet will be there right next to your character.

 

(2) You can manage your pet ninventory by clicking the icon that is next to the
Pet Icon or by pressing?shortcut key. Your pet inventory consists of 4 by 10 cells, and you can change settings by clicking next to the check boxes.

 

The Pet Interface

 

(1) Pet Name Setting
Each pet has a default name, such as Woody, Wiki, or Ariel. However, you can rename your pet to something personal by clicking the ame Setting? button and typing in your choice of name. However, you can only change the name of your pet once after awakening it. If you use an Awakening Ocarina to revive a pet, you can change the name again, but only once for each time you revive the pet.

 

(2) Pet Period of Activity
A pet period of activity begins when it is awakened and lasts for 30 days. Thereafter, a sleeping pet can be reawakened by using an Awakening Ocarina, which will extend its period of activity for another 30 days. Please note that the sleeping pet is not available to be summoned, however, items stored in the sleeping pet inventory can be moved to your character inventory.

 

(3) Pet Inventory
Your pet will help you gather items and dil when you are adventuring, and whatever it gathers will be held in its inventory. Note that you cannot trade items or dil directly from the pet inventory, but you can transfer them to your main character inventory.

 

(4) Settings
- Automatic Item Collection: Your pet can automatically obtain items and dil from the environment. Check the box if you want that function, or uncheck if you do not.

 

- Wearable Items Setting: Check any types of items you want them to equip and uncheck those you don want them to use. Options are Normal, Magic, Noble, Divine Noble and Legend.

 

- Non-Wearable Items Setting: Check the box of non-wearable items you want your pet to pick up. Choices are Argates, Socket Items, Special Quest Items (like Fortress Vouchers) and Other Items (like Potions).
General information

 

1. A hatched pet has a limited usage time of 30 days after hatching. After the active time has passed, the pet returns to the sleeping state.

 

2. Your Pet Token must be stored in your character inventory to use pet system. You will then have access to the pet inventory, pet settings and, of course, the ability to summon your pet.

 

3. A sleeping pet can be awakened by using an Awakening Ocarina. -A pet that has been reawakened will stay active for another 30 days. -The Awakening Ocarina only works on a sleeping pet in your character inventory.

 

4. Although you can obtain more than one pet egg, only one pet can be active at a time. All others will remain in the egg state.

 

5. There are some areas, such as the Chain of Fire, where pets cannot be summoned.

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Bagi Warrior Spirit Guide

Posted on 2007-09-28 by adminNo comments


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In 2Moons, Spirit skill tree has nothing to do with the Spr stat (spirit) as all skills are Physical hits and not magic or elemental. Here is the spirit guide:

 

Horn Mastery: Great skill which adds crit. rate and ressistance to all elements, passive.


Chain Burst: It has linear AoE, useful on low lvls.
Defensive: Excellent skill for raising your Defense.

Burning, Freezing, Lightning knuckles: Each of them give 5% elemental dmg maxed which is a lot. This damage effects your skills and normal hits thought they don’t have the element chosed (fire, ice). I reccoment maxing only 1 of these 3 as they deflect each other, for example Burning Knuckle gives you 5% fire dmg but it also decreases any Ice or Lightning dmg boost you have, so I dont recomend using gloves/rings with different elemental dmg also. The damage is decreased only by your opponent’s resistance, in PvP fire ressistance seems to be the rarest thought its the most common resistance of the mobs.


As Crespo (55+) is with Ice ressistance mobs the higher areas like Draco(65+)and Python Castle (80+) have fire ressistant mobs. Learn and max one of them at 87 lvl when you can get em to lvl 4 which is 4% dmg, before that the dmg is too low thought you can still use it if you want.
Earthquake: 1 hit, slow cast, nice AoE stun. I realised everyone wanted me to use this skill ONLY for its stun so if it can stun at lvl 1 just like its lvl 10 I decided to leave it at 1. Some bagis thought still prefer to max it or leave it at like 5 lv, but my build includes maxing only when you are 140 lvl after maxing Bulls Cry and Shock Wave, so you will have it maxed at 150 lvl
Tornado: The most used skill while grinding as it has 12 seconds cooldown and awesome AoE dmg, it starts hitting 4 times at lv 5 and 5 hits when maxed :] pretty decent skill. Some say it sucks for PvP but I still use it and I say it rocks
Magical Resist: Excellent skill to raise your magic resistances (all except Physical)
Violent Gale: This skill barely works for some bagis, its 3 hit with a knockback at the end, for me it works only on Heartrender (a shard on Abaddon) but without a knockback, I wouldnt lvl a skill that wont work everytime, so no thanx
Outrage: Awesome 5 hit AoE as it starts hitting at the moment you use it, very useful but with 22 seconds cooldown so you cant really ’spam’ it.
Physical Resist: Excellent skill to raise your Physical Resistance.
Resistance: A skill which let you prevent any kind of abnormalities such as DoT effects, stun, slow and everything, It has low duration with low cooldown. If you use any buffs while this is in effect then your buffs will be disabled and a cooldown will still appear.
Dead Spark: Useable in both PvP and PvE as it has strong 5 hits for 9 seconds (1 hit each 2 seconds) you can still use other skills while this is in effect, however it decreases your HP as well (1500 HP decreasing at lv 1, didnt check lv2 =p)

 

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