Atlantica Online:Dark Archer Guide
May 12, 2009 Articles Recommend|1,518views
Quick Profile
Class: Upgraded C-class mercenary from D-classWeapon: Bow + ArrowArmor: Long-Range
Why Dark Archer? She’s quick, agile, and sexy to boot. Like any wielder of the bow, she is lethal to any character or monster no matter where they try to hide in a formation. Though she has rather low survivability, if used well, she can be a vital force in crippling the enemy formation at any point during battle.
Once you get your archer to level 100, you may transform your D-class archer into the C-class Dark Archer through a quest. Aside from the class difference, there are two major functional abilities that separate the C-class Dark Archer from the level 100 D-class upgrade of the archer, Hero Robin Hood - the Dark Archer has a much higher base defense stat and can also learn an additional skill.
Obtaining A Dark Archer
The Dark Archer quest giver is the prophet-look-a-like centaur, Chironia, who stands among the trees right outside of Prague.
Chironia won’t give you the first objective until your main character meets the quest’s level requirement of level 100; otherwise, you are good to go. Chironia’s first objective requires an archer at level 100. If you do not even have an archer yet, you may obtain one by persuading one who is wandering around the map or in a town.
Unlike the majority of the standard scenario quests, Chironia’s Dark Archer quest requires you to fight monsters in independent and guild dungeons. Here is a summary of the mob killing portions of Chironia’s quest line so that you can plan your conquests ahead of time:
- Open Independent Dungeon 94, Arachne’s Nest, and kill Giant Destroyers (the purple bees who are more plentiful on the left side of the map), then obtain location info on Arachne’s Bodyguard (the blue spiders), then the dungeon boss, Evil Arachne
- Open Guild Dungeon Marksburg Castle, and kill Veteran Snipers, one Enraged Rock Beast (2nd floor mini-boss), and then Luxurious Clocks (only on third floor)3) Open Independent Dungeon 98, Hypogeum of Death, and loot Hades monsters (the two more lethal monsters of the dungeon), then kill the dungeon boss, Agasura
Unless you are capable of surviving these dungeons on your own, team with others who are adept at completing the dungeons. If you don’t want to run any of the three dungeons multiple times, as you run each dungeon, once you complete an objective, teleport to Chironia, receive your next objective, and teleport back to the dungeon to finish the next objective. Be sure to let your party/guild know that you need these quests for Dark Archer so that the proper mobs can be allocated to you.
Once these mobs have been vanquished, Chironia is surprised and more than satisfied by your talent, rewarding you with the item required to upgrade your lovely lady into the even more lovely Dark Archer.
Skills
Just like regular archers, Dark Archers are primarily used for two purposes: sniping (regular bow attack) and silence. Thus, early on, most prioritize raising Silence over the extremely situational Deadly Shot. It is also wise to preserve some skill points for “Multi-Arrow”, a skill unique to the Dark Archer, which is useful for hitting multiple targets.
Silence
Silence prevents enemies from using any skills. Silence is a row skill (after level 20 upgrade) that can be targeted two rows deep. It lasts three turns instead of two once the archer has received either the level 100 Hero Robin Hood upgrade or Dark Archer upgrade. Like many skills, raising Silence level significantly increases its accuracy.
Silence usually does not have much use in PvE, especially since most mobs do not use powerful magic skills. In addition to its high, 3-turn cooldown, Silence only targets a row of mobs, making it impractical for 1v3 PvE. However, for many bosses without Silence Immunity, Silence can prevent the boss from casting extremely powerful AoEs. Since most bosses will only execute an AoE every few turns, plan ahead, always leaving your archer with enough action points and cooldown points to cast Silence when needed. It is important to keep in mind two things when casting Silence on bosses:
- bosses can dodge Silence regularly, even if it is at maximum level plus charms;
- Silence is dark magic so it will provide a minor heal to Evil type bosses.
Silence has much more significant use in PvP, where most skilled PvP players have their Dark Archers’ Silence at maximum level.
Early in a match, your Dark Archer can snipe, cast Multi-Arrow, or cast Silence on the front or middle row.
Silencing the front row early in battle is usually the least useful tactic. Besides already being exposed to skills such as the Viking’s Freezing Axe, front rows are usually comprised of melee, many of which cannot use magic to penetrate a Holy Guarded front line.
Silencing the middle row early is especially useful if you have a Viking or Elementalist who can freeze or silence the front-line. This forces the opponent (if they only have one monk) to choose a row for Holy Guard. Silence on mid-row cripples the opponent even more if you have an Exorcist to seal back row staffs. Unless the opponent is keen to move his staff characters out of the back row, a Viking/Elementalist, Exorcist, and Dark Archer combo can silence nearly an entire party, if not all, for two turns.
Silence is usually most harmful when used on the back row (where most players place their staffs). Therefore, many often opt out of using Silence early in battle, instead using Dark Archer’s focus fire abilities to create a hole in the opponent’s formation as soon as possible. Once a character in the back row is exposed to Silence, aim and fire. Beware though, many players will prevent back row silencing by switching a near dead mercenary to the rear; if that near-dead mercenary dies before other mercenaries in front of it, the other two characters still in the rear to will remain free from Silence until one of them is exposed.
Purification scrolls and Holy Guard can destroy a non-flexible plan that depends on Silence. Consider using the Dark Archer to help cancel a purification scroll instead of casting Silence, especially if the scroll is used pre-emptively. If your build relies on other hexes/debuffs/dots, the Dark Archer can help stun or kill the monk before she is used to cast Silence.
Deadly Shot
While a fun skill to have, its use is rather limited in PvE because of its massive Action Power cost.
On the contrary, Deadly Shot can be extremely frightening in PvP, especially if your archer’s health and Action Power managed properly. If combined with other damage, Deadly Shot can be critical in making a successful surprise assassination on the opponent’s main character. Near the end of a long battle, with damage from the timer and with time running out, Deadly Shot (as well as Deadly Strike from other mercenaries) can give you a kill to put you ahead. Especially in a formation with other D-Class ranged with Deadly Shot, consider raising Deadly Shot to an Intermediate level. Use Secret Vials of Potential if necessary.
Multi-Arrow
Multi-Arrow is a low-to-mid damage magic skill with a cross targeting range. Because of its relatively low, 2-turn cool-down and Action Power cost (low compared to most multi-hit damage magic skills), Multi-Arrow can be released early in battle and frequently.
In PvE, multi-arrow is seen frequently, especially since the Dark Archer’s other magic skills are not as useful in usual PvE. In combination with the basic bow attack, multi-arrow can be particularly cruel to flying mobs because of its quick cooldown, and as other mercenaries have difficulty striking them regularly.
Multi-Arrow usefulness in PvP is limited since the Dark Archer is better used for Silence, scroll snipe, or damage snipe. However, it can be useful for adding damage to or perhaps even killing a few mercenaries that are near death.
Initial Formation Placement
If the importance of the Dark Archer’s Silence ability is high in your formation, and if the opponent has the ability to use Silence, placing the Dark Archer in the back-row will help preserve your Dark Archer from harm and give her freedom to act. Additionally, though not a bad choice, placing her in the middle row can be risky. Even with her increased defense and high level of dexterity, she has a somewhat low survivability for a ranged C-class mercenary, almost comparable to a Cannoneer. She is most susceptible to magic damage. However, if your formation has several staff characters or if others have skills that are more essential to your strategy, placing her in the middle row may be the wisest choice.
The Dark Archer is a feisty and tenacious mercenary. Focus on her strengths, and your opponents will be frustrated endlessly.
Tags: Atlantica Online
Warhammer Online:Land of the Dead Hands Preview
May 12, 2009 Warhammer Online|651views
It’s rare, but every so often, an established developer walks into what should otherwise be just another press demo and surprises everyone in the room. Mythic Entertainment did just that this weekend when they unveiled Land of the Dead to a group of journalists at Baltimore Games Day.
The goal, according to Creative Director Paul Barnett, was simply to “add more game to the game.†From the presentation and hands-on demo they provided, they definitely succeeded, at least with the new content.
Land of the Dead is a free upgrade to Warhammer Online, due in early July. It adds an entirely new area to the game, modeled on the gameplay found in Dark Age of Camelot’s Darkness Falls dungeon. It’s a new high level PvE area that is contested between the two realms, who must fight for control and then within the zone in order to enjoy its content and harvest the rewards.
To enter the Land of the Dead, the realm must win a tug-o-war with their opponent. This is decided through RvR, most specifically zone conquest and individual kills. Mythic hopes to see the zone swap control a couple times a night. Once it’s changed, the controlling realm gains the sole ability to enter the zone and respawn if killed within it. Naturally, when it flips, the people already inside won’t just be booted out. Instead, the invading realm will need to purge them through a series of missions.
More Game In The Game
What makes Land of the Dead new and fun, though, is not this concept. It’s the way Mythic ingeniously tweaked each of the quests and missions within the zone.
The vast desert/Egyptian inspired area is littered with 18 Public Quests, combinations of which must be completed by groups of players in order to gain access to a final epic pyramid.
In a move that is likely to thrill some, and exasperate others, each of these quests is not just the typical staged open kill quest from the regular lands of Warhammer Online. Each has its own unique “console-like†element to it. That’s not to say WAR has become an FPS game, but clearly the designers have done their homework and crafted challenges that test not only the level of the character, but also the abilities of the person behind the keyboard.
Here are a few examples of this new take on public quests:
- Carrion Eggs: It begins like any other. Players must smash a few eggs of Carrion birds. But, as players run in to begin attacking the birds, they’re lifted off the ground and dropped up at the top of a large cliff face full of nests. To complete the quest, the player must strategically hop from ledge to ledge down the mountain and plan their descent to maximize the number of ledges they land on (and thus eggs they smash). Players cannot climb the mountain and the quest is on a timer, so while the birds happily bring players who fall off back to the top to try again, time is of the essence. Sound familiar? It should, this harkens back to classic platformer games like Mario.
- Sealed Tombs: In another PQ, players begin again with a typical kill quest. After the first stage though, players must run into a series of tombs. At the top, they take on a blessing and then must quickly fight their way to the bottom of the mini dungeon to close off a sarcophagus. The blessing they take at the top has a shelf life, so to be successful each player better hurry. In order to do it with a reasonable group before the timer expires, it’s also important to spread out and do multiple tombs at once. Then, as monsters pour into the area, a series of skeletons wanders in to unlock the tombs. Again, players must intercept these skeletons before they can unlatch their hard work. Finally, once defended, there is a final epic mob fight… with a twist. This time, in between each stage as the monster is beaten down, he turns into a of couple fast moving clouds that, if they touch the player, teleports them to the bottom of one of the tombs. If a group isn’t careful and the wrong guy gets sent downstairs, the results can be disastrous.
- Defend The Docks: In a moment straight out of Pirates of the Caribbean or The Mummy, this PQ integrates siege equipment right into the game. Players must defend the docks against first an onslaught of ships from the sea and then a hoard of skeletons shuffle over land and the rolling dunes, just begging to be mowed down. The PQ culminates with a fight against a rather piratey Ship Captain.
- Dig For The Door: The final of the 18 PQs asks players to play some combination of Minesweeper and Simon Says to open up the final door and unseal the pyramid for the entire zone for 15 minutes. Inspired by actual historical accounts, where the Egyptians would slaughter the workers and architects of the pyramids and bury them outside, this mission asks players to dig up architects, each of whom will give a clue to how to unlock the door. Players must hit a dig button to try and with each attempt, they get on screen feedback about how close they were to an architect (“a few steps,†“a few feet,†or “a few yardsâ€). If the player doesn’t get an architect, they get a worker, who they must kill. To effectively find architects, players must spread out and coordinate their messages to find them. After they get enough architects, each of whom has illuminated a symbol on the wall of the cave, the group must then carefully spread out and stand on the matching symbols carved into stones on the walkway. Be careful though, if even one member jumps on the wrong stone during this phase, not only does the door not open, but they’re instantly struck down. Once players coordinate and stand in the right spots, the door is unlocked.
Other innovations include roaming PQs that literally wander around the zone and can be activated wherever they’re met and much more. Each of the 18 PQs outside of the pyramid has a distinct mini-game tied to it.
Mythic also said that they worked hard to make sure that players wouldn’t get frozen out of the public quest once it reached a certain level if they were in too small of a group or even alone. The quests definitely seemed to be more friendly to small groups, but many still had an epic encounter at the end that required a large and well coordinated party to have any hope against.
Nonetheless, even if the contribution is not huge, each person who participates unlocks a symbol. These symbols must be collected to finally enter the pyramid at the end, so theoretically, even with a modest contribution, a single player could unlock all he or she needs to go into the last stage. That said, once inside, they best not be alone. Some baddies await.
The non-traditional content didn’t stop once the pyramid door came down. This large dungeon not only has monsters to fight, but traps and puzzles to figure out. Very early on, players must navigate a hallway full of swinging pendulums. Take a step too far? Death. Take a step too fast? Death. To disable it, three players must make it through and flick switches so the rest can pass.
Later on, in an Indian Jones moment, a giant swarm of locust will chase players rapidly down some narrow hallways. As if that wasn’t bad enough, as the players run, skeletons reach up from the ground and grab at feet. This isn’t a root though. The only way to save the player is for a group mate to go back and help them, in a mechanic not unlike what players must do in Left 4 Dead.
Even the final encounter of the Land of the Dead feels far more like something out of God of War than an MMO. A giant statue of the undead ruler of the realm comes alive as a weary group leaves the pyramid conquered and comes down, fists a flailing, to smash the party below. It requires a War Band to complete, but players must quick run to avoid getting smashed by the fists as they wail away at the ground below, and then dive in to get some hits in quickly, before the statue raises them out of reach. After enough damage is done, the players can then run right up the arm and slay the statue by attacking a soft spot on the back of his neck.
For purists, there is good news and bad news. This content is really only in the Land of the Dead, which is ultimately an entirely optional experience for players. However, according to the team, this is entirely representative of how they plan to do content in the future.
For those into something new that requires players to be a bit more on their toes, this content should be a breath of fresh air, but will have to tide you over for a while yet, as there is no practical way to retrofit this style of content into the core game. It’ll come, eventually, but naturally that depends on fan response and development schedules.
Purge Mode
While much of this is PvE content, it wouldn’t be Warhammer if RvR didn’t have a hand in it. As mentioned before, when the zone first flips, the invading realm enters what they’re calling a Purge.
This is a series of missions to rid the Land of the Dead of anyone from the enemy realm. Among other things, they can destroy the opposing NPC base and any players in it, shoot down the giant airships that brought the opposition there in the first place, and slaughter players as they go about their PQs and more.
But it really doesn’t get super interesting until the pyramid itself comes into play.
Naturally, at the time of any switch, players are likely to be in the middle of an instance. They’re told that their realm has lost control, but they are not booted out. Instead, it just means that if anyone hits the respawn button, they must start back in their own realm, although resurrection is still allowed.
Now, they must make a decision. They can either give up and go home (not likely, eh?), dig in and defend, or try and get through to the end of the pyramid before anyone catches up to them. See, while this was previously a private instance, invading groups are allowed to either enter the pyramid in regular PvE fashion, or invade someone else’s instance. This means a new group, a group that can respawn, comes in the front door and is hot on the heels of the original group.
Remember those traps from earlier? Well, a smart group uses this to their advantage. They’ve spent the time to get through them all, so they can now go back and reset them all so that the invaders are delayed. Beyond knowing that the enemy is present, the groups know nothing.
A coordinated and efficient group can make life miserable for the attacking hoard and with a bit of skill complete the pyramid and kill lots of enemies as they do it.
Obviously, attrition is an issue and eventually the invaders are likely to chase off their opponents, but players don’t seem likely to make it easy on each other. Although, players are also fully allowed to log off and on, regardless of who controls an area. Many of the assembled press already had plans to hide stealth classes near the switches to various traps so that they could login and flick them at just the right moment to wipe out entire groups.
With the zone intended to flip roughly twice a night (every four hours or so), it is entirely possible (and likely) that well run group could fight off enemies and survive until their realm takes it back. In an instant, the hunted can become the hunters.
To Control The Land of the Dead
Mythic has gone to great lengths to ensure that neither side dominates the zone and the rewards within. To make sure there is a good back and forth, even on the most lopsided servers, they’ve done a few things.
At its core, this is a race. Whichever team reaches the number of points required to flip the zone first wins the round and gets the zone. However, they’ve set it up so that while the winning team’s score resets once they’ve taken on the quest to the Land of the Dead, the losing team doesn’t suffer any such reset. In short, the more times in a row one side wins, the harder it is for them to keep it up.
There is also a natural balance at play here. If one side is winning the Tier 4 land war and controls the Land of the Dead, more of their top players are likely to bleed off into the sands. That means more opportunities for the opposition on the ground to not only flip the land, but turn the tide of the war.
They’ve also made the contributors to those score amplified the longer a side fails, as a handicap of sorts. The want to make sure both sides get to experience the content and have a regular stream or purge scenarios, which is one of the things they are most excited about.
Unlocking the Land of the Dead
Finally, Mark Davis from the Live Event team dropped in to explain how they’re going to unveil the Land of the Dead.
Too many games just patch the servers and say “go,†which is a lesson too few MMOs learned from EverQuest, which has generally done a great job of introducing new content through epic Live Events. Warhammer has had some success with Live Events and plans a doozy to open the doors to Patch 1.3.
When the patch goes live, the Land of the Dead will not be available instantly. The two sides will take part in the culmination of the Call to Arms story arc over a full week. The winning realm receives 24 hours of unfettered access to the new area.
The Call to Arms story arc began back in February with Bitter Rivals and has teased this update, even before the wraps came off what it was all about. Now with Rise of the Tomb Kings, players can duke it out, not just in the traditional RvR-focused meters, but through quests and other content that will only be available that week.
Davis noted that the previous legs of the story arc were very individual in nature, with players conscious of their contribution. This arc is far more realm driven, and the Live Event page will even keep track of who is in the lead as the week goes on.
Players can, of course, jump into this Live Event at any time or hour. It is not an event where GMs roleplay out characters on a Live Server, but content that is activated and available around the clock. It doesn’t require that the player was around for Chapters One and Two, either, but Davis did hint that those who were will be happy.
“There’s a reward from Beyond the Sands (Chapter Two) that is useful in the Land of the Dead,†he teased cryptically.
Davis has been thrilled with fan feedback on their Live Events to date and emphasized that this is something else Mythic has a renewed commitment to. While the timing will vary for a range of reasons, they hope to do a Live Event every couple months for the rest of the year. And for players overseas, don’t fret. All content, even Live Events, filters out to the partner servers (regardless of language) within a day of going live in the US.
Final Thoughts
This is undoubtedly going to be a big moment for Mythic and the future of Warhammer Online. The content itself is a departure from the core game, but that is not necessarily a bad thing. It remains to be seen, though, if some fresh new content in one zone, no matter how epic, will be enough to entice a large number of players back into the world and whether it’s worth the risk of alienating players who liked their PQs the way they were.
Nonetheless, it’s a risk worth taking. These quests are fun, no doubt about it. They were a joy to play and Mythic seems to have done a good job of balancing the new ideas with the realities of an MMORPG. Although the lack of console staples like ragdoll death are emphasized when a Witch Hunter gets smashed with a giant pendulum, only to crumple to the ground in a stock death animation. Still, these details aside, the content stimulates parts of the brain that few MMOs bother with and that alone represents a huge jump forward that Mythic hopes will reinvigorate and expand their community.
The Land of the Dead is available to any player in the controlling realm over the level of 25 (it automatically scales people to the mid 30s) and should roll out free of charge in early June.
Tags: Warhammer Online
WAR: Land of the Dead HD Trailer Out
May 12, 2009 Warhammer Online|535views
Mythic released a new HD trailer for Land of the Dead, first expansion of Warhammer Online: Age of Reckoning. The video showcased plenty of details on Land of the Dead. “A new dungeon zone has been revealed, but beware invaders, for beneath the desert sand lies a power greater than life.”
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Tags: Warhammer Online
NCsoft Financial Results: Aion Drives Sharp Rise In Sales
May 12, 2009 Articles Recommend, aion|456views
After seeing a drop in fiscal 2008 profits, NCsoft has started 2009 with solid financial results for its first quarter ended March 31.
NCsoft said numbers were up because it was able to generate major revenues with its new MMORPG, Aion, which launched in Korea in Q4 2008, as well as maintain stable Asian sales of its flagship franchise Lineage.
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| Aion drives sharp rise in sales |
NCsoft (KSE: 036570.KS) today reported earnings results for 2009 Q1. On a consolidated basis, sales came to KRW 133.4 billion (USD 107.7 million/EUR 79.2 million), operating profit KRW 42.5 billion (USD 34.3 million/EUR 25.2 million), and net profit KRW 33.5 billion (USD 27.0 million/EUR 19.9 million). Sales, operating profit, and net profit showed sharp escalations with an increase of 34%, 221% and 422% respectively quarter over quarter (QoQ).
NCsoft explained that substantial increase in profit was based on solid maintenance of Lineage and Lineage II sales, in addition to Aion sales. The decrease in marketing spend and the narrow increase in operating costs QoQ (6%) resulted in the drastic growth of operating profit.
By region, first quarter sales came to KRW 89.2 billion in Korea (USD 72.0 million/EUR 53.0 million), KRW 10.8 billion in North America (USD 8.7 million/EUR 6.4 million) KRW 4 billion in Europe (USD 3.2 million/EUR 2.3 million), KRW 18.1 billion in Japan (USD 14.6 million/EUR 10.7 million), KRW 3.9 billion in Taiwan (USD 3.1 million/EUR 2.3 million), and KRW 7.4 billion (USD 5.9 million/EUR 4.3 million) from royalties. The successful launch of Aion influenced sales growth in Korea and expected sales of the Lineage series increased the significance of Japan. On the other hand, a decrease in Guild Wars sales due to no retail expansion package releases this quarter led to a drop of sales in the North American and European regions.
By game titles, sales of Lineage, Lineage II, Aion, City of Heroes, and Guild Warsincreased 23%, 33%, 34%, 5% and 3% quarter to quarter to KRW 29.4 billion, KRW 41.1 billion, KRW 42.6 billion, 6.8 billion and KRW 4.3 billion respectively.
NCsoft’s CFO Jaeho Lee said, “Aion has solidified its position as a new growth force without encroaching sales of the Lineage series. Starting with its service in China in Q2, we are ready for a successful launch of this triple-A franchise in Japan, Taiwan, North America and Europe within the second half of the year.”
NCsoft is expected to carry out large-scale updates for Lineage and Lineage II worldwide in the coming months. In Eastern territories NCsoft expects to begin beta tests for Punch Monster, Dragonica, Steel Dog and Metal Black within the year.
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2029 Online:Dryads Skills Guide
May 12, 2009 Articles Recommend|501views
Dryads in 2029 Online are cannon blasters. Due to their large size and immense strength, their weapon of choices is the cannon. You will often see Dryad characters carrying large cannons on their shoulders and rampaging through maps.
Positioning Blow: Causes great damage to enemies within range. When enemies get close, they will fire at them with their cannon.
Artillery Impact: Causes great damage to enemies within range. As the Dryads become stronger, they are finding that they have more enemies, jealous of their success. With this skill activated, anyone daring to pick a fight will be killed immediately.
Diversion: Jump up and strafe enemies with a cannon. Stuns enemies all around and avoids attacks. If you get a Dryad really pissed off, they will use this skill to stun you while they decide what to do with you.
Drastic Change 1: Recover HP quickly for a certain time, while also increasing defense force and resistance in negative status. No one else on this continent is as good as the Dryads at healing themselves.
Courageous Action: Increases the offensive power of hand-to-hand combat and firearms for all teammates within range. This skill enables Dryads to fight without fear of death.
About 2029 Online
2029 Online a skill based epic Sci-fi MMORPG. The game designers spent three years crafting an idea into a challenging game experience. Being the first of anything is pretty historic. The game since the day it came out has won two titles of being the first sci-fi MMORPG classic and is a leader in these MMO features:
-It is the first MMORPG with a good amount of three Corridors, RTS and RPG elements thrown into the mix.
-It is the first MMO game launched with Fighting Vehicle DIY and auto leveling system.
-It leads in its quick and versatile location design
-It is filled with tightly plotted instanced dungeons
-It features a powerful mercenary system and a unique guild system
Tags: 2029 Online
9 dragons Boss Level Guide
May 11, 2009 9Dragons|3,054views
Starter Map Boss:
Knife of White Shadows - Revolving Chakra 4 (Level 40)
Shi Zhang/Zhengzhou Bosses:
Bloodwolf King - Raising Light 2 (Level 50)
White Tiger King - Raising Light 5 (Level 53)
Jin Long, The Insane Axe - Raising Light 8 (Level 56)
Kong Yesun, The Wild Hands - Raising Light 12 (Level 60)
Datong/Jinan Bosses:
Nameless #1 (The Fan Guy) - Five Dragons 3 (Level 63)
Bo Chengmin, The Blade Behind a Smile - Five Dragons 6 (Level 66)
Gongsun Zhenju, The Blue Hand - Five Dragons 10 (Level 70)
Ge Tianzhua, The Wolf Saber - Sun and Moon 2 (Level 74)
Nameless #2 (The Temple Boss for Blacks) - Sun and Moon 6 (Level 78)
Snakecoiled Beauty - Sun and Moon 10 (Level 82)
Bladewearing Witch - Golden Blossoms 2 (Level 86)
Shen Mo, The Evil God - Golden Blossoms 8 (Level 92)
Hangzhou/Nanchang Bosses:
Little Giant, Twins of Jiangnan - Golden Blossoms 6 (Level 90)
Big Kid, Twins of Jiangnan - Golden Blossoms 8 (Level 92)
Nameless #1 (Cape Guy) - Golden Blossoms 11 (Level 95)
Nameless #2 (The Blue Guy) - Elemental Crown 4 (Level 100)
Nameless #3 (The Wheels Guy) - Elemental Crown 6 (Level 102)
Yin Jiuyou, The Necromancer - Elemental Crown 9 (Level 105)
Starter Map Boss:
Knife of White Shadows - Revolving Chakra 4 (Level 40)
Max level before anti KS kicks in: Five Dragons 4
Shi Zhang/Zhengzhou Bosses:
Bloodwolf King - Raising Light 2 (Level 50)
Max level before anti KS kicks in: Sun and Moon 2
White Tiger King - Raising Light 5 (Level 53)
Max level before anti KS kicks in: Sun and Moon 5
Jin Long, The Insane Axe - Raising Light 8 (Level 56)
Max level before anti KS kicks in: Sun and Moon 8
Kong Yesun, The Wild Hands - Raising Light 12 (Level 60)
Max level before anti KS kicks in: Sun and Moon 12
Datong/Jinan Bosses:
Nameless #1 (The Fan Guy) - Five Dragons 3 (Level 63
I call this guy ‘The Noble Protector’ Max level before anti KS kicks in: Golden Blossoms 3
Bo Chengmin, The Blade Behind a Smile - Five Dragons 6 (Level 66)
Max level before anti KS kicks in: Golden Blossoms 6
Gongsun Zhenju, The Blue Hand - Five Dragons 10 (Level 70)
Max level before anti KS kicks in: Golden Blossoms 10
Ge Tianzhua, The Wolf Saber - Sun and Moon 2 (Level 74)
Max level before anti KS kicks in: Elemental Crown 2
Nameless #2 (The Temple Boss for Blacks) - Sun and Moon 6 (Level 78)
I call this guy the ‘Temple Guardian’ Max level before anti KS kicks in: Elemental Crown 6
Snakecoiled Beauty - Sun and Moon 10 (Level 82)
Max level before anti KS kicks in: Elemental Crown 10
Bladewearing Witch - Golden Blossoms 2 (Level 86)
Max level before anti KS kicks in: Floral Crown 2
Shen Mo, The Evil God - Golden Blossoms 8 (Level 92)
Max level before anti KS kicks in: Floral Crown 8
Hangzhou/Nanchang Bosses:
Little Giant, Twins of Jiangnan - Golden Blossoms 6 (Level 90)
Max level before anti KS kicks in: Floral Crown 6
Big Kid, Twins of Jiangnan - Golden Blossoms 8 (Level 92)
Max level before anti KS kicks in: Floral Crown 8
Nameless #1 (Cape Guy) - Golden Blossoms 11 (Level 95)
Max level before anti KS kicks in: Floral Crown 11
Nameless #2 (The Blue Guy) - Elemental Crown 4 (Level 98)
Max level before anti KS kicks in: Crimson Snake 4 <hehe yeah, was at work when I done this, so I forgot, Thanks for clearing that up ^^
Nameless #3 (The Wheels Guy) - Elemental Crown 6 (Level 102)
Max level before anti KS kicks in: Crimson Snake 6
Yin Jiuyou, The Necromancer - Elemental Crown 9 (Level 106)
Max level before anti KS kicks in: Crimson Snake 9
9 dragons Nuker Guide
May 11, 2009 9Dragons|3,707views
- Welcome to Yet Another Nuker Guide. Which is… well yet another nuker guide xD You’re either a fairly veteran player who has played long enough to see those nukers off to the side shooting things and thought you’d try it on for size, or you are a new player wishing for something away from the mainstream melee. It has been my experience that the road to becoming a good nuker has never been easy, but here are some tips to keep you going, and hopefully, keep you going strong as one of the strongest (and yet weakest in many ways) classes in this game. Bear in mind, that until you gain a wide range of nukes with different animations, nuking can become rather tedious. Hang in there champ, we’re rootin’ for ya ^^
- Go with warrior or something else until RL12 at 100%. Before you do your Five Dragons chi breathing, go home and change to a nuker. This way, you get the props of being a nuker and skip the lowbie grinding and your Essence will be right on target. =]
- I personally started adding to Dexterity before I hit 200 wisdom, simply because I intended to PvP way before being able to grind on the PK maps. It saved me a ton in terms of external wound medication (yeh sometimes we get hit anyway x.x random bosses poppin up outta nowheresville) but my damage was pretty low until I got my nukes maxed.
- Oh yes; MAX THOSE NUKES! =] A ton of your damage is packed into those nukes. Just watch your Chi Kung Damage on your character window from before you activate a nuke to after you do. You’ll see.
- Once again; BRACERS ARE IMPORTANT. They exist for a reason and also carry a nice piece of your damage.
++ The Roles
First off, let’s look at the different roles in the clans.
Black Tortoises of Wu Tang: Blue lightning balls; not bad in design, however their nukes make funny noises (ooga chaga much?) and a few of them appear as though the player is attempting to fly. Casting time on their buffs isn’t overly long, it takes just about a second or two, allowing you to keep your shield activated as long as is possible. Clan relic adds life, so thats useful at least. =] If you play with the sound off and can get over the silly hats, they aren’t bad. ^^
Here is their clan relic’s specific stats. As you can see, the extra dodge and the essence can come in handy as well.
Armoured Bandits of The Brotherhood: Flaming rocks mkay? To some people their meditation may be a put off. I sowwy. Casting time for their buffs is just about four seconds, if I counted right. This can be something of a setback for grinding and player versus player alike. However, their basic bandits protection, while a bum and a half to level, can be very useful as it adds defense. Clan relic also adds defense and strength I believe.
Storm Demons of Heavenly Demon: Honestly, who never wanted to shoot fire balls when they were a kid? The charging sound is awesome. =] Casting time on buffs is around one or two seconds, which is a very good advantage as previously stated. Clan relic adds dexterity and vital energy.
Here is their clan relic’s specific stats.
Exorcist Monks of Shaolin: Well if you don’t mind being a baldie… xD But seriously, their nukes look awesome. If anyone has ever fought or seen the fan guy boss in Jinan/Datong, and seen him shooting shiny things at them, this is what their nukes look like. They also have an added Buddhist-like chanting to them, but it isn’t as bad as ooga chaga. xP Casting time is kept around one to two seconds. I believe their basic protection adds attack rating? Which is fairly useless for you as a nuker. =] However I have had a few people tell me its all around rating which if it is then I suppose it’s not so worthless. I can’t remember honestly xD
Dragon Beggars of the League: Their nukes are green and leafy and they make cute noises! >.< Yes I am fairly partial to the fact that Beggars are adorable. Okay. If you can get over the stinky clothes, they aren’t horrible. Instead of the fanciness of other clans, they appear to be more down to earth. The casting time on their buffs due to the dance-dance-dance-thrust animation is fairly slow, around 4 seconds. Their basic protection adds life, 200 maxed. Could come in handy. Their clan relic also focuses on con and life, so that may be something to keep in mind.
Both Constitution and Life. Also adds a nice chunk of defense for lower levels.
Mistresses of Spirit of Sacred Flower: POINTY SHOES! Okay so they aren’t so bad. Very girly; their nukes are shiny, purple, and full of sparklies and butterflies. The charged nukes also make a jingly noise. And they shoot talismans. Casting time on their buffs can be somewhat of a setback, I don’t think they’re a whole four seconds but close. Their protection increases your avoid attack rating (basically your dodge) which can come in handy later, and their clan relic adds VE and dexterity? I think. God I don’t remember much of the clan relics lol
++ The Stats
Okay, so now you’ve picked a clan and got your role and are all set. Now. Where to place them points, because you’ll certainly need to reset your chi points (for the love of God, please do not leave them as they are, you’ll be asking to be murdered o.o).
Strength: Raise this to ten. Most will tell you to leave it alone until Revolving Chakra (10 is required for relic usage), but I like to be prepared far ahead of time. I level fairly fast, so it’s a JIC moment (just in case). Sometimes I also tend to forget to raise it if I haven’t already, and this causes a nice setback if I was counting on the relic the moment I hit RC1.
Essence: At your level (you should still be OC1 at this point or close), you’ll need around 20 Essence. NO MORE THAN THAT. TRUST me. The minimum requirement for OC bracers is 14, and this is at Opening Chi 4, so no real big worry. My advice to you however, is to get your Essence up to at least 30 at this point. That way, you can go heavy on the Wisdom until you absolutely must raise anything else. With 30 Essence, you should have around 1k vital energy, allowing for shield casts and nuke tossing for at least a few minutes.
Wisdom: Every single point that is not already on another stat, place them here. This controls the main chunk of your firepower; however, do remember not to rely solely on your Wisdom stat. This will be elaborated upon in a moment.
Constitution: I prefer to keep this as low as possible. A separate bit on this will be elaborated on in a moment, however for now we’re simply leaving it at 10. I know you’re thinking “omg this chick’s trying to get me killed! o.o” shush my dear padawan and read on.
Dexterity: You want this at ten as well for relic usage.
Mastery: Naturally, you want this all on bracers even though I am not sure bracer mastery even does anything. Just in case, you never know. Better safe than sorry yes? ;]
– Point Placement
This is fairly simple. All on Wisdom, bringing your Essence up every so often to meet bracer requirements. My guess would be probably something like 3 Wis 1 Ess everytime you level would be good. Everytime you hit chi breathing and have six points, go three wisdom three essence. Once your Wisdom hits around 200, lighten up on it and start adding to dexterity if you intend to PvP with your nuker. (It is however highly likely if you’re a black clan player on Asura that you’ve already been gang raped by the local PKers in Datong x.x) This should happen somewhere around FD/SM. After I get 200 Wisdom, I always start going 2 dex, 1 ess 1 wis, but if you intend to stay away from PvP or are on a non-PK server where you only have to PvP during war, go ahead and max Wisdom out totally before messing with anything else. =] Depending on how you place your points, you could also get at 200 wis around RL levels. =]
Remember: However you decide to place your points, max out wisdom at least before GB levels. At later levels, once your wisdom is maxed, if you wish you can use pocket items to get your wisdom even higher. I have had several friends do this and it works rather well, especially in this nuker vs nuker war I will be mentioning later.
++ Defense Over Dodge
While it may seem like a silly thing to do, there is an advantage to adding points to your strength stat. Why? The defense. Yes, dexterity is easier to raise due to it not being your penalty, and while the fact that players with lower dexterity than you will rarely hit you in PvP, there is the disadvantage of when they DO hit you, they hit HARD. PvE isn’t a good example of the upper hand in having high dex, other than the lack of major externals. The damage adds up, and if you have your life around or below 1k, it can be a huge disadvantage at later levels, and it does get tricky eventually avoiding getting hit. On the other hand, dodge can be a huge asset for PvP. However I wouldn’t recommend actually placing points on strength.
Instead, I recommend maxing out your strength elixirs. Wisdom elixirs are great, and so are those con elixirs, but the strength ones save you a couple points everytime they add +1, and the defense adds up over time. You’ll easily see the differences between defense and dodge, and how much of an easier grind you can have just by raising that strength. When you add to strength and how much is completely up to you; I usually wait quite a while before bringing this up, others like to balance their stats before choosing their clan role so that everything remains the same, others don’t even touch strength. As I have said in the previous section, it is completely up to you. Whatever works and works well. =]
Another thing I feel I must mention; for those pushing for speed, compared to defense, speed is nothing. Sure it’s a nice fall back if you’ve got no defense stuff, but GET SOME DEFENSE STUFF especially if you’re intending to PvP! Most definitely against melee classes since I doubt you’ll fight too many nukers aside from during war. Also try and find some stuff that raises your attack rating. The CK rating of course.
Defense trinkets, strength relics and accessories, and defense clothing and epithets are also a good way to raise your defense. If you really want to focus on your defense and go all out on it, I recommend choosing to play an Armoured Bandit, due to the Basic Bandit Protection and the clan relic, and choosing the defense clothing articles as mentioned above. Here are some examples of a few items that raise defense or strength.
Buffs: Yep, have a hybrid or a healer buff you. =] Easiest way.
Blood Gold Trinket: This adds 200 defense. Great source.
Wan Dayes Thunder Bracers: These are his Golden Blossom level bracers. These raise your defense by 157, as well as your VE by 250, and your CK attack rating by 150. Lots of goodies.
Bad Karma Strength Relics: On top of the crit rate increases (100/1000 for each one if I remember right), the RC relic adds 54 defense, FD relic adds 72? and EC relic adds 90.
Lightning Fist: This epithet adds a hunk of HP/VE as well as 50 defense. Not bad really. I believe you can get this from a quest in Hangzhou/Nanchang at upper SM levels. Oh, also adds a nice bit of movement speed.
Siren/Jade Face Clothing: The shirt adds 10 defense and a nice bit of speed. Not sure about the pants. =]
– Constitution
Yes, I realize that constitution directly effects how much life you have. However, toddle over to any FD nuker, and they most likely won’t have much more than about 600-1000 life themselves either. This can be substituted with the second clan epithets (+100 HP), as well as con relics and accessories on top of HP clothes. It really depends on you and what you’re more comfortable with, but do bear in mind nukers are not melee classes. However, remember that the safest way to go is going nuts on the defense boosters because the more defense you have, the lower the damage done to you. It really won’t matter how much life you have if something hits you for 1k damage if it could have been sliced by your defense to around 500. =] It may not seem at first that the defense is making much of a difference, but be sure, you’ll notice the subtle changes in time.
++ The Weapon
Now, we’ve got your stats set and we’re ready to go. Now we need a weapon. What kind of weapon do you use? Little glowy things at the bottom of the last page of every blacksmith shop. Right you guessed it; bracers. These are the simplest weapons to use and yet the most fragile. Prepare to spend a bit repairing them at lower levels. And if you value your bank account, never use a set of bracers that is not on your level, trust me, the durability goes *insert crash n burn sound here*. And I’m not only talking level-level, it also counts for the wisdom and essence requirements.
WAN DAYE IS YOUR FRIEND! Yes he is. Screw Mo Tailan. Just ignore her completely until later levels. ^^ Like um, EC is good yes. =] Save that Blood Essence for those Wan Daye bracers. Added damage and speed and all kinds of yummy stats. Oh yes. So worth it.
(for those who are totally new, Tailan would be the weapon breaker I mean, refinement lady. ^^) Here are some of the Wan Daye bracers from Amresh. Stolen by the GM-Storm shame on him xD Tricking us little people xDD kidding kidding… anyway… as you can see, WD bracers are like, almost a must for you =]

Another note before I go any further; DO NOT EVER NUKE AS A NUKER WITHOUT YOUR BRACERS ON AS ACTIVE WEAPON!!!!1one D: You’ll save yourself a lot of trouble later on. No, you are not Quite of the Beginning of the End hero league on Asura, you are not a saber nuker! If I ever find you on a PK map without your bracers I will KILL YOU.
Now, moving along… ;]
++ The Gear
Here is where the expenses really start adding up. You will need a full set of speed clothes. You can get them piece by piece as you level, but my advice is to just make your speed clothing set as fast as possible and get it out of the way, to save yourself the hassle of being too slow at lower levels, it can get and will get very stressful on you about the time you hit Blood Monks. Now, you can simply make your own by buying the same clothing item over and over until it double slots, slapping some speed ornaments on em and goin on with your life, or you can go ahead and buy them already made from someone else. My advice would be making your own; while the speed talismans may be a bit difficult for you to get a hold of (as you need to go to Nanchang or Hangzhou to get them, and… well you’re a freaking nuker), it will most likely cost you FAR less than what others like to charge.

This would be what you want your clothes plastered in. ^_^
Note: I have seen them before but it is very rare that a clan clothing article will slot, even more rare that it double slots. Save yourself the money and just… don’t even try. There are clan decos to cover those nastily mixed and matched vagabond clothes for you =]
Another note: Due to the new slots, if you are able to, grab yourself a deco from the item mall. That extra 20% speed is GLORIOUS my nuker’s a hybrid right now (not RL12 yet) with a full set of speed clothes and my lord she zips around like a speed hacker. xD If you intend to focus more on defense clothing, a deco would probably be a good thing for you for the extra speed to make up for the 20% you’ll be missing from the shirt and pants. Yes I realize they’re like five bucks a pop, but really. It’s so worth it. If you can afford it, the item mall is also a good source of elixirs and ethereal mushrooms if you have the cash to shell out but none of the gold. What is it like um, 10$? Or so for a full set of strength elixirs up til level 4? Its worth it if you can get them to max and there’s no issue about not being able to afford those Wan Daye bracers up there. This also allows you to be able to save your in game gold for normal elixirs for Wan Daye collections and stuff. But its up to you. =]
A note on special clothing; if you feel safer with more HP, go for the Wind and Lightning/National Beauty silk set, pants and shirt. However, the alternative is focusing on speed and defense, in which case you’ll want Jade Face’s/Siren’s clothing.
Wind and Lightning/National Beauty add together a whole 350 HP if I remember right, and 5% speed.
Jade Face’s/Siren’s add together roughly 13 defense and 13%? speed? I believe. I’ve only had the shirt but I know they’re good for the defense. =]


If you can get a hold of some Chi Kung damage wristbands, go for it! I’ve seen CK damage wristbands from 100 - 300. My dumbass saw some 300 CK damage wristbands for like 200k and didn’t buy em. -.- I regret it sorely now. xD Don’t be stupid like I am xDD
Now for pocket items. I recommend anything defense oriented or HP oriented until you can use relics; these are the Black Iron Trinkets, Blood Gold Trinkets, and little rings called Frozen Sea Tiger Eye Rings. The rings add 100 HP and 30 VE. If you feel you really need it, stock up on some Pei’s Jade Wheels (these add 3 to your Essence). There are Beads from Shen Mo and his guardians that add to your dexterity, wisdom and strength. I would recommend the one that adds two strength, which would be the Blue Dragon bead.

For relics, you will want to focus on relics that cover Constitution, Strength, Dexterity, perhaps Essence. My advice is to go for Bad Karma, so get out there and karma trade kiddies! The reason for this is the stats they add to are not so horribly spread out and in useless combos. =] The bad karma relics do more for you and take up less space in your pockets, and bad karma is a bit easier to maintain that good karma. At RC3, my demon nuker had three tiger eye rings, a strength relic, con relic and a dexterity relic.
Note: IF YOU CAN! Get Wild Tower/Mansion clothes or otherwise four pocket clothing as quick as you can! Those extra pockets add up and its better for you if you have more room for trinkets and accessories and relics. Trust me. Yes very expensive and difficult to get but very much worth it in the end! There are some clans whose clothing items from WT/Mansion are cheaper, these being just about any clan aside from Heavenly Demon and Wu Tang. Shaolin stuff is fairly cheap, as is Sacred Flower stuff. I’ve seen their lightfoot alone for like 10k. =]
++ Skills
Alright, so there’s tons of skills; which ones are worth leveling? First off, completely ignore your early bleed skill. Don’t even bother getting it at all, tell your Senior *insert chi kung artist name for your clan here* he can keep that bleed skill where he’s got it. At this level, all you’ll need is your shield, slow spell nuke, wisdom buff, and your defense buff. Once you start using your nuke, it will feel like the damage is terrible. Remember though; the more your nukes level, the more damage they do. The slow spell itself adds a whopping 100~300 damage everytime it levels a cheng. You will most likely use your shield enough (or at least I hope you do @_@) that it will hit plenty of level requirement caps early on. However, every couple levels or so, hit that nearest town and bufferfly away. All of your buffs are extremely important for your role.
You get a heavier bleed skill around Five Dragons 1, so look forward to THAT. ;] 1k damage or so just with bleed at cheng 10. This nuke is a quickly-max-me nuke, also useful for PvP with other nukers. You also get a different shield later on that takes a chunk out of your vital energy every time you get hit. But by then, unless you’re boss hunting, you should have gotten the hang of the hit and run style enough to be able to avoid being hit too much. We do not do up close and personal so please for your sake don’t let me catch you charging a nuke at an Iron Flower that is right in your face. Mk?
Also, look forward to your stun spell you get around RC levels. I think its RC4. [Confirmed to be RC1 my bad xD] It doesn’t last long for shyt in PvP, but it does last long enough to give you an opening to run off and stay out of reach of your opponent if you’ve got speed gear. More on this in the PvP section..
One more thing; get and max your advanced steps and med as soon as you can. Extra speed bonus from the steps I believe as well as the defense boost and the damage, just yeah. Forget the fancy animations of the role meditations. If it helps you, go for it, and there’s nothing better than advanced med and steps. So much shinier than what those other guys have xD
++ The Epithets
I am not too familiar with the whole world of epithets in Nine Dragons; you may wish to check the epithet guide. However, you will want to stick to your Secret Solver epithet (it adds 10% movement speed), and your last clan epithet (Two-Knot, Demon Disciple, Shaolin Disciple, Wu-Tang Adept, Flower Lady, Brotherhood White Hood), because of the hunk of defense, the HP, and the crit rate. I think the CoF Killer epithet also adds a nice chunk of crit. =]
Aside from HP/Speed/Defense, you’ll want to cling to your crit rate epithets, as your crits will be huge. At RC8 or so, I was doing about eight to nine thousand damage on critical hits in beserk/rage mode on red mobs. Its nice, trust me ^^
++ The Dungeons
Choice of Fate you could probably survive with the right team at RC levels. Valley of Hell, I’d say RL. Mansion and Wild Tower, leave that until FC/EC. You don’t really need anything from there until then. =]
Remember you will always pull the boss’ attention away from the tank and random periods of time; nukers do that with any boss and just about any mob (take for instance how the tarantulas react to nukers). This is why we suck at boss hunting. If we could just get ourselves a tank and shoot from a distance until its dead, it’d be easy as pie.
So, be prepared to get yourself hurt in the dungeons, especially the ones with more than one boss (I think Mansion/Wild Tower has more than one, unless I’m just a loony xD).
Killer epithets are easy for you, as long as you have the right back up because of your high damage and the fact you’ll rarely ever miss. And if you happen to go with a huge chunk of people that melee, ignore their “get a dex press” chat. Get a wis or ess, naturally. xD Silly melee’ers.
++ The Grinding
Your grinding will be very slow. Unless you do more damage than CTK, which I doubt, you’ll have to run around for a bit before your target dies. And on many occasions, said target may disappear on you and respawn. Setback really :/ Nuking is a world away from being a warrior class; instead of getting up close and personal, you’re forced to stay back, guard yourself from damage, and run around. Hit and run is our style. Though your damage will be very high, so don’t be surprised. Actually, be glad because if you didn’t do that much damage there’s no way you’d survive and it’d make grinding terribly hellatious.
If you are on the black clan side, until you reach RC3 or 4, train on the Twin Brutes located nearby the Tangshang Ferry. The Ferry itself provides protection from them as long as you stay inside, as mobs cannot enter the ferry. This will also get your nukes leveled and fairly quickly. Up until you hit around late Raising Light/early Five Dragons, expect to be KSed. It happens to all of us at that level. Don’t let it get to you, its just some added anger you don’t need since nuking is hard enough.
Please please remember; if you think warriors without a healer or hybrid beside them are terrible with boss hunting… you don’t even know. We SUCK with boss hunting, I can tell you that not just from my higher-level nuker friends telling me but from pure personal experience. If you absolutely must go boss hunting (the BE is nice ^^), then team up with a coupla healers/hybrids and CLING to them throughout the whole thing. This basically just means try not to run around too much in case you die. However, there is the added bonus with having high Wisdom — it takes longer for that little meter to run out when you start dying before you fall over in a coma. ^^ Yay for being smart!
Okay, on the white side, I have yet to find a nuker spot. You should be alright as long as you stick to things that are white to yellow for you until about OC10. After that, you could probably kite things that are lower RC level but be REALLY REALLY CAREFUL! And don’t get mad at me if you get yourself killed I didn’t tell you to go kill red things ;] Beware of tarantulas!!! No matter which side you’re on!!! They HATE nukers, they’ll swarm you like crazy and one of those scary things are bound to break that shield of yours.
[No really they're creepy! They make freaky deaky clicky noises! LIKE PREDATOR!!! D:]
If you’re the daring type like me, once you hit around RC1~4 go ahead and hit Nanchang/Hangzhou for some good ol’ Deva King slaying. Slow, stupid, big and blue. Like those dancing blue fairies called Giants in Shi Zhang/Zhengzhou only way slower. Once again, if you go for this, BE REALLY CAREFUL these are level 90~95 mobs!
Deva King Locations

Nanchang
Be aware that really close to the Deva Kings are Iron Coin? Squad Leaders. These are fast buggers and love to wander so there will be some occasions you snag its attention. Throw your shield up, and lead it up the hill until it disappears and respawns. =]

Hangzhou
The Deva Kings are marked in bright pink. =] Now for the green arrow if anyone noticed, is another safe spot. The Yellow Dragon Villa has a spot within it where the mobs can’t go. I’d show you but yeh. I’m not there. =] If you’ve gotten the hang of it, you should be able to find it fairly easily.
You should now be able to figure out on your own where to grind. Or at least that’s the plan =]. So I’ll end this part with a “don’t get too close. Kujo bites.”
++ PvP
You will most likely be rather rough around the edges at PvP during the lower levels. RC is not a good time to go on a PK frenzy. However, with some determination, you should be able to get on well enough. If you’re familiar with the PvP system, you’ll be able to figure it out fairly quick.
Most PvP nuking veterans will tell you to max out your wisdom as fast as you can. What, am I gonna be having a nuke war with another nuker? HAHA. And no huge worries about getting para’d to death by a hybrid. Even if they go wisdom build, you’ll still have more CK numbers than they will due to wisdom being their penalty stat. And if they put everything on wis? Whack em with an apprentice short staff. Same with other nukers. It really comes down to the wire on whose got better gear in a nuker battle however; if they’ve got more defense than you expect and you’re doing far less damage than you want to be… But yes, expect a long drawn out war if you fight with another nuker. It’s a matter of whose bank account is fatter. =]
Healers may be a bit easier, due to the con penalty. I can usually one hit healers clean. In terms of warriors, they’ve got low as wisdom, if any at all, so getting your para to stick won’t be hard. I rarely come across a speedy warrior, so you’ve got the upper hand in being faster. Be careful with those nuke casting times. The higher the casting time, the more time you’re open, that can easily get you in trouble (oh yes… yes indeed x.x) Your .5 is GOD and your main PvP nuke due to the fairly high damage and the short casting time. You get this nuke at Raising Light 10, for 3100 contribution. MAX THIS ASAP!
The .5 Nuke — (at cheng 10); 44 VE to cast, .5 second casting time, no cooldown =]
Demons: Demons Palm of Illusion
Tangs: Tortoise Art of Elements
Flowers: Freezing Art of Black Jade
Bandits: Emperor’s Art of Yama
Beggars: Draconic Art of Roaming Dragon
Shaolin: Buddha’s Palm of Maitreya
I considered adding dexterity to my nuker after my wisdom was in a nice comfort zone. It turned out fairly well. I went extremely heavy on it until chi breathing (three wis one ess and poppin that one once in a while to balance out my 4 dex every level), and it has served me well. In PvP, my damage is still at a nice area, and hardly anyone can hit me. By the time I got around to deleting that character I had something like 160 wisdom and around 80 dex or so. =]
However, I will say that you should definitely play around with the PvP system to better understand how it works and how it would be best for you to play it. I take it one way, but you may be far more comfortable with a different method, and that’s fine because its not necessarily wrong. If it works for you, then good! ^_^
A few parting tips:
9 dragons Guide to Collectibles! Conquering The Valleys
May 11, 2009 9Dragons|2,630views
Death Valley
Blue Cotton Cloth Hell - Broken Blind Madmen. You know these annoying guys as the little madmen who suddenly turn into the crazy blue guys with floating daggers. Can be found near Xuanshan or Tigerfort Stronghold.
Dian Cang books- Found off of Monstrous blind madmen outside of the port village of Xuanshan. (Sp?)
Wooden Flute Hell - Found off of Twin iron brutes in the Hall of Ghosts. Basically, they’re up above the blood monks. Big guys with a little guy on their shoulder, can’t miss em.
Gunpowder- Ever light footed it to the port city? If you have, then you’ll notice those little white funky guys called Poison Arrow archers. They drop the gunpowder I hear.
Iron plate- Found off of powerful giants. If you goto the Hall of ghosts and head down the little hill that branches off into the ravine below (all dirt brown kind of reddish with TONS of earthworm demons) you’ll see a large castle. Giants are plentiful there, though be careful. They will zerg you without hesitation.
Buddhist beads- What else would drop these but monks? Granted these aren’t your typical buddhist monks, but the Blood Monks are located in the Hall of ghosts near the end right before the White Sands. They wield scythes and need a better hair-do. Can’t miss em.
Liquid Pouch- Ever seen those crazy mumbling hopping guys, the Black Confucionist? Well, they drop these little pouches. There are a nice amount of them found in the small ferry village to the north of the White Sands. Follow the coast up all the way north, turn left on the bridge. They’re accompanied by Iron flowers and Drunken swordsmen. Thanks goes to Seawolf for this bit of information.
Silver Nugget- These are dropped by those pesky inebriated(sp?) Drunken Swordsman. Literally, the one armed man done it this time! Infact, him and his one armed comrades have 2 spawn spots. One is a small ferry like village down at the White Sands. If you follow the coast all the way north, you’ll see a small bridge that leads to it. There’s a few around there. If you want a more plentiful spot of him and his bretheren, then head to Northern death valley. Go in, down the hill, through the skull and they’ll be the first mobs you come to. Can’t miss em.
Golden Cotton Cloth- These drop from those crazy Zombie ladies, the Iron Flowers. Be careful as they hit hard and have some insane accuracy. Dodge doesn’t do well against them and they’re capable of nerve poisons or stuns. Depends on what the devs feel like during patch time =P. Anyways they can be found just beyond where the Drunken swordsmen are. Either the little ferry village in White sands OR in Northern Death Valley, just past the drunken swordsmen.
White Iron Fragments- These are a slightly common drop from the Frozen Iron Flowers. Think of it as the Iron flower’s big sister, only meaner..And more HP. Again, found in the same spot as the Iron Flowers.
Small Case- Now I’m unsure of where these drop in the Valleys, but I hear this is found off of those Twin Brutes as a rare drop. However, I suggest an alternative. Goto the newbie city you’re from, and there should be a mob there that drops them. For mount yanmo, it’s the twinblade ladies. Offer the newbies there a fair amount of coinage, and it should be simple.
Silk Hell - Again off the crazy Broken Blind Madmen. I’ve noticed that usually when Silk drops the Blue cotton cloth also drops, though the former is usually more common.
Big Brass Plates- I’m uncertain, but I believe these are a rare drop off the Superior Giants. They can be found in Northern Death Valley, right down the hill. Basically, enter Death valley, go past the lightning shadow disciples, Turn left and head down the hill and viola, you’re there!
Bronze PlateHell- These little annoying plates drop again off the Frozen Iron flowers. Not as common as white iron fragments, good luck in getting 5 of these.
Hell
Cracked Iron Cored Wood- Dropped by Various Crippled Demons. Deadly and Monstrous ones.
Small Scrap Iron- Stone Skinned Demons
Scrap Iron - Axe Head Demons
Blue Dragon Dagger- Four Armed Demons
Gold Rope- Blood Claws
Ring of Death valley- Blind (Weapon) Demon scouts
Liquor Jar- Blind (Weapon Demon) Warriors
Golden Belt- Blind (Weapon) Demon troopers
Silk Pouch- I believe this drops off of the Brigand Bao, he’s where the White Sands meet the hall of ghosts on the hill up to where the blood monks are coming from port Xuanshan. I may be mistaken, if I am, any information is appreciated.
Thin Iron Plate- Stone Skinned Demons
9 dragons The Ultimate guide to Blue weapons and there effects
May 11, 2009 9Dragons|2,103views
This is a guide I decided to make the fated day a fox drop an “Adamantine Black Axe.†Through several hundreds Screen Shots I have catalogued most of the common blue “Weapon-Titles.†Through my observations I’ve found there aren’t many variations between name/effect. Other than the digits involved. This guide should make it much easier to buy and sell blue item. And I hope make few of my follow player gaming time easier. { Side Note: Blue “Weapon-Titles†apply in the same degree to Blue clothes; Obtained through chests. And I’m Sorry that there isn’t really great order involved with these “Weapon-Titles.†But I got lazy, sorry } ( this guide “should†be accurate up to 9Dragons 0.9d Ver. 18 )
-White Tiger: + 1-3 wis
-Black Tortoise: + 1-3 ess
-Red Phoenix: + 1-3 str
-Blue Dragon: + 1-3 con
-Yellow Dragon: + 1-3 dex
-Adamantine: + 1-3 dex, + 1-3 con
-Chastening: + 1-3 wis, +1-3 str
-Thundering Devil: + 1-3 con, + 1-3 wis
-Sun: + 1-3 dex, + 1-3 wis
-Blue Serpent: + 1-3 con, + 1-3 ess
-Crimson Phoenix: + 1-3 ess, + 1-3 dex
-Wind Spirit: + 1-3 ess, + 1-3 str
-War Spirit: + 1-3 str, + 1-3 dex
-Celestial: + 1-3 str, + 1-3 con
-Fate Spirit: + 1-3 wis, + 1-3 ess
-Infinite: Max Life + 30-200 , Max VE + 30-200
-Inferno: Max Life + 400, Max VE - 320
-Phoenix: Max Life + 30-250
-Nova: Max VE + 30-200
-Thundering Wind.1: + 1-3 wis, + 30-200 Max Life {Note: I have seen two varations of “Thundering Wind”}
-Thundering Wind.2: Max VE +5%-20%, Max life - 5-20%
-Rushing Wind: +5%-20%, VE -5%-20% defence
-Divine Wind: + 5%-20% Max VE, - 5%-20% damage
-Heavenly Wind: + 5%-20% Max Life, -5%-20% Max VE
-Rumbling Wind: + 1-3 wis, + 1-5 Chi Kung defense
-Raven: Max VE + 100-500, Max Life - 100-500
{ Side Note: The Demon weapons below seem to have the best chance of breakage during refining. I myself Have only broken two weapons in my history. These weapons where Both Thundering Dragon Axe’s + 2% crit/ str2; they both broke on +4. I do not know if this is a glitch or if 9D is programed for them to have a higher rate of Breakage. }
-Young Demon: + 1%-3% crit
-Mad Demon: + 2% crit, + 1-5 dodge
-Wind Demon: + 2% crit, + 1-3 dex
-Thundering Dragon: + 2% crit, + 1-3 str
-Earth Dragon: + 1-5 damage, + 1-3% crit
-Fire Dragon: + 2% crit, + 1-3 ess
-Blue Viper: + 3%-15% crit, - 30-200 Max Life
-Red Earth: + 3%-15% crit, - 30-200 Max VE
-Demon Dragon: + 2%, + 1-3 wis
-Young Dragon: + 1-5 damage
-Flying Dragon: + 1-5 damage, + 1-3 wis
-Black Dragon: + 1-5 damage, + 1-3 con
-Rising Dragon: + 1-5 damage, + 1-3 ess
-Twin Dragon: + 1-5 Damage, + 1-5 dodge
-Jade Dragon: + 1-5 damage, + 1-3 str
-True Dragon: + 1-5 damage, + 1-3 dex
-White dragon: + 1-5 damage, + 1-5 attack rate
-Moon Dragon: + 1-5 damage, + .05% Crit dodge rate
-Blood Drop: + 50-200 Chi Kung damage, -1%-5% Max Life
{Side Note: Moon dragon weapons seem to be a very rare occurance}
-Soul Eater: + 1-5def
-King of Hell: + 1-5 def, + 1-3 con
-Floral Spirit: + 1-5 def, + 1-3 wis
-Requiem: +1-5def, crit dodge .00%
9 dragons Kung Fu of Heavenly Demon
May 11, 2009 9Dragons|2,936views
Kung Fu of Heavenly Demon
Heavenly Demon’s Kung Fu techniques were stolen and perverted from other disciplines, and combined with occult rituals.
Sabers are preferred weapons over swords and for hand-to-hand combat, disciples master Bloody Hands technique, the most deadly combat system ever conceived.
Blood Demons (Warrior type) - These are the spearhead of the Mo-Jiao fighting force.
They are truly fearless, and will attack without hesitation. They are masters of the broadsword and gain special skills such as ‘Heavenly demon sword’ and ‘Infernal sword’.
CLAN BASIC KUNG FU
Disciples of Heavenly Demon must learn Bloody Pain Essence and Three Ghost Blade techniques.
These techniques from the basis for all higher level clan techniques.
MIND COORDINATION
Meditation techniques are the methods for accumulating Chi by correct breathing and the correct circulation of Chi energy within the body.
Each Clan has its own meditation techniques.
LIGHTFOOT
Lightfoot techniques consist of “Speed†which move one’s feet faster, “Lightbody†which lightens one’s body, and “Lightfoot which is a special coordination movement of the body and feet.
HEAVENLY SABERS
Sabers techniques of heavenly Demon.
Multiple sword strikes stolen and perverted from other school, adapted for the saber by Emperor Heavenly Demon, and infused with his occult practiques.
FLAMING SABERS
Sabers techniques of heavenly Demon.
Multiple sword strikes stolen and perverted from other school, adapted for the saber by Emperor Heavenly Demon, and infused with his occult practiques.
Utilises merciless tactics and are said to drain one’s opponent of their core essence.
DEMONIC CONFUSION
Special techniques of heavenly Demon.
Utilizes the strength imbued upon a disciple when meditating upon The Sacred Fire, which maximizes all aspect of one’s strength and abilities.
DEMONIC MADNESS
Strengthening techniques of heavenly Demon.
A technique that emulate the ability of crazed demon.
It ignores defence to commit to attack as it strengthening one’s inner spirits to inhuman levels.
It maximizes strength in areas that differ from Demonic Confusion.
DEMONIC IRON
Protection techniques of heavenly Demon.
Effuses one’s Demon Spirit outwards to increase defence.
When the surface of the entire body is imbued with Demonic Spirit, the body is impervious to all attacks.
STEPS
Steps of Heavenly Demon
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Storm Demons (Caster type) - These are masters of inner spirit skills. They use ‘Iron demon’ protective skills and ‘Gold demon’ long-range chi attacks.
They are relatively weak in close combat, but never plan to get in that close anyway!
CLAN BASIC KUNG FU
Disciples of Heavenly Demon must learn Bloody Pain Essence and Three Ghost Blade techniques.
These techniques from the basis for all higher level clan techniques.
MIND COORDINATION
Meditation techniques are the methods for accumulating Chi by correct breathing and the correct circulation of Chi energy within the body.
Each Clan has its own meditation techniques.
LIGHTFOOT
Lightfoot techniques consist of “Speed†which move one’s feet faster, “Lightbody†which lightens one’s body, and “Lightfoot which is a special coordination movement of the body and feet.
DEMONIC SEAL
Ranged Attack techniques of Heavenly Demon.
Demonic rituals from the basis for these quiet, deadly chi Kung techniques.
Once mastered, one’s opponent may appear physically unharmed during an attack, while his inner body crumbles.
Utilizes large amounts of Vital Energy to devastating effect on one’s target.
DEMONIC CONFUSION
Special techniques of Heavenly Demon.
Utilizes the strength imbued upon a disciple when meditating upon The Sacred Fire, which maximizes all aspect of one’s strength and abilities.
DEMONIC IRON
Protection techniques of heavenly Demon.
Effuses one’s Demon Spirit outwards to increase defence.
When the surface of the entire body is imbued with Demonic Spirit, the body is impervious to all attacks.
STEPS
Steps of Heavenly Demon
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Phantom Demons (Healer type) - They have unique evil skills that can absorb opponents’ inner power or chi.
They are also trained in fist fighting skills.
CLAN BASIC KUNG FU
Disciples of Heavenly Demon must learn Bloody Pain Essence and Three Ghost Blade techniques.
These techniques from the basis for all higher level clan techniques.
MIND COORDINATION
Meditation techniques are the methods for accumulating Chi by correct breathing and the correct circulation of Chi energy within the body.
Each Clan has its own meditation techniques.
LIGHTFOOT
Lightfoot techniques consist of “Speed†which move one’s feet faster, “Lightbody†which lightens one’s body, and “Lightfoot which is a special coordination movement of the body and feet.
BLOODY HANDS
Hand-to-hand techniques of Heavenly Demon.
Bloody Hands is reputed as the most deadly combat system ever conceived.
Includes ranged attack and claw techniques. Has a short range but boasts incredible speed and devastating effects.
DEMONIC HEART
Supplementary techniques of Heavenly Demon.
Utilizes inner spirits to heal oneself or others, and to cure confusion or lessen toxicity.
DEMONIC CONFUSION
Special techniques of Heavenly Demon.
Utilizes the strength imbued upon a disciple when meditating upon The Sacred Fire, which maximizes all aspect of one’s strength and abilities.
DEMONIC IRON
Protection techniques of heavenly Demon.
Effuses one’s Demon Spirit outwards to increase defence.
When the surface of the entire body is imbued with Demonic Spirit, the body is impervious to all attacks.
DEMONIC SOUL SIPHON
Protection techniques of heavenly Demon.
Based on the theory that a greater body of water easily absorb a smaller body, it drains and absorb an opponent’s Vital energy.
As it is dangerous for one to use, it can not be used often
STEPS
Steps of Heavenly Demon
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Fire Demons (Hybrid type) - They learn all Mo-Jiao clan skills excluding sword fighting, but as generalists, they can never attain the same level of mastery as the other types.
CLAN BASIC KUNG FU
Disciples of Heavenly Demon must learn Bloody Pain Essence and Three Ghost Blade techniques.
These techniques from the basis for all higher level clan techniques.
MIND COORDINATION
Meditation techniques are the methods for accumulating Chi by correct breathing and the correct circulation of Chi energy within the body.
Each Clan has its own meditation techniques.
LIGHTFOOT
Lightfoot techniques consist of “Speed†which move one’s feet faster, “Lightbody†which lightens one’s body, and “Lightfoot which is a special coordination movement of the body and feet.
BLOODY HANDS
Hand-to-hand techniques of Heavenly Demon.
Bloody Hands is reputed as the most deadly combat system ever conceived.
Includes ranged attack and claw techniques. Has a short range but boasts incredible speed and devastating effects.

DEMONIC HEART
Supplementary techniques of Heavenly Demon.
Utilizes inner spirits to heal oneself or others, and to cure confusion or lessen toxicity.
DEMONIC SEAL
Ranged Attack techniques of Heavenly Demon.
Demonic rituals from the basis for these quiet, deadly chi Kung techniques.
Once mastered, one’s opponent may appear physically unharmed during an attack, while his inner body crumbles.
Utilizes large amounts of Vital Energy to devastating effect on one’s target.

DEMONIC CONFUSION
Special techniques of Heavenly Demon.
Utilizes the strength imbued upon a disciple when meditating upon The Sacred Fire, which maximizes all aspect of one’s strength and abilities.
DEMONIC MADNESS
Strengthening techniques of heavenly Demon.
A technique that emulate the ability of crazed demon.
It ignores defence to commit to attack as it strengthening one’s inner spirits to inhuman levels.
It maximizes strength in areas that differ from Demonic Confusion.
DEMONIC IRON
Protection techniques of heavenly Demon.
Effuses one’s Demon Spirit outwards to increase defence.
When the surface of the entire body is imbued with Demonic Spirit, the body is impervious to all attacks.
STEPS
Steps of Heavenly Demon
A Complete guide to 9Dragons Collections
May 11, 2009 9Dragons|13,855views
You can access available connections in the ‘Living’ tab of your character screen (just press L on your keyboard). There are Collectible Collections and Resource Collections, filed according to type and the merchant you trade them in at.
As you advance in level, more collections will become available to you, as most of them have a minimum level requirement.
To add items to a collection, just open your inventory and drag and drop the items from your bag to their slot in the collection window. Once you have filled up all slots, you can visit the respective merchant and collect your reward. Rewards you can obtain include non-dungeon elixirs, blood essence, weapons, clothes and accessories.
Click on the Collection titles below to be taken to the respective collection.
1. Craft’s Merchant Collections
- no level requirement;
- items drop from mobs or you can try buying them from players’ stands
- you cannot add the items to the collection, you can only exchange them when you have all items
- once you have completed the first three collections, you can trade the rewards in the 4th one
- NPC: Craft’s Merchant Guan Ding (Hefei)
Order of Blue Weapon
- Losing Self Blue Silk Satchet
- Blue Cloud Blue Silk Satchet
- Celestial Blue Silk Satchet
- Losing Self Coral Satchet
- Blue Cloud Coral Satchet
- Celestial Coral Satchet
reward: Order of Blue Weapon (100 hp, 100 ve)
Order of Black Weapon
- Losing Self Wooden Plate
- Blue Cloud Wooden Plate
- Celestial Wooden Plate
- Losing Self Red Wooden Plate
- Blue Cloud Red Wooden Plate
- Celestial Red Wooden Plate
reward: Order of Black Weapon (str +4, wis +4)
Order of Red Weapon
- Losing Self Grey Iron Plate
- Blue Cloud Grey Iron Plate
- Celestial Grey Iron Plate
- Losing Self Black Iron Plate
- Blue Cloud Black Iron Plate
- Celestial Black Iron Plate
reward: Order of Red Weapon (dex +4, con +4)
Order of Double Weapon
- Order of Blue Weapon
- Order of Black Weapon
- Order of Red Weapon
reward: Order of Double Weapon (100 hp, 100 ve, all att +3)
2. Collectibles Collections
- available at OC1;
- collectibles are rare mob drops, with the exception of the last two collections, as detailed below, or you can buy them from players’ stands
- The Gold Seals of the Five Elements can only be completed once you have the rewards from the previous Seal Collections (either completed by yourself or bought from other players)
- NPC: Wan Daye
Remains of the Four Nobles

Writing Ink
Writing Brush
Writing Stick
Writing Paper
reward: Gold Seal of the Earth (str +4)
The Four Calligraphy Books of the Tang Dynasty

Yellow Book of Calligraphy
Red Book of Calligraphy
Blue Book of Calligraphy
Green Book of Calligraphy
reward: Gold Seal of Fire (ess +4)
The Statues of Five Generals

Statue of Guan Yu
Statue of Zhang Fei
Statue of Zhao Yun
Statue of Huang Zhong
Statue of Ma Chao
reward: Gold Seal of Water (wis +4)
The Eight Statues

White Jade Statue
Green Jade Statue
Black Jade Statue
Red Jade Statue
Purple Jade Statue
Blue Jade Statue
Yellow Jade Statue
Azure Jade Statue
reward: Gold Seal of Trees (con +4)
The Three Highest Quality Liquors

Wine of Taishan
Wine of Tianshan
Wine of Huashan
reward: Gold Seal of Iron (dex +4)
The Gold Seals of the Five Element

Gold Seal of the Earth
Gold Seal of Fire
Gold Seal of Water
Gold Seal of Trees
Gold Seal of Iron
reward: Wan Daye’s Blue Jade Seal (all att +5)
The Fans of the Clan of Four Gods

Fan of Blue Dragon
Fan of Red Phoenix
Fan of Black Tortoise
Fan of White Tiger
Folding Fan
reward: 10 BE’s
note you only need to find (or buy) the black and white fans; the other three are quest rewards (unless you play a vagabond):
- Trace a Masterhand = Fan of Blue Dragon
- The Relics of Four Gods’ Clan (III) = Folding Fan
- The Bodyguard (III) = Fan of Red Phoenix
3. “Regular Drops” Collections
- these collections are comprised of 5 ‘regular’ material drops from mobs on their respective maps (Zhengzhou/Shi Zhang, Jinan/Datong, Nanchang/Hangzhou) and they earn you non-dungeon elixirs
- please refer also to this guide by mystwyze
- NPC: Wan Daye
Conquering Death Valley

- this is the Zhengzhou/Shi Zhang Collection
- level required: RC4
Blue Cotton Cloth - Broken Blind Madman
Dian Cang’s Book - Monstrous Blind Madman (Shi Zhang only)
Wooden Flute - Twin Brutes
Gunpowder - Blue / Poison Arrow Archer (Shi Zhang map only; in green/red CoF runs for whites)
Iron Plate - Giants
Buddhist Beads - Blood Monks
Liquid Pouch - Black Confucianists
Silver Nuggets - Drunken Swordsmen
Golden Cotton Cloth - Iron Flowers
White Iron Fragment - Frozen Iron Flowers / Heartless Iron Flowers
Small Case - Twin Brutes
Silk - Broken Blind Madmen
Big Brass Plate - Superior Giants
Bronze Plate - Frozen Iron Flowers / Heartless Iron Flowers
reward: one of the following packages of level 3 ND elixirs:
str + dex
wis + dex
ess + con
Conquering the Valley of Hell

- this is the Jinan/Datong Collection
- level required: RC4
Cracked Iron-Cored Wood - Crippled Demon
Blue Cotton Cloth - Toad demon
Scrap Iron - Axehead Demon
Small Scrap Iron - Stone-skinned Demon
Blue Dragon Dagger - Four-Armed Demon
Gold Rope - Bloodclaw
Ring of Death Valley - Blind Demon Scout
Liquor Jug - Blind Demon Warrior
Golden Belt - Blind Demon Trooper
Wooden Flute - Blind Demon
Silk - Blind Demon Warrior, Blind Demon Scout
Silk Pouch - Blind Demon Trooper
Bronze Plate - Axehead Demon
Thin Iron Plate - Stone-skinned Demon
reward: one of the following packages of level 4 ND elixirs:
str + dex
wis + dex
ess + con
note I suggest you plan ahead and keep Silk Pouches from Brigands or whatever earlier mobs drop them. In two or three FD levels grinded on Demon Troopers I didn’t see a single Pouch. For the black side, a good place to get it is Mountain Flower Wen, the quest mob in Datong. There are usually players grinding there and loads of pouches lying around. I don’t really remember if it’s the same for Mountain Flower Bai in Jinan.
Conquering the Beast Clan

- Nanchang/Hangzhou Collection
- level required:
Fore Tooth - Blood Red Wolves
Thick Oil Pouch - Hawkeyes
Tough Dog Tooth - Wolf Riders
Sorcerer’s Cane - Voodoo Doctors
Giant Feather - Sorcerers
Leopard Paw - Black Leopards
Flute of the Beast Clan - Leopard Riders, White Tiger Kings
Fiber Rope - Scrappers
Iron Mace - Iron-hammer Wielders
Spearhead - Bear Riders
Blunt Axe - Axemen
Big Tiger Bone - Big Tigers
Ivory - Tiger Riders
Skeleton Talisman of the Beast Clan - Sorceresses, Black Bear Leaders
reward: reward: one of the following packages of level 5 ND elixirs:
str + dex
wis + dex
ess + con
Conquiering Golden Coins

- Nanchang/Hangzhou Collection (some drops are available in HZ only)
- level required:
Plate of Bronze Coin - Bronze coin mobs
Plate of Iron Coin - Iron coin mobs
Plate of Silver Coin - Witch Doctors, Acupuncturists, Deva Kins, Silver Swordsmen
Iron Nugget - Iron coin mobs
Bronze Arm Shield - Bronze coin mobs
Broken Bow - Bronze Coin ranged mobs
Broken Arrow - Bronze Coin Head Bowman, Bronze Coin Head Archer (rare drop)
Platinum Nugget - Gold Coin mobs (HZ only)
Iron Armor Fragment - Iron coin mobs
Copper Nugget - Bronze coin mobs
Medicine Jar - Silver Coin Superior Witch Doctor (GB level ones in Hangzhou)
Needle - Silver Coin Superior Acupuncturist
Coated Iron Piece - Iron Coin mobs
Crest Shield - Iron Coin mobs
Wood Branch - Big-toothed Blood Red Wolf (rare drop)
reward: reward: one of the following packages of level 5 ND elixirs:
str + dex
wis + dex
ess + con
4. Dungeon Passes Collections
- regular mob drops can be exchanged for different colored dungeon passes at the merchants on the corresponding maps; they are usually close to the dungeon entrances (cof, voh, gold coin, beast tower, LD ship)
Death Valley Passes
(for the Choice of Fate dungeon)
purple: 10 blue cotton cloth; 10 wooden flute; 10 gunpowder
green: 10 gunpowder; 10 iron plate; 10 strong venom; 10 buddhist bead
red: 20 silver nugget; 20 leather sack; 20 golden cotton cloth; 10 strange stone; 10 white iron fragment
reward: 1 Death Valley Pass of the respective colour
- NPC: ZhengZhou & Shi Zhang Merchants
Valley of Hell Passes
(for the Judgement of Hell dungeon)
purple: 10 cracked iron-core wood; 10 blue cotton cloth; 10 small scrap iron
green: 10 gold rope; 10 scrap iron; 10 blue dragon dagger; 10 small scrap iron
red: 20 ring of Death Valley; 20 golden belt; 20 liquor jug; 20 gold rope; 10 wooden flute
reward: 1 Valley of Hell Pass of the respective colour
- NPC: Jinan & Datong Merchant
Passes of Tian-Yin Palace
(for the Mansion of a Thousand Silver Coins dungeon in Nanchang)
purple: 10 plate of silver coin; 10 fiber rope
green: 10 plate of silver coin; 10 fiber rope; 10 iron mace
red: 10 plate of silver coin; 10 fiber rope; 10 iron mace; 10 blunt axe
reward: 1 Pass of Tian-Yin Palace of the respective colour
- NPC: Nanchang Merchant
Passes of Beast Clan
(for the Wild Tower dungeon in Hangzhou)
purple: 10 ivory, 10 fiber rope
green: 10 ivory, 10 fiber rope, 10 iron mace
red: 10 ivory, 10 fiber rope, 10 iron mace, 10 blunt axe
reward: 1 Pass of Beast Clan of the respective colour
- NPC: Hangzhou Merchant
Passes of Gold Coin Clan
(for the Gold Coin dungeon in Hangzhou)
purple: 10 secret letter of yakumo
green: 10 secret letter of yakuma, 10 piece of red clothes
red: 10 secret letter of yakumo, 10 sorcerer’s amulet
reward: 1 Pass of Gold Coin Clain of the respective colour
- NPC: Liaodong Merchant
Passes of Beast Palace
(for the Beast Tower dungeon in Nanchang)
purple: 10 secret letter of yakumo
green: 10 secret letter of yakumo, 10 piece of red clothes
red: 10 secret letter of yakumo, 10 sorcerer’s amulet
reward: 1 Pass of Beast Palace of the respective colour
- NPC: Liaodong Merchant
Passes for the Vault of Rising Dragons
(for the Liaodong Dungeon, School of the Rising Sun)
purple: 10 plate of North Sea, 5 antler
green: 10 plate of North Sea, 7 molar tooth of elephant
red: 10 plate of North Sea, 10 snowman’s fur
5. Refinement Material Collections
- Refinement Material is used to refine weapons; you can find Mo Tailan, Master Refiner in Hefei (close to the Courier Guild); you can buy level 1 and level 2 refinement materials from the General Store in Hefei but all other refinement materials can be traded for a certain numbers of BE’s
- NPC: Hefei, Refinement Material Merchant
Blood of Mist Dragon (3) – 1 BE
Blood of Roaming Dragon (4) – 2 BE
Blood of Rising Dragon (5) – 4 BE
Blood of Cloud Dragon (6) – 7 BE
Blood of Thunder Dragon (7) – 10 BE
Blood of Sky Dragon (8 ) – 15 BE
Blood of Monarch Dragon (9) – 20 BE
Blood of Flying Dragon (10) – 25 BE
Blood of Heavenly Dragon (11) – 35 BE
Blood of Emperor Dragon (12) – 50 BE
6. Elixir Collections
- Non-Dungeons elixirs are very rare drops; however, you can get some of them as rewards for various quests or for completing the ‘regular drops’ collections. Others still may be traded at the Elixir Merchant following a pattern: a complete set of five non-dungeon elixirs will earn you a non-dungeon elixir of the next-highest level.
- NPC: Hefei, Elixir Merchant
Violet Flower Fruit
Blue Mind Tablet
Jade Spirit Liquid
Changnao Ginseng
Five Leaves Herb
reward: any level 2 non-dungeon elixir
Gold Spirit Fruit
Nine Yang Tablet
Biaoxian Liquid
Heavenly Ginseng
Golden Stem Herb
reward: any level 3 non-dungeon elixir
7. Wan Daye Clothes Collections
- All of these are picked up at Wan Daye in Hefei; don’t be confused by the name, it’s probably just a different version of English spelling of the Chinese name
- For details on the Wan Daye def clothes, please refer to this thread and the Vagabond Army Forum
- The clothes can be bought from draperies throughout the Land (clan base, then Zhengzhou/Shi Zhang, then Jinan/Datong); golden threads are random mob drops; you can exchange lower level ones into higher level ones at the merchants (see the Merchant Collections)
- Requested clothes are male/female ones for the male/female costumes
- All Man Dae Ya’s costumes have four pockets.
A request of Wan Daye
3 tobacco leaf
3 pouch
3 big pouch
reward: one of the following clothes:
(m) Wan Daye’s Tianshan Jacket (20 life, 5 def, 2 pockets)
(m) Wan Daye’s Tianshan Pants (20 ve, 2 pockets)
(f) Wan Daye’s Taishan Jacket (20 life, 5 def, 2 pockets)
(f) Wan Daye’s Taishan Pants (20 ve, 2 pockets)
Man Dae Ya’s costume (1)
- available at OC4
Damaged Blue/Pink Cotton Jacket
Damaged Blue/Pink Cotton Pants
3 golden threads low level
reward: Man Dae Ya’s costume (1) (100 def, 25 hp, 25 ve)
Man Dae Ya’s costume (2)
- available at RC4
Damaged White/Light Cotton Jacket
Damaged White/Light Cotton Pants
3 golden threads low level
reward: Man Dae Ya’s costume (2) (120 def, 25 hp, 25 ve)
Man Dae Ya’s costume (3)
- available at RL4
Damaged Green/Green Cotton Jacket
Damaged Green/Green Cotton Pants
2 golden threads middle level
reward: Man Dae Ya’s costume (3) (160 def, 50 hp, 50 ve)
Man Dae Ya’s costume (4)
-available at SM4
Tianshan/Tianshan Jacket
Tianshan/Tianshan Pants
9 golden threads middle level
reward: Man Dae Ya’s costume (4) (200 def, 100 hp, 100 ve)
Man Dae Ya’s costume (5)
- available at GB4
Sichuan/Nanjing Jacket
Sichuan/Nanjing Pants
9 golden threads middle level
reward: Man Dae Ya’s costume (5) (300 def, 100 hp, 100 ve)
Man Dae Ya’s costume (6)
- availbale at FC4
Dragon-Embroidered/Lotus Jacket
Dragon-Embroidered/Lotus Pants
6 golden threads high level
reward: Man Dae Ya’s costume (6) (400 def, 100 hp, 100 ve)
Man Dae Ya’s costume (7)
- available at GL4
Violet Silk /Red Jade Silk Jacket
Violet Silk/Red Jade Silk Pants
13 golden thread high level
reward: Man Dae Ya’s costume (7) (500 def, 150 hp, 150 ve)
Man Dae Ya’s costume (8 )
- available at LM4
Huayang Silk Jacket
Huayang Silk Pants
(last village in Ice Map)
18 golden thread high level
reward: Man Dae Ya’s costume (8 ) (600 def, 200 hp, 200 ve)
8. Wan Daye Weapons
- The collections become available at cheng 1 of the respective level and earn you weapons of cheng 4 of the level
- The collections require a complete set of non-dungeon elixirs and an increasing number of BE’s (lvl2, lvl3, lvl4, lvl5, lvl6 elixirs respectively)
- You can find the Wan Daye weapons in this thread by Acclaim Storm.
Raising Light
requires lvl 2 ND elixirs

Gold Spirit Fruit
Nine Yang Tablet
Biaoxian Liquid
Heavenly Ginseng
Golden Stem Herb
5 Blood Essence
reward: Raising Light Weapon of Wan Daye
Five Dragons
requires lvl 3 ND elixirs

White Heaven Peach
Violet Leaf Tablet
Crystal Liquid
King’s Ginseng
Heavenly Herb
10 Blood Essence
reward: Five Dragons Weapon of Wan Daye
Sun and Moon
requires lvl 4 ND elixirs

Nine Leaves Fruit
Nine Leaves Tablet
Nine Leaves Liquid
Nine Leaves Root
Nine Leaves Herb
20 Blood Essence
reward: Sun and Moon Weapon of Wan Daye
Golden Blossoms
requires lvl 5 ND elixirs

Buddha’s Fruit
Fire Spirit Tablet
Millenium Ginseng
Earth Spirit Liquid
Fire Spirit Herb
25 Blood Essence
reward: Golden Blossoms Weapon of Wan Daye
Elemental Crown
requires lvl 6 ND elixirs

Hundred Herb Fruit
Five Elements Tablet
Sarira Liquid
Millenium Herb Root
Five Elements Herb
30 Blood Essence
reward: Elemental Crown Weapon of Wan Daye
9. Merchant Collections
COLLECTION MATERIALS
Flowstones and Golden Threads can be traded in at any grind map merchant at a 5:1 ratio for the higher level ones. Thus, 5 low level flowstones will give you 1 middle level flowstone and 5 middle level flowstones will give you 1 high level flowstone. The same goes for golden threads. So 1 high level needs 25 low levels to be formed in a two-step exchange (low->middle & middle->high).
Flowstones are needed for the Merchant Weapon collections and golden threads for the Wan Daye def clothes collections.
MERCHANT’S WEAPON
- All merchants weapon have the critical rate increased 1000/10000 (that is, 10% crit rate).
- Merchant’s weapons are required in the High level weapon collections along with pieces of steel and blood dragon [new] weapons.
- They are obtained from the merchants in the respective maps (see second post for locations), by combining weapons from the smithy of the same type and level with flowstones of various levels (for example a GB1 staff from the smithy with the necessary amounf of flowstones will give you a GB1 Merchant’s Staff). The exception are low level bracers, which require a higher level bracer to be used in the collection. I don’t know if this is a bug or not.
- You can find these collections under the Resource tab on your Living window in the character screen (press L on your keyboard).
That being said, I will list only the flowstones requirement for the various level weapons below.
Zhengzhou/Shi Zhang
OC1 weapons: 5 flowstones low level
OC11 weapons: 2 flowstones middle level
RC9 weapons: 5 flowstones middle level
Jinan/Datong
RL11 weapons: 8 flowstones middle level
SM3 weapons: 3 flowstones high level
Nanchang/Hangzhou
GB1 weapons: 5 flowstones high level
GB11 weapons: 10 flowstones high level
Liaodong
FC4 weapons: 15 flowstones high level
North Sea Icy Palace
GL4 weapons: 10 flowstones high level
10. High level weapon Collections
- The collections become available at cheng 2 of their respective level and earn you cheng 6 weapons. You can choose one of three possible rewards with different stats.
- The rewards are one of the three types of weapons: 15% crit weapon, 10% crit weapon with 10% chance of bleed, 10% crit weapon with 10% chance of disorientation)
- The basic formula for the weapon is: merchant’s weapon of required level (the 10% crit weapons of the Merchant’s Collection) + Blood Dragon [New] weapon of required level (green weapons from mob/dungeon drops) and 5 pieces of steel (also mob drops). For any weapon you want to pick, you need the two ‘ingredient weapon’ of the same type (ex. EC6 spear requires Merchat’s RC9 spear and Blood Dragon [New] GB12 Spear).
- While the EC and FC weapons are obtained from Wan Daye, the Master weapons will be traded in at the clan base, from the NPC that also sells clan clothes. In each clan base, you will find the primary and secondary clan weapons, as well as bracers. A thread detailing the collection NPCs by Acclaim Xpress can be found here
Man Dae Ya’s All Attribute Weapons
- available at EC2
- Merchant’s RC9 weapon
- Blood Dragon [New] GB 12 Weapon
- 5 piece of steel
reward: you may choos one of the following:
- Master’s New weapon (15% crit)
- (10% crit, 10% bleed)
- (10% crit, 10% disorientation)
Man Dae Ya’s Colorful Flowesr Weapons
- available at FC2
- Merchant’s RL11 weapon
- Blood Dragon [New] EC6 weapon
- 7 pieces of steel
reward: you may choos one of the following:
- (15% crit)
- (10% crit, 10% bleed)
- (10% crit, 10% disorientation)
Master’s Red Snake Weapons
- available at CS2
- Merchant’s SM3 weapon
- Blood Dragon [New] EC12 weapon
- 10 pieces of steel
reward: you may choos one of the following:
- (15% crit)
- (10% crit, 10% bleed)
- (10% crit, 10% disorientation)
Master’s Sky Flower Weapons
- available at GL2
- Merchant’s GB1 weapons
- Blood Dragon [New] FC12 weapon
- 13 pieces of steel
reward:
Master’s Returning Hit Weapons
- available at HM2
- Merchant’s GB11 weapon
- Blood Dragon [New] CS12 weapon
- pieces of steel
reward: you may choos one of the following:
- (15% crit)
- (10% crit, 10% bleed)
- (10% crit, 10% disorientation)
Master’s Rejuvenation Weapons
- available at LM2
- Merchant’s FC4 weapon
- Blood Dragon [New] GL12 weapon
- pieces of steel
reward: you may choos one of the following:
- (15% crit)
- (10% crit, 10% bleed)
- (10% crit, 10% disorientation)
Collections NPCs
Hefei
Wan Daye, Collector; coord: 193 156
Guan Ding, Crafts Merchant; coord: 191 146
Luo Renqiu, Refinement Material Merchant; coord: 213 162
Jiang Xiaoqi, Elixir Merchant; coord: 204 157
Clan Base
Wu Tang Shan: Cayiun
Song Shan: Three Knot Student of the League
Tianjin: Yiwu
Mount Yanmo: Moonmaiden
Taishan: Steel Nerve
Zixia Dong: Northern Sky
note: You can pick up high level collection weapons (starting CS) from these NPCs. They are the clan’s clothes sellers, to put it plain and they reward you with the clan’s primary, secondary weapons and bracers. Exact coordinates in this thread.
grind maps
Zhengzhou: Luo Tingyi (at the entrance to CoF, in front of the bridge)
Shi Zhang: Zou Chengjin (at the entrance to CoF, in front of the bridge)
Jinan: Huang Qiuying (at the entrance to VoH, in front of the bridge)
Datong: Xu Daiji, West Pa.ss of Hell Merchant (at the entrance to VoH, in front of the bridge)
Nanchang: Yujin, Merchant of Nanchang (toward the exit to Liaodong, in front of the entrance to Beast Hall)
Hangzhou: Shangliang, Merchant of Hangzhou (north of the GC mansion, at the deva king bridge)
Liaodong: Qing Mo, Merchant of Liaodong (in the south of the map, on the island before the ship)
North Sea Icy Palace: Yang Jung, Merchant of North Sea Icy Palace (in the north east of the map, at the entrance of North Sea Icy Palace)
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9 dragons Warriors guide
May 11, 2009 9Dragons|2,544views
Now first off ur probably wondering wat is a warrior in 9Dragons and why are they really important to players starting out?
Well, the warrior is easily one of the most common classes of the game. For a new player it is always good to have at least one warrior. They allow a player to progress very quickly through levels (depending on the buid), because unlike other classes u are constently training their skills as u grind. Most of the time they can take more damage then other classes and defeat enemies faster. They can increase the attack of anyone around them and lower the enemies attack power. They also have attacks that can cause a variety of status effects to their opponent.
Warriors only lvl fast depending on ur build. Alot of new players ask for the perfect stat distribution for warriors, but honestly there is no real concrete one. As u lvl the mobs u fight will always require a slightly different stat build to be more effective so basically the best build is one that suites the player who uses it. Therefore if after reading my guide u decide that this isn’t the stat buid for u I won’t mind.
As u may not kno I am a huge STR build user since it helps u lvl faster at lower levels, but if u like the Dex build or the Balanced build more u should check out those builds instead because this build guide is basically all about the STR build.
Kno that this is not at all a pvp guide and u may get totally crushed if u use this guide and try and enter pvp battles. The nukers, hybrids, and healers may totally own u in pvp because of their high dex.
Well I think I’ve talked enough its now time for the STR build.Â
This build involves u placing a small mount in constitution (con is alittle tricky to distribute since the warrior needs this stat so be careful), the minimum u need to use ur relics in essence and wisdom, and the minimum required to use ur weapon in Dextarity and the rest into strength. Once str is maxed out at 250, start putting ur stat points into dex. This build works well at lower levels but as u reach Five Dragons level u will find that ur low dex will result in frequent misses. The low essence and wisdom will leave u very vulnerable to other players forms of chi damage. This build as I said above won’t win u many awards in PvP because practically all other players will have higher dex so they will probably beat u up a couple times.
Why tell u the bad parts of the build? So u won’t go into the game without the knowledge of the builds flaws. If u went and did the stat build and got smashed in PVP who would u blame for telling u about it? Me thats who so u have been warned.
Now let me tell u wat I do. I put about 20 on con and cap it(dn’t put anymore into con) then I put 12 on ess and wis (for RC and FD relics). Dex should be enough to use ur weapon no more, no less, because u dn’t really need dex till GC (Gathering chi). Put all into str, so u do more damage and have more defense. With more defense u won’t need as much VE so dn’t bother putting more than 12 in ess. Why only 12 on ess and wis? For the RC and FD relics, save money for em.Â
If u already started playing and u messed up ur stats all through GC don’t worry. Just go re-register ur points when u choose at clan role at OC1. They should look like this:
Str-add to 74
Ess-add to 12
Wis-add to 12
Con-add to 20
dex-add to 30
For every lvl add 3 str and 1 dex. For every chi breathing add 3 str, 2 dex, and 1 con(just in case)
Things u should kno:
*RC wisdom relics won’t cost hopefully more than 20 or 30k. RC essence relics may cost a bit more around 40 to 50k and the other RC relics like strength, constitution, and dexterity can cost up to 70k because they are the most widely used. (these were the prices while I was playing the game they may have changed over the corse of time).
*a good use for this re-stat at RL12 is to use pure STR build build all the way until RL12 (the mobs u are facing dn’t require a high dex and at this lvl ur not looking to face PVP)then choose a different build so that ur dex is higher.
*If ur cautious like I use to be when I first tried the STR build, try keeping ur dex 3 points ahead of ur requirement for ur wep.
* Starting from RL you won’t be able to do 1:1 on grinding. Dodge only works on 1:1 or at the most 1:3. The main goal should be making ur defence 2400 (with 250 str, u can expect around 2000 with ok buffs.). Some may argue that the defense doesn’t work. All I can say is that u haven’t built enough defense to see the difference.
*once Str is 250 try getting ur dex to 130, then from there u can build ur warrior how u want it to be.
9 dragons Choice of Fate for Newbies
May 11, 2009 9Dragons|2,968views
Just a note: Some things I have left out of this post to avoid it being too long. If you really want to learn most of the tricks for CoF, I highly advise you read through most of the posts. It is tedious work but you will certainly learn a lot from them.
I. Introduction
The Choice of Fate are the dungeons found in Zhengzhou (white) and Shi Zhang (black). To enter, you must have three passes, either purple, green or red. Each pass color corresponds to the difficulty level of the dungeon. Purple being the easiet, green being moderate, and red being the hardest. You can get these passes as drop from certain mobs, or doing collection quests.
II. Getting the Passes
These mobs drop the passes:
Purple Pass of Death Valley - Drunken Swordsmen, Iron Flowers, Black Confiucianists
Green Pass of Death Valley - Superior Giants, Heartless Iron Flowers, Demonic Confiucianists
Red Pass of Death Valley - Frozen Iron Flowers, Bai Wu Chang
For the Resource Collection, press “L”, click on Resource Collection, and then Click on one of those yellow squares with symbols. Those should show you what you need for the passes. The Collection Merchant is right in front of the gate to Choice of Fate.
Requirements for Resource Colletcion:
(Collectible - Mobs that drop them)
Purple Passes
Blue Cotton Cloth x10 - Broken Blind Madmen
Wooden Flute x10 - Twin Brutes
Gunpowder x10 - Poison/Blue Arrow Archers
Green Passes
Gunpowder x10 - Poison/Blue Arrow Archers
Iron Plate x10 - Giants
Strong Venom x10 - Earthworm Demons
Buddhist Beads x10 - Blood Monks
Red Passes
Silver Nugget x20 - Drunken Swordsmen
Leather Sack x20 - Black Confucianist
Golden Cotton Cloth x20 - Iron Flowers
Strange Stone x10 - Bai Wu Chang
White Iron Fragment x10 - Frozen Iron Flowers
III. Entering the Choice of Fate
If you have already acquired the passes, you may now enter the keys into the slots to start Choice of Fate.
If you are the party leader: Right click on the passes to enter them into the slots. Wait until all the party memebers confirmed to enter, and then there will be an option that will appear for you to enter.
If you are a member: There will be a message that will appear on your screen asking if you would like to enter CoF. Click yes, of course ![]()
(Thank you to Tabbe for the additional info)
WARNING: Do not attempt to solo CoF until your Golden Blossoms level. Recommended party members are from Five Dragons 6 and up. Always enter with a healer, two healers would be much better. The boss, Double-faced beggar, will be orange at FD6, so be careful at those earlier levels. A combination of Five Dragons 10 to Sun and Moon levels up will have no problem defeating him though.
IV. The Choice of Fate
There are Four Major Parts of the Choice of Fate:

1) This is where you start. Those little chambers you see are where you have to break four skulls to open the first gate. Be careful, since there is bleeding at this first part, so either stick to your healers or keep an eye on your HP very well. There will be no mobs at this point of the dungeon.
Starting: http://i25.photobucket.com/albums/c84/mystwyze/start.jpg
The Skulls: http://i25.photobucket.com/albums/c84/mystwyze/skull.jpg
Tip (thank you lentz): Move around in peace mode to save your HP from the bleeding. Unless you have heals, of course.
2) When the gate has opened, you will face the first wave of mobs. They will be relatively easy to defeat. Just hack away at them until you see the message that the second gate has opened.
http://i25.photobucket.com/albums/c84/mystwyze/mob1.jpg
3) The mobs here are just a little more fiesty than the first wave of mobs, but still will be no problem (if you are at the recommended levels). Tip: Before finishing off the last mob, get everyone to meditate. Finishing off all the mobs releases the Double-faced beggar, so you want everyone’s HP and VE to be full before you face him.
http://i25.photobucket.com/albums/c84/mystwyze/mobs2.jpg
4) The loot rooms are rooms where chests that may contain goodies for you. You may enter if you a) have the Throne Pass to Death Valley (you loot if from the boss) or b) breaking down the wall. Also located here are the Exits to Shi Zhang Tip: Break down the Exit walls before going through the loot chests! This is to ensure that you safely exit Choice of Fate should you run out of time. Better to leave out the elixirs, rather than the all important epithets!
Tip: Drop the Throne passes you get from the Boss if you are soloing, since the passes are one way and you can only go through one loot room. (Thanks, Seawolf ^^)
http://i25.photobucket.com/albums/c84/mystwyze/loot.jpg
V. The Double-faced Beggar, Master of the Death Valley
The Double-faced Beggar has two forms. The first form is released when you have defeated the second wave of mobs. This form is relatively easy to defeat, just hack away at him, making sure that your healers are safe, and healing the tankers. You get major bleeding, and the confusion debuff (when you think your mouse is going the wrong way), but you can easily kill him. Tip: Before finising him off, get the whole party to meditate. You’ll need the full HP and VE for the second boss. Just get one member to tank him while the others meditate.
http://i25.photobucket.com/albums/c84/mystwyze/boss1.jpg
His second form is much nastier. You get a pre-defined time in finishing him off depending on your choice of difficulty. (Thanks to lentz for pointing that out, and Seawolf for confirming) Make sure your tankers are ready for a beating, since this guy inflics major bleeding and tangled steps (cannot move, or cast anything). Keep your healers a safe distance away from him, and keep hitting him so he does not target your healers. Use all your debuff skills and hope they stick. I personally couldn’t get anything on him until Five Dragons 10, but hey, that’s just me ![]()
http://i25.photobucket.com/albums/c84/mystwyze/boss2.jpg
VI. Rewards
From the Double-faced Beggar:
The Double-faced Beggar drops green clothes (the ones with stats added to them).
Drops include:
VE/HP recovery increased by 2 Jacket and Pants set
+100/150 HP; +2%/3% speed Jacket and Pants set
+150/200 HP; +2%/3% speed Jacket and Pants set
+5%/7% speed; +8/10 defense Jacket and Pants set
You also get the throne passes from him, which are used to open the loot rooms. They will disapper after you have finished the Choice of Fate.
From the Loot Rooms:
Level 1 and Level 2 elixirs - tagged with [Dungeon], can not be used for resource collection. Elixir softnears, supplements and neutralizers. Clothes (on red pass this is possible). And gold, of course.
Epithets:
Conqueror of Death Valley (You get this epithet when you finish the Choice of Fate)
+100 Block rate, Damage +3% on Critical, Critical Dodge 100/10000
Killer of Shuan Mian/Meng Mian (You get this epithet if you are the one who has inflicted the most damage on the Double-faced Beggar)
Defense +50, Chi Kung Defense +50, Attack rating +2%, Critical Rate 300/10000
Congratulations! You have succeeded in defeating the Choice of Fate. If you have safely exited the dungeon, you will respawn in Xuanshe (Black Side) / Wuan (White Side) Village.
Another note: The Double-Faced Beggar is the Dream-faced Buddha on white side. I am from the black side so I refer to him as the Double-faced Beggar. I do not wish to confuse you, it’s just what I’ve been used to.
Frequently Asked Questions:
Where do I find Ming, for the Trace the Master Hand quest?
You find him inside the Choice of Fate, at the first part of it. He shoould be lying dead near the gate. Be careful, though, when you enter alone, since the first part of the dungeon has bleeding. Just talk to the corpse and reconnect. You will respawn at Xuanshe Village.
Regarding Difficulty Levels
| Seawolf wrote: |
|
For example, with “purple,” the time will always shift to around high 7 mins (i.e. around 7:45), and for “green,” the time will always shift to around high 5s and so forth. This is independent of the first part of the CoF, so really there’s no big hurry to finish since most people are going to get to the 2nd form with plenty of time to spare.
The reason they’re in quotes is that the difficulty you face is random. There is an easy difficulty, medium difficulty, hard difficulty, and really hard difficulty. If you put in purple, you’ll get easy most of the time but once in a while, you’ll get the medium set. You can kind of tell based on poison damage, number of mobs in the areas and obviously the time shift when you hit the 2nd form. If you put in green, most of the time, you’ll get the medium but sometimes you’ll get the easy and so on. Same with red. |
What happens when the time runs out?
Well, you die. If you haven’t broken down an exit yet…RELOG!
If I relog, will I get the Conqueror epithet?
Nope, you have to break down the doors and exit safely to get the Conqueror epithet. You will get the Killer epithet though, if you got the boss kill and relogged.
I’ve finished CoF through the gates and/or I’ve gotten drops from the boss meaning I killed it, but I didn’t get the epithet, what happened?
Be sure that you have no pending quests in your quest log when you try for the epithets, or else you will not earn them even if you’ve done all the necessary things to get them. Either finish your pending quests or give them up.
9 dragons Guide to Adding Slots to Weapons
May 11, 2009 9Dragons|7,870views
Warning: This process does not add an extra slot to an already slotted weapon. It merely makes the weapon one-slot.
Here are the steps to proceed with the newly implemented weapon combining at blacksmith:
I will be using a [New] Sword, Bronze Separator (Gold), and a Double Groove Cutter:


1. Go to any Smithy in a Village and click Weapon Combination.

2. Right-click on the weapon you wish to put a slot in (must be [New] or Blood Dragons only)
For examples of what kinds of weapons should be used, check the post below or click here.

3. Right-click on the Separator in your bag.

4. Click on the Groove Cutter in your bag.
For more information on Groove Cutters, check the post below or click here.
5. Click Confirm.
And you’re done ! The finished product should look something like this:
Â
Weapons Involved
The weapons you may use the Groove Cutter on must either be [New] or Blood Dragon:

The weapons you cannot use are those not mentioned above:


Groove Cutters
The Groove Cutters available are:
Narrow Groove Cutter

You can buy this from any General Store. It is found on the 2nd page, marked [1] in General Store.
Double Groove Cutter

This is a mob drop, available to all levels.
Triple Groove Cutter

You can make this in your Hefei Resource Collections. You need a Narrow Groove Cutter, a Double Groove Cutter and a Blood Essence.
Each Groove Cutter is relatively the same, except for its effects. The difference ?
Equipment limit decreases by 4: The level of your weapon, after a slot has been added, will be reduced by 4.
Equipment limit decreases by 8: The level of your weapon, after a slot has been added, will be reduced by 8.
Equipment limit decreases by 12: The level of your weapon, after a slot has been added, will be reduced by 12.
An example of this “equipment level” in action:

Aion:Introduction to the Daeva-Developer journal
May 11, 2009 aion|441views
I had been clinging to the ship’s wreckage for three days, watching as one by one, the other sailors grew weary and let go, slipping into the ocean’s embrace. At first I wept, but eventually no more tears came–for what good are tears when the sea itself stretched from horizon to horizon?
The sun was merciless by day, but the nights were worse. The temptation to close my eyes, to rest just a little–that temptation consumed me. Only the sure knowledge that the current would pull me away from the skeleton of our ship kept me clinging, arms locked around the spar.
I don’t know why I started breathing so deeply just then. But with each breath I took, I felt like I could breathe even deeper–like I could just keep inhaling forever. I heard the splashes behind me, but it was several minutes of impossibly deep breaths before I realized that the splashes were my wings. The breaths–of Aether itself, I suppose–sustained my exhausted body as the pearl-feathered wings lifted me skyward from the sea. After a moment’s prayer for the other sailors, I flew toward the rising sun.
–Kartellos of Elysea
To become a Daeva is to become power incarnate–to become a power your people desperately need. Ascension–the sudden, mystical evolution of an ordinary human to a winged Daeva–is a rare gift that brings with it tremendous responsibility: protecting the humans of Atreia from those who would destroy them. The Daevas are the first line of defense against invasions from the monstrous Balaur–and against incursions by Daevas from the other side of the world.
The people of Atreia revere their Daevas almost as demigods. Many dream all their lives of ascending to join the fight in the Abyss, a chaotic dimension created by the Cataclysm. But only a scant few attain that dream.
Ascension occurs when Aether, the invisible lifeblood of Aion and the source of all life in Atreia, infuses a human–often someone undergoing trauma or pain. Feathery wings emerge, and the new Daeva breaks free from the bonds of gravity and mortality to become something more than human.
With the power of flight comes the power to control Aether. After diligent practice, a Daeva learns to use Aether to enhance learned skills and natural abilities–everything from the swing of a sword to the casting of a magic spell. During this adjustment period, new Daevas learn all the ways that ascension has changed them.
The most painful task for the new Daeva isn’t learning to master Aether, however–it’s leaving behind the friends and family from the Daeva’s human life. Most break those human ties quickly, avoiding the drawn-out tragedy of watching loved ones grow old and die. Daevas can die in battle, but they stop aging once they ascend.
When newly ascended Daevas have become proficient in bending Aether to their will, they are ready to travel to the Abyss and fight beside Daevas who ascended before them–centuries before them, in some cases. Until either the Elyos or the Asmodians win the Abyss War, the Daevas will heed the call of battle, fighting to protect both their part of Atreia and humanity itself in the name of Aion.
That morning, we all knew Master Tauvrig was going to test us. But even the master didn’t know that the Mau were lying in wait, ready to ambush a band of recruits sent up the mountain that day.
The climb was exhausting enough. First we ran, then we clambered over the stones and scree of the foothills. Then we reached arm over arm, handhold to foothold, to conquer the cliffs near the summit. I was the fourth soldier to reach the clifftop.
Beyond the corpses of the first three climbers were nearly a dozen dark-furred Mau, weapons already dripping red. Though tired, I managed to shout “Blood for blood!” before charging into them. My life was forfeit, but a moment’s delay might be enough for my brothers and sisters to reach the clifftop and make it an honest battle, not a slaughter.
I must have surprised the nearest Mau, because we tumbled to the side in a clinch–then off the clifftop completely, plummeting to the rocks below.
My next memory is floating there, just a few feet above the rocks, my ebon-feathered wings bearing me aloft. The bloody ruin of the Mau lies below me, and I hear cries of battle above. There was a sharp stillness to the air and a rapid flickering in the shadows. But in that moment, I blocked out all the strangeness–all the implications of what had just happened. I had Mau to slay. –Hjerovane of Asmodae
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