Priston Tale PC Version **************************** Atalanta Specific Guide v1.0 by Rodrigo Ishizaka Ciarlini This document is Copyright 2004 Rodrigo Ishizaka Ciarlini This guide should not be altered in any form, nor it should be used for anything other than private and personal use. It's free and should be redistributed only with my express written permission. Anyone interested in using this guide for anything other than just reading should contact me, Rodrigo Ishizaka Ciarlini , by e-mail. Priston Tale is Copyright @ 2000-2004 TRIGLOW PICTURES Ltd. All rights Reserved -= INDEX =- UPDATE INFO.............................. 0.0 INTRODUCTION............................. 1.0 GAME BASICS.............................. 2.0 Creating an Atalanta Character...... 2.1 Game controls....................... 2.2 Mouse.......................... 2.2.1 Keyboard....................... 2.2.2 Chat commands.................. 2.2.3 ATALANTA CLASS........................... 3.0 Atalanta attribute points........... 3.1 Attributes explained........... 3.1.1 Spending attribute points...... 3.1.2 ATALANTA SKILLS.......................... 4.0 1st tier Skills..................... 4.1 Shield Strike.................. 4.1.1 Farina......................... 4.1.2 Throwing Mastery............... 4.1.3 Bigger Spear................... 4.1.4 2nd tier Skills..................... 4.2 Windy.......................... 4.2.1 Twist Javelin.................. 4.2.2 Soul Sucker.................... 4.2.3 Fire Javelin................... 4.2.4 ATALANTA STRATEGIES...................... 5.0 Ranged Combat....................... 5.1 Melee Combat........................ 5.2 Party Combat........................ 5.3 ATALANTA EQUIPMENT....................... 6.0 Equipment statistics........... 6.0.1 Specialized Itens (Spec.)...... 6.0.2 Weapons............................. 6.1 Javelins....................... 6.1.1 Protective Gear..................... 6.2 Armors......................... 6.2.1 Shields........................ 6.2.2 Gauntlets...................... 6.2.3 Boots.......................... 6.2.4 Armlets........................ 6.2.5 Extra gear.......................... 6.3 Rings.......................... 6.3.1 Amulets........................ 6.3.2 Sheltons....................... 6.3.3 Item Mixing......................... 6.4 Item Aging.......................... 6.5 EXTRAS................................... 7.0 Terminology Dictionary......... 7.1 Hints and tips................. 7.2 Links to useful sites.......... 7.3 Special Thanks................. 7.4 -= 0.0: UPDATE INFO =- 2004-03-16 v1.0 released. ????-??-?? v1.1 - I'll probably include how to handle mules, bridges and a lot of changes due Age of Renaissance update. -= 1.0: INTRODUCTION =- Recently, I've been playing the open beta of this game quite a bit. The open beta status means that the game is currently free to download and to play, but that may change at any time to Pay to Play (p2p) status. The game is made by a korean company called TriGlow Pictures and their main effort so far is on the korean version of the game (it's at v2.9.0 while the english one is still at 2.3.0), which is already p2p. But since I cannot understand a thing in korean nor have the money to pay for those things (hey, I'm still with a Matrox Millenium G400 here, a video card released before nVIDIA's GeForce256 or Matrox's G450) I'll be writing based on my experiences with the english 2.3.0 version, even tough some things are dated (comparing to kPT) or simply not implemented. The english game also suffer from a somewhat inconvenient problem: bad translation. While the game is perfectly playable, somethings are misleading. This affects both the game and the official site (http://eng.pristontale.com). A good example of an inoffensive mistranslation is the "Matal Javelin", which probably should be "Metal Javelin", but an example of a misleading one is the "Willpower" requirement present in some weapons, which should be "Spirit" or vice-versa. -= 2.0: GAME BASICS =- Altough the game can be played with just point'n clicking and understanding of terms are not totally vital, you shouldn't neglect this, or you may just have some trouble doing exactly what you want or take too long to use potions. But I'll leave the installation steps and such to the discretion of the player or to the official site. 2.1: Creating an Atalanta character Once the game is good to go and you connect to one of the servers, it's far easy to figure out how to create your first character, if not, the official site has a step-by-step guide on doing this. What can be tricky is creating a second character, since it won't have a billboard class "CREATE CHARACTER" sticking on the screen, you should move the cursor to the symbols on the top of the fountain behind your already created character(s). When you finally enter the world of Priston, you'll be at Phillai. Since you begin without any money, the best thing to do is head to south to teleport to Road to the Wind to earn money and experience points. 2.2: Game controls Using a ranged attack character will require that you use camera rotation frequently. There's a in-game help, but it's incomplete. Anyway, be sure to memorize at least the basic of these ones: 2.2.1: [Mouse] Left-button - Basically do almost everything. Commands character to walk/run, attack, follow a person, talk to NPCs, pick-up itens, use skill assigned to left-button etc. It's worthy mention that you just need to hold the button to keep attacking a monster. Right-button - Use skill assigned to the right-button. Wheel(scroll)- Change camera up/down angle. Won't work if camera is set to Zoom Lock. Wheel(press) - Change camera side angle and zoom in/out. 2.2.2: [Keyboard] Esc - Close last opened window or display Help/Quit menu (if all windows are already closed). F1-F8 - Change currently selected skill. One of the most useful shortcuts in the game if you ask me, since this allows to switch from Shield Strike to Windy and then back very fast, which can be vital. To assign a skill to one of the Fn keys is tricky, tough, and not properly explained in the game help. You need to open the skill window, click and hold the mouse button you want to tie with the skill you're clicking over then press the Fn key you want to assign. E.g., if you want to assign Farina to the mouse's left-button with the F5 key, you need to open the skill window, left-click and hold over Farina skill and press F6 key, then you may just release the left-button, after that, if you press F6, the left-button will be changed to Farina. Don't forget that not every skill can be assigned to the left-button (e.g. Shield Strike), but all can be assigned to the right-button. Also, it's a good idea to assign a Fn key to Default Attack if you choose to assign some skills to the left-button, since you'll probably want to change it back to preserve mana/stamina (I do it so I can use Shield Strike on an emergency). 1-3 - Quickly use itens at quick-item slots. You'll use it a lot with healing potions. Tab - Open/Close Map Window. You may want to close it when you're camping in some spawn. Q - Open/Close Quest Window. Not very useful, since you won't be on quest often. W - Toggle your equipment sets. You may have two equipment sets, that are effectively weapon and shield slots. This may be useful if you want to keep both melee and ranged sets. E.g., you could have a javelin and shield within a set and a two-handed pike within other, so it's possible to quickly switch to a heavy melee weapon once an enemy has closed. E - Toggle your inventory screens. You have two, and this is useful when one is without enough space to pick-up something or just keep thing organized. R - Toggle Run/Walk. While walking, you recover some stamina, running waste it. At any rate, you probably won't be using walk mode very much. S - Open/Close Skill Window. If you're using Fn shortcuts, you probably won't see this window frequently. D - Open/Close Party/Friends window. Z - Change camera modes. Can be set between Manual, Auto and Fixed. Personally, I prefer Manual setting. X - Open/Close System menu. You can get help or quit the game from here. C - Open/Close Character Information window. V - Open/Close Inventory window. If you pick-up something when this window is open, you'll need to allocate the item, while it'll auto-allocate if closed (but it won't automatically use the other inventory screen if the first is already full and the item will be dropped back to the floor). Space - Close Inventory/Character Information/Skill window. Ctrl - Allow mouse buttons to be used on others characters. If you hold Ctrl and left-click someone, you'll attack/use skill on that person. So far, since player-killing is disabled, you won't hurt anyone by doing this. Up - Camera zoom in Down - Camera zoom out Left - Camera pan left Right - Camera pan right Ctrl+Up - Camera tilt down Ctrl+Down - Camera tilt up Enter - Open Chat window enabled to type. Enter again without nothing typed will leave the window opened but disabled to type. Be aware that you won't be able to use any keyboard shortcuts while Chat window is enabled to type (including those healing potions in quick-item slot). 2.2.3: [Chat Commands] /:character_name - Display online status of character_name /:character_name Message - Send Message to character_name //party character_name - Request a party to character_name Up/Down key - Repeat last commands (like /:character_name or //party, but nothing after the first space, like Message in /:character_name command) -= 3.0: ATALANTA CLASS =- Atalanta is a class specialized in throwing javelins and, sometimes, shields too. They cannot cause as much damage as melee types, but do decent damage from a good distance and have good defense. The Atalanta class, so far, isn't one of the most popular ones. One thing that might contribute to this is the fact that the Morion tribe was only introduced in the 2.0.0 version of the game, it's expected to have more Tempskrons than Morions. Also, even among Morions, the class is less unique than others, since Atalantas mainly deal ranged damage and Archers already did that, while Priestess and Magician are classes with more unique abilities. You could even say that the class is less specialized than others. But an Atalanta has good points too! Using the javelin and shield setup, they're usually more resistant than a Magician, Priestess, Archer and Pikeman. Among the skills, the ability to stun a group of enemies is a popular one and add even more to their capacity of survival (altough Fighter's Roar does this too), while Windy can be handy when you trap Skeleton Archers and Rangers (so you can hit them without being hit). And, so far, Soul Sucker is the only skill the allows some healing capacity for any class other than Priestess. All in all, I would say they excel in solo or in teams full of melee characters against lots of monsters (probably not very useful in a party with 5 magicians :P). 3.1: Atalanta attribute points Attributes define most of the variables of the character. There are five of them, namely: Strength (Str), Spirit (Spi), Talent (Tal), Agility (Agi) and Health (Hea). Personally, I think that Str, Tal and Agi are the most important ones for an Atalanta, but that may vary according to each player's discretion. All Atalanta characters begin with the same basic attribute points: Str 23 Spi 15 Tal 19 Agi 19 Hea 23 That's the most averaged beginning stats of all the 8 classes, nothing being too high or too low. That leaves thing very open for the first levels. You won't need to spend all your points for some levels in Spirit just to equip a better ring/amulet/sheltom, you'll have a decent starting HP and every weapon and protective gear will be close by in requirements. 3.1.1: Attributes explained In Priston Tale, all the attributes affect more than one or two of the character's stats. Even Spirit and Health do more than just make MP and HP go up. So it's important to know what they affect before deciding the priorities. Strength: Attack, Stamina recovery rate, Carry Weight, Absorb, and Stamina. Spirit: Stamina, Mana, and Mana recovery rate. Talent: Accuracy, Attack, Defense, Stamina, and Speed. Agility: Accuracy, Projectile Damage, and Defense. Health: Stamina, Carry Weight, Speed, Health, Health regeneration rate, and Mana recovery rate. That's straight from Priston Tale official site. Attack is Attack Power. Accuracy is Attack Rating. Defense may be both Defense Rating and Absorb. At any rate, together with what I've gathered paying some attention in my own level ups and information around the Internet, for an Atalanta that means: Attack Rating (ATK RTG): Determines your chance to actually hitting something. Agility affects it a lot, Talent affects it by a moderate ammount. Attack Power (ATK POW): Tells how much damage you deal with landed hits. For javelins, Agility is the main factor (of course, along with the weapon own stats) while Talent and Strength affects it by a lower equal ammount. Also, Throwing Mastery comes into play here. Defense: Determines how frequently you won't be hit. Agility affects it a lot, Talent affects it by a moderate ammount (about half the ammount). Absorb: This is how much damage you'll ignore from received hits. Strength and Talent seems to affect it equally (since the total Absorb is a small number, it's not that noticeable). Also, Defense seems to affect it by a lesser ammount, so Agility ends affecting it too (tough by a very small rate). Speed: This is how fast you move around. Talent affects it. It's hard to tell the impact of anything besides it and equipped boots because the value is so small... Hit Points (HP): Used when receiving damage and you'll die if it gets below 1. Greatly affected by Health, but also affected by Strength too (at a way lower, but noticeable, rate). Mana Points (MP): Used when doing Skills. Spirit affects it directly and almost without interference. Stamina (STM): Used when running and doing Skills. Health affects it a lot, Spirit a bit less, Strength and Talent affect it too (but less than Spirit, probably the sum of both affects as much as Spirit). Carrying Capacity: Says how much weight you can carry. Strength affects it directly by a great ammount (at the same rate of level) while Health does it too (smaller, but not much smaller rate). All of the stats are also affected by character level and equipment. Well, maybe not Speed (this seems to be solely affected by Talent, Health and equipment). And while there isn't an item that affects Carrying Capacity maximum, it's obvious that carried equipment will leave less room to carry more things. :P 3.1.2: Spending attribute points Every time you level up, you'll receive 5 attribute points to spend in whichever of the 5 attributes you want. You can do that from the Character Information window and, altough you do not need to do it immediatelly, you probably won't want to leave it without use for long since you'll be leaving your character subpar while it's that way. While you're with the Character Information window open, you may allocate all but one point and then take it back (e.g., if you just gained a level and have 5 points left, you may distribute up to 4 points and then take them back). This may be useful to study their impact on each attribute and then making the real distribution. Be warned that you may not take the points back if you allocate all of them or switch to another window while points are distributed (if you leave a point in some attribute and change, let's say, to the Inventory window, that point will be locked at that attribute forever). Atalanta Spec. equipment requires more Agility, while requiring less Strength and Spirit (futher explanations are present at the Atalanta Equipment section), so you probably will have to pump a bit more of Agility even if you plan to take a melee approach favoring Strength and Health, or else you'll be unable to use better gear and that's not a good idea. Due equipment requirements, a tendency is spending a lot of points in Strength, at some points maybe even more than Agility, while making Talent resonable and leaving Spirit the lower of those four (Health, while interesting, is not in any equipment requirement, so you only make it go up if you really want to). A regular javelin-user Atalanta usually need as high as possible Agility, high Strength and Talent, with Spirit and Health left to the player's discretion. -= 4.0: ATALANTA SKILLS =- Skills are what really makes classes different and what may make you choose one weapon instead of other. An Atalanta usually favors javelins because 6 out of the 8 Skills currently present works with javelins (and 5 work with javelins only), and the other 2 need a shield. So, while making a pike user Atalanta may be doable, she won't be able to use most of her Skills. Skills can be either timed, permanent or one-shot. Timed and one-shot use STM and MP with each use. Timed ones are those which benefits will last some time once activated and you cannot benefit from it twice at the same time at the same target. Permanent ones are those which benefits are always accounted and you don't need to activate, nor waste STM and MP. One-shot ones have instantaneous effects, needs to be activated and waste STM and MP. At the Skills window you can see two bars at the side of each Skill. The green one (Mastery Gauge) increases with the Skill use and affects how fast the orange one (Recharge Gauge) recharges, and you can only use a Skill when the orange is at 100%. Permanent Skills don't have a progress meter in either of the bars. You get a Skill Point at 10th level and every 2 levels after that. To spend them, you need to talk to Skillmaster Dallas in Phillai (no, you cannot do this at the skillmaster in Ricarten), choose one Skill and pay some money. You cannot get a Skill if you don't have at least 1 point at the previous ones (e.g., you need to have at least 1 point in both Shield Strike and Farina before being allowed to put a point in Throwing Mastery). Once a Skill point is spent, you cannot change it to another Skill, except when you complete a tier quest. At that time, you'll be give the option to reallocate all your Skill points so far (but you'll need to pay for them all again if you choose to do this). A tier quest is a quest you do to enable the next tier Skills. At first, at Atalanta level class, you'll only be able to put points in the so called 1st tier Skills (Shield Strike, Farina, Throwing Mastery, Bigger Spear). To access the 2nd tier Skills (Windy, Twist Javelin, Soul Sucker, Fire Javelin), you need to complete the 2nd tier quest (to begin it, you need to be at 20th level at least, have at least 1 point in Bigger Spear, and talk to Skillmaster Dallas, then clicking in CCS icon). So far, only the 2nd tier quest is available and the other 8 Skills are still unknown. Each point spent in a Skill makes it go up a level, making it more powerful and MP/STM consuming. All Skills can go up to 10th level. It's worth mention that if you don't have any interest in the 2nd tier Skills, there's no need to make the quest. The only thing a tier quest does is to enable new tier Skills and add a nifty tiara in your Atalanta's head (at least for the 2nd tier quest). And that's not so hard to happen... there's no "must have" 2nd tier Skill, and it wouldn't be strange at all wanting to maximize Throwing Mastery before even getting Bigger Spear (so you could get 10th level Throwing Mastery by 32th class level). To use a Skill, you can either use the keyboard shortcuts or change manually in the Skills window. If you click with mouse's left-button, you'll choose the skill to use with the left-button, same for the right-button. Not all skills can be set to the left-button, and all (but permanent ones) can be set to activate with the right-button. Note that all Skill levels marked with a * are just extrapolations over the confirmed levels and may be wrong, except for the cost at Skillmaster, which is based on a fixed formula and it's equal for all classes. The error may induced by the fact that some skills progress less when at higher levels, as it can be seen in Throwing Mastery (which progress at a minor rate after 6th level). Until now, even in KPT, Atalanta's available Skills are: 4.1: 1st tier Skills These are the 4 Skills available by only meeting the level requirement, without any need for quests. 4.1.1: [Shield Strike] Level requirement: 10 Skill type: One-shot, attack, enemy targeted, right-button only In-game description: hurls a shield to attack enemies. Equip requirement: Any shield Effects: The Atalanta will throw her equipped shield at medium range (don't worry, it returns :P), causing damage and stunning all enemies (for a few seconds) around the shield trajectory. Comments: Altough it's debatable the usefulness of putting more than 1 point at this Skill, this is one of the most useful Atalanta Skills. Even tough it's one the few ways for an Atalanta to cause area damage, the real deal here is that it can stuns some enemies for several seconds. The attack always strikes and with this is somewhat easy to control a mob, either to kill one by one or to run. Putting this Skill to a higher level mastery would prove useful to cause decent area damage, but the increased consume of STM/MP could be troublesome when there's the need to use it several times in a short period. Skill Level|Attack Power|MP Usage|STM Usage|Cost@Skillmaster 1 | 4~20(+LV/5)| 16 | 23 | 500 2 | 5~25(+LV/5)| 18 | 25 | 1000 3 | 6~30(+LV/5)| 20 | 27 | 1500 4 | 8~35(+LV/5)| 22 | 29 | 2000 5 |10~40(+LV/5)| 24 | 31 | 2500 6* |12~45(+LV/5)| 27 | 33 | 3000 7* |14~50(+LV/5)| 30 | 35 | 3500 8* |16~55(+LV/5)| 33 | 37 | 4000 9* |18~60(+LV/5)| 36 | 39 | 4500 10* |20~65(+LV/5)| 40 | 41 | 5000 4.1.2: [Farina] Level requirement: 12 Skill type: One-shot, attack, enemy targeted, either button In-game description: throws a spear that creates illusions Equip requirement: Any javelin Effects: A javelin will be thrown the regular way (just with some special effects), just a bit faster. Comments: It has its uses, but I wouldn't put more than 1 Skill point at it. Sure the ATK RTG bonus will guarantee a greater chance to hit, but it's only for one hit. So, unless you want a futher Attack Speed increase, there's little reason to invest on this one. This is useful to kill one enemy with low Absorb (or even with high ABS if you've got a high ATK POW), since you'll throw javelins more accurate and faster, but it'll drain MP/STM quickly enough to keep using it in many enemies at a short time. Skill Level|ATK RTG Bonus|ATK SPD Bonus|MP Usage|STM Usage|Cost@Skillmaster 1 | 30+LV | 1 | 17 | 26 | 1000 2 | 40+LV | 1 | 19 | 28 | 1600 3* | 50+LV | 1 | 21 | 30 | 2200 4* | 60+LV | 1 | 23 | 32 | 2800 5* | 70+LV | 2 | 26 | 34 | 3400 6* | 80+LV | 2 | 29 | 36 | 4000 7* | 90+LV | 2 | 32 | 38 | 4600 8* | 100+LV | 2 | 35 | 40 | 5200 9* | 110+LV | 2 | 38 | 42 | 5800 10* | 120+LV | 2 | 42 | 44 | 6400 4.1.3: [Throwing Mastery] Level requirement: 14 Skill type: Permanent, attack In-game description: train javelin attacks to increase damage permanently. Equip requirement: Any javelin Effects: Each regular attack with javelins will deal more damage, already figured in ATK POW. There's no visual effects. Comments: A must for every javelin-user Atalanta. It doesn't look cool as other Skills, but each attack you make you'll be powered by this Skill, affecting both minimum and maximum ATK POW. Since javelins are one of the least damaging weapons, this helps a lot to make sure you get past enemies' Absorb and deal some real damage. Since it doesn't consume MP/STM, the only thing preventing you to maximize this as soon as possible is the taste for other Skills or the lack of a javelin, because even the money cost is kind of cheap. Still, I think that Atalantas kind of get the shaft here, since similar Skills for other classes give better bonuses (Archers get a boost of 40% at 10th level). Well, at least it isn't some lame Attribute Resistance. Skill Level|ATK POW Bonus|Cost@Skillmaster 1 | 4% | 1500 2 | 8% | 2200 3 | 12% | 2900 4 | 16% | 3600 5 | 20% | 4300 6 | 24% | 5000 7 | 27% | 5700 8 | 30% | 6400 9 | 33% | 7100 10 | 36% | 7800 4.1.4: [Bigger Spear] Level requirement: 17 Skill type: One-shot, attack, enemy targeted, either button In-game description: attack an enemy with holy javelin. Equip requirement: Any javelin or any pike Effects: An attack will be done the regular way (with some special effects). Comments: Personally, I don't think this one is that great either, but it seems more useful than Farina. Instead of adding Attack Speed and ATK RTG, this one adds a bonus ATK POW. You can use this to quickly overcome a foe with a high Absorb, but you won't be able to keep using it a lot in a short time unless you're burning some MP and STM potions. Getting this at a higher level may be very useful to hit and run tactics, since you can deal more damage with the same number of hits before running, but it'll reduce the times you can use, or you can use it to kill monsters faster. Also, because of the in-game description, there's a unconfirmed rumor that it gets a damage bonus when damaging undeads. Skill Level|ATK POW Bonus|MP Usage|STM Usage|Cost@Skillmaster 1 | 4~10 | 19 | 32 | 2000 2 | 6~15 | 21 | 34 | 2800 3 | 8~20 | 23 | 36 | 3600 4 | 10~25 | 25 | 38 | 4400 5 | 11~30 | 28 | 40 | 5200 6 | 12~35 | 31 | 42 | 6000 7 | 13~40 | 34 | 44 | 6800 8* | 14~45 | 37 | 46 | 7600 9* | 15~50 | 40 | 48 | 8400 10* | 16~55 | 43 | 50 | 9200 4.2: 2nd tier Skills These are the 4 new Skills available after completing your first quest (2nd tier quest). 4.2.1: [Windy] Level Requirement: 20 Skill type: Timed, attack, right-button only In-game description: Increase distance and attack rating of javelin. Equip requirement: Any javelin Effects: With a move, sparkles will be around head of the javelin, showing that the Skill is active. All your attacks within the duration will have a slightly longer range and better ATK RTG. Comments: While it's debatable is it's worth or not to take this Skill to levels higher than 1, it'll have its uses at any level. The ATK RTG bonus works only over the base javelin ATK RTG, so a 10% bonus will give only a 5 enhancement if the javelin has 50~59 ATK RTG, but the Range bonus is fixed and useful. The Range bonus makes you to hit from a farther distance, allowing to outrange Skeleton Archers and such, so you can hit them before they can hit you, or even kill them without getting hit if they're trapped. Taking this Skill to higher levels would also increase its duration, so it's not a matter of STM/MP, since you'll recover them before the time runs out, but if the points can be used at another Skill. A 6th level Windy could grant a 60% ATK RTG improvement, and together with the bonuses from Skill like Twist Javelin, you could end up with a decent ATK RTG enhancement. Skill Level|ATK RTG Bonus|Duration|Range bonus|MP Usage|STM Usage|Cost@Skillmaster 1 | 10% | 40s | 30 | 24 | 34 | 3000 2 | 20% | 50s | 30 | 26 | 36 | 4000 3 | 30% | 60s | 30 | 28 | 38 | 5000 4 | 40% | 70s | 30 | 30 | 40 | 6000 5 | 50% | 80s | 30 | 32 | 42 | 7000 6 | 60% | 90s | 30 | 34 | 44 | 8000 7* | 70% | 100s | 30 | 37 | 46 | 9000 8* | 80% | 110s | 30 | 40 | 48 | 10000 9* | 90% | 120s | 30 | 44 | 50 | 11000 10 | 100% | 130s | 30 | 48 | 52 | 12000 4.2.2: [Twist Javelin] Level Requirement: 23 Skill type: One-shot, attack, enemy targeted, right-button only In-game description: Throws javelin with more spin to increase damage and accuracy. Equip requirement: Any javelin Effects: An attack will be done the regular way (with some special effects). Comments: I don't know about the stackability of the ATK POW with Throwing Mastery (if it increases a % over the base with Throwing Mastery already added or not, but I'd say that it's not), but it's surelly better than its 1st tier counterparts, since it adds both to ATK POW and ATK RTG. Of course, the ATK RTG bonus of Farina will be, probably, always better (and with the ATK SPD bonus to boot) and the ATK POW bonus for Bigger Spear will be better for javelins without a good ATK POW by themselves, but you're getting both with only one Skill. As like the rest of the Skills, the % bonus is over the javelin base stats, so don't expect you will begin to hit all your attacks with a extremly high damage. It's recommended to take this over the 1st level if you intend to keep using it, since the percentile increase progress at a good rate. Skill Level|ATK RTG Bonus|ATK POW bonus|MP Usage|STM Usage|Cost@Skillmaster 1 | 10% | 10% | 20 | 36 | 5000 2 | 22% | 22% | 22 | 38 | 6200 3 | 34% | 34% | 24 | 40 | 7400 4 | 46% | 46% | 27 | 42 | 8600 5 | 58% | 58% | 30 | 44 | 9800 6* | 70% | 70% | 33 | 46 | 11000 7* | 82% | 82% | 36 | 48 | 12200 8* | 94% | 94% | 40 | 50 | 13400 9* | 106% | 106% | 44 | 52 | 14600 10* | 118% | 118% | 48 | 54 | 15800 4.2.3: [Soul Sucker] Level Requirement: 26 Skill type: One-shot, attack, enemy targeted, right-button only In-game description: Absorb enemie's life. Equip requirement: Any shield with mixing or aging Effects: The Atalanta will throw her equipped shield at medium range (don't worry, it returns too :P), causing damage to all enemies around the shield trajectory (but not as wide area as Shield Strike) while increasing yours by the same ammount. It won't affect undeads nor monsters with less than 50% hp. Also, it isn't sure striking, you'll usually miss if you try to use it on a monster running away and at the limit range. Comments: Some people like this one, some don't. Particullary, I do like it, but it isn't a vital Skill. At any rate, if you plan on using this one, take it, at least, to level 2, since it seems to existe a bug that makes the 2% of the 1st level to drain less than it should, or it could be due some other factor... maybe monster's ABS kicks in, so it would prevent draining any noticeable ammount. A mid-level Soul Sucker used on a high HP group of valid targets could easily recover all your HP, but don't try to relly only on this skills to keep you alive, since you could die before the shield returns with the stolen HP. A higher level of this Skill would drain a good ammount of HP, recovering most of your HP while making a decent damage on the monster, and since even 100% mastery at this still means a few seconds before it can be used again, MP/STM would only be a issue if you plan to keep using it nonstop. Skill Level|Drained HP|MP Usage|STM Usage|Cost@Skillmaster 1 | 2% | 25 | 42 | 7000 2 | 4% | 28 | 44 | 8400 3 | 6% | 31 | 46 | 9800 4 | 8% | 34 | 48 | 11200 5 | 10% | 38 | 50 | 12600 6 | 12% | 42 | 52 | 14000 7 | 13% | 46 | 54 | 15400 8* | 14% | 50 | 56 | 16800 9* | 15% | 55 | 58 | 18200 10* | 16% | 60 | 60 | 19600 4.2.4: [Fire Javelin] Level Requirement: 30 Skill type: One-shot, attack, enemy targeted, either button In-game description: Attack enemie with power of fire. Equip requirement: Any javelin Effects: An attack will be done the regular way (with some special effects). Comments: This skill isn't very popular in english PT by now. At any rate, it's very useful to deal with undeads and other fire weak creatures. It adds a nice ATK POW bonus, but since it's fire based, some monsters may ignore most of it (Figon, a fire elemental monster, comes into mind). Taking it to high levels would add a great deal of damage, but would also consume a lot of MP and STM, and may not be useful at every ocasion. Skill Level|Fire ATK POW Bonus|MP Usage|STM Usage|Cost@Skillmaster 1 | 10~20 | 25 | 40 | 9000 2 | 15~25 | 27 | 42 | 10600 3* | 20~30 | 29 | 44 | 12200 4* | 25~35 | 32 | 46 | 13800 5* | 30~40 | 35 | 48 | 15400 6* | 35~45 | 38 | 50 | 17000 7* | 40~50 | 41 | 52 | 18600 8* | 45~55 | 44 | 54 | 20200 9* | 50~60 | 47 | 56 | 21800 10* | 55~65 | 50 | 58 | 23400 * Skills levels marked are just derived from the confirmed levels coupled with info gather on sites, so they may actually differ. -= 5.0: ATALANTA STRATEGIES =- Atalanta is a naturally strategic class. They have a good number of Skills used for something other than causing more damage, their main weapon is ranged (meaning you aren't required to simply close monsters and keep the mouse button pressed until they are dead), you can access a good range of different weapon types with Atalanta Spec., and the class isn't either too fragile not a total tank. You're almost required to employ some strategies to keep advancing in the game. A given strategy is always better with the right attribute points distribution. If you want to tank with a claw and a shield, it's better to spent a good ammount of points into Strength and Health, since you'd need the Str for dishing out extra damage and both Str and Health for more HP, lessening the chances of death from massive damage before being able to use a healing potion. While a ranged strategy is better with extra Agility, so you can deal extra damage from distance. 5.1: Ranged combat This is the usual style for Atalantas, since they usually can deal the most damage with javelins and can't stand damage as well as a typical Mechanician. You just kill monsters in a way they don't even get close enough, and you won't even waste much gold on healing potions. The most basic part of this style is the "hit and run" routine. You just need to hit the enemy as many times as possible and move before it reachs melee range. If you're doing this right, you'll be able to land multiple hits on the enemy and it'll hit air one time where you were before moving again, and those attacks will always miss because you're not there anymore. The number of times you can hit your foe before moving boils down to your ATK SPD and the enemies' speed. A javelin with 8 speed hitting a slow monster like a Zombie can safely hit 4 or 5 times (sometimes even more) before you need to make a small move away from it, while a 7 speed one versus a fast monster that can make area damage (like a Slaughter) can only hit two times, and even a small delay would be risky. For "hit and run", you could also make use of offensive Skills like Farina, Bigger Spear, Twist Javelin or Fire Javelin. They could ensure a faster kill rate, but you need to keep an eye on your STM and MP. A good trick for ranged combatants is using cover. Monsters' AI usually tell them to get to you in a straight line, so you can use a fence as a barrier (they usually allow shooting over it) or, sometimes, you can even shoot thru a wall. Some rocks and corners may work finely as well. One of my favorites is trapping monsters. For this, you need to attract monsters to certain areas that they won't be able to escape or simply won't reach you (and taking a while before deciding to walk away). You may use those moats in wasteland maps like in Castle of the Lost (you attract them down and be on upper ground shooting down, but this requires you to get used to find the right spot to hit without getting to close), shallow holes like those in Cursed Land (they only trap Leeches, tough, and not every time), ruins in desert maps like in Forgotten Land (groups of fallen collumns are nice since they allow hitting and surround the monster enough to do not allow escapes), ramps, platforms, torch holders and so on. My very favorite place for this is the group of platforms in Oasis (at south, past the lake/oasis), since it's easy to lure monsters down and keep them there, plus there's a good spawn in that place. Atalantas have the upper hand in this kind of strategy because Shield Strike allows you to avoid monsters following you, since you can take them to the desire spot, stun, and move to where you want, also you can push monsters with it. Shield Striking a whole pack of monsters and deal with them one at a time is an Atalanta basic too. You should take out ranged foes first, since they won't move to the rest of the pack, thus being hard to keep stunned with the rest. Then you should move to the ones with lower HP, since you'll quickly end up with less creatures to control. Then go for the ones who keeps stunned for a shorter time than others. Finally, just take out the lasting ones one at a time. It saves you from spending a lot of potions and reduces chances of death. Shield Strike is also useful if you want to deal with a single creature and you don't want to run or something is rendering "hit and run" rather useless or impossible. Usually, you can hit 3 times safely after a stun before needing to Shield Strike again. Doing this right can make you kill the monster without losing a single HP. It's not very usual combine this with offensive Skills, since it'd drain your STM and MP too fast. Making the move I've personally created is another favorite of mine (but I'm pretty sure some other Atalantas devenloped this too without copying me or anything like that). For this, you need Shield Strike and at least two enemies (and at least one that can be stunned). Once you can stun both of them, just move around until you form a straight line with them (giving prefence to be closer to the one who's weaker or is stunned for more time). Then just begin to hit the farther one, so it'll begin to move again but will move towards the other, having its path blocked. You just need to keep out of the hit monster's range (usually you don't need to be so away from the stunned one, but once you begin to face things with long reach as Head Cutters, there'll be a need to use the Shield Strike's range better) and keep the other stunned with ocasional Shield Strikes (if you have a good timing, just restun when it's about to move again), until the other is dead. Then deal with the one lasting the way you want. If there's more than 2, it may be even easier, since you get more things to block the path, but you have to keep them packed together. If one of them cannot be stunned, you just need to move fast enough to put the stunned one between you and the other. This may be more difficult and less efficient than actual solid cover or trap, but can be used in virtually any place. 5.2: Melee combat This style, altough not as good as with pure melee classes (namely Fighter, Pikeman, Mechanician and Knight), it's doable since Atalantas have decent HP and good protection from gear. The usual set for this is claw+shield, since you'd get the highest defense possible and could use Shield Strike to stun extra monsters, so you don't actually need to get hits from everything in sight. This is useful when you're in a party full of Archers, Magicians and Priestess, since they are not as tough as a typical Atalanta. Good two-handed weapons are good if you want some melee action with some actual benefits. With good Atalanta Spec. two-handed weapons with perfect or near perfect damage (most melee weapons have Atalanta Spec. too, and they're usually cheaper than the same one with Spec. for a pure melee class), you may cause more damage than with javelins. Be aware that you won't be able to use Skills with this style, unless you've got a pike, then you can use Bigger Spear. 5.3: Party combat Atalantas can be very useful coupled with any other class. But it's better if the party knows how to work together with an Atalanta. If every time you stun a group of monsters, each member of the party hit a different monster, it won't do much good, so it's better to talk out if this is happening. Just keep in mind that not everyone knows what an Atalanta can do, so some even think that hits don't unstun a monster. In a group with both melee characters and ranged/magic users, an Atalanta can be a second line of defense, stunning extra monsters around the melee ones and protecting the back row. The same goes for others kind of party, but you can end up doing one thing more than other, like just stunning extra monsters around the tankers and helping in kills. If you're in a all ranged party, you can stun extra monsters while everyone tries to kill a single monster at a time, so you can be in front line while no one is threatened (just beware if you're in a place with very strong monsters and with a party where everyone tends to fall back leaving you in front a lot and don't let you stun with efficiency; it's better to keep falling back together with them, just throwing javelins and occasionaly using Shield Strike). A good technique when you have many area damage capable companions is using Shield Strike nonstop on a great mob. If you manage to gather a great group of monsters, you can keep them pinned with Shield Strike while everyone else make their best to cause area damage, quickly killing every monster. No one will take damage and it's very useful to take out many monsters fast. Just keep an eye on your MP and STM. Taking the role of monster controller is an efficient way to keep everyone from taking too much harm and deal with monsters in a rate that's possible for the group. For this, it's good to talk to everyone first, so they know they should concentrate on one creature at once. Then you just need to stun every monster that's not being hit and keep them that way until the other members can take care of them. In the meantime, you can also happen to kill the creatures too. Try to keep the stunned monsters together, so you'll need to spend less time, STM and MP with Shield Strike, and also it's easier to keep all of them controlled than if you have to run around to keep one monster stunned at each spot. Killing ranged monsters is an useful thing to do too. Usually, ranged monster have low HP, so you can take them out fast. This helps to keep a melee line while the melee combatants won't have to run around so much, concentrating on melee monsters, usually the ones with higher HP. This is very appreciated, unless it's the kind of monster that is so weak for the group that it won't cause much harm. But if it isn't the case, people always like when you take out those pesky Skeleton Archers, Skeleton Rangers, Webs and similar stuff. If you got Soul Sucker, it's useful to keep your HP full and don't waste so many healing potions (plus, keeping the HP bar full, you won't die so easily if you get surprised by a sudden spawn of some powerful creature). You can try this everytime you're not overloaded with Shield Strike, or else you'd end up without STM and/or MP for more stuns. This routine is usually easier when you are behind a melee line, so you may do this just for ocasional hits you get instead of trying keep you alive on this (then potions would be better). -= 6.0: ATALANTA EQUIPMENT =- I'm not going to list every piece of equipment here since some aren't suited to Atalantas, while others just aren't worth the trouble. While most weapons indeed have Atalanta spec., most won't be a good deal once you start pumping Skill points into Throwing Mastery, non-javelin weapons will just deal equal or less damage than javelins (and javelins are ranged one-handed weapons to boot, allowing you to use a shield) and won't allow most Skills (see 4.0 section). 6.0.1: Equipment statistics Not all pieces of the same equipment are made equal. It's possible to have a lower level javelin better than a higher level one, and that happens with all types of equipment. Not every statistic on an item is variable. So, in the list below, it's possible to know what a statistic do, if it may vary or not and which kind of equipment has it. Absorb Rating: Single number, variable. Adds this number to your Absorb. Found on armors, robes, shields, orbs/beads, gauntlets, boots. Add. HP: Single number, variable. Adds this number to your maximum HP. Found on amulets (some types), rings (some types). Add. MP: Single number, variable. Adds this number to your maximum MP. Found on weapons (just some specific types), amulets, orbs/beads. Add. STM: Single number, variable. Adds this number to your maximum STM. Found on rings. Attack Power: Two numbers, the first (and smaller) being the minimum damage for that weapon, the later (and higher) being the maximum damage. Variable. Base for your ATK POW. Found on weapons. Attack Rating: Single number, variable. Adds this number to your ATK RTG. Found on weapons, armlets. Block Rating: Single number, variable. Equipment's chance to block enemies' attacks. Found on shields, two-handed weapons. Critical: Single number, fixed. Percentile critical hit chance for that weapon. Found on weapons (except wands/staves). Defense Rating: Single number, variable. Adds this number to your Defense. Found on claws, armors, robes, shields, orbs/beads, gauntlets, boots, armlets. HP Regen: Single number, variable. Adds to HP regeneration rate. Found on sheltons. Integrity: Two numbers, the first being the current Integrity, the later being the maximum integrity. Variable. So far, Integrity isn't really implemented in the game. Found on weapons (some types), armors, robes, shields, orbs/beads, gauntlets, boots, armlets. MP Regen: Single number, variable. Adds to MP regeneration rate. Found on sheltons. Potion Storage: Single number, fixed. Maximum stack of potions to be available in each quick-item slot. Found on armlets. Range: Single number, fixed. Base range for that ranged weapon. Found on ranged weapons. Req. Agility: Single number, variable only if with spec. Required Agility for equipping. Req. Level: Single number, fixed. Required level for equipping. Req. Strength: Single number, variable only if with spec. Required Strength for equipping. Req. Talent: Single number, variable only if with spec. Required Talent for equipping. Req. Willpower: Single number, variable only if with spec. Required Spirit for equipping. Speed: Single number, variable. Adds to Speed (running). Found on boots. Type, [element]: Single number, variable. Adds to Elemental resist vs specified elemental type. Found on armors, robes, shields, orbs/beads, gauntlets, boots. Weapon Speed: Single number, fixed. Attack speed for that weapon. Found on weapons. 6.0.2: Specialized Itens (Spec.) Plus, the equipment may also have a specialization, which can give extra power to a specific class. This also change requirements for the itens. For Atalantas, requirements changed due spec. are Strength reduced by 15%~20%, Spirit reduced by 10%~20%, Agility increased by 15%~25%. That means if a Holy Javelin (Req. Level 50, Req. Strength 55, Req. Spirit 40, Req. Talent 70, Req. Agility 55) is Atalanta Spec., it'll have a bonus to ATK POW, ATK SPD and RNG, and Req. Strength will be a 44~47 value, Req. Spirit 32~36, Req. Agility 63~68 (while the rest of requirements will stay the same). The possible spec. bonus (and effects if not obvious) values and variations are listed below: ABS RTG (Absorb Rating): Single number, variable. ATK POW (Attack Power): Level fraction, fixed. Adds your level divided by a number (like per 5 if LV/5) to your maximum ATK POW (minimum ATK POW does not change). ATK RTG (Attack Rating): Level fraction, variable. Adds your level divided by a number (like per 3 if LV/3) to your ATK RTG. ATK SPD: Single number, fixed. BLK RTG: Single number, fixed. CRIT (Critical): Single number, fixed. DEF RTG (Defense Rating): Single number, variable. HP Recovery: Single number, fixed. Magic APT: Single number, variable. "Increase all magic skill lvl by x" (taken from PT Site, unsure what it does exactly). MP Recovery: Single number, variable or fixed. RNG (Range): Single number, fixed. SPD (Speed): Single number, variable. 6.1: Weapons I'll be listing only javelins. All javelins are one-handed and may have Atalanta Spec.. Javelins bought in Blacksmith NPCs always have Atalanta Spec., and requirements are all before any it's applied. Info between () are variable by the ammount shown, while those between [] are additions due Spec. (if the javelin has it). It's good to pay attention to the next available javelin's requirements, or you risk meeting the level requirement and missing something else. Also, you should know that the next one won't be necessarilly better, as you may get one with lower ATK POW, not to mention that the highest level javelin won't beat others in every field, only in the ATK POW (and some even lack a ATK POW Spec.), so Fatal Javelin has the better CRIT of all javelins (13%) (until Wyvern Javelin, at least), while Winged Javelin has the better RNG (240) and Holy Javelin has the better ATK RTG (70~80) (and is only beaten by Twisted Javelin, which nobody has managed to see in ePT yet to this date). ATK SPD can go up to 8, and the difference of even 1 point is very clear in the game, so you may want to stick to 8 ATK SPD javelins. 6.1.1: [Javelins] Javelin ATK POW: (1~2)-(3~4)[+LV/3] ATK SPD: 7 [+1] RNG: 180 [+20] ATK RTG: (25~34) CRIT: 2% Price: xxx @Phillai or Ricarten War Javelin ATK POW: (2~3)-(4~5)[+LV/4] ATK SPD: 6 [+2] RNG: 185 [+10] ATK RTG: (30~38) CRIT: 3% Price: xxx @Phillai or Ricarten Edged Javelin ATK POW: (3~4)-(5~6)[+LV/4] ATK SPD: 6 RNG: 190 [+10] ATK RTG: (36~45) CRIT: 4% [+3%] Req. Talent: 26 Price: xxx @Phillai or Ricarten Steel Javelin ATK POW: (4~5)-(6~7)[+LV/4] ATK SPD: 5 [+2] RNG: 195 [+10] ATK RTG: (40~48) CRIT: 4% [+3%] Req. Level: 6 Req. Strength: 30 Req. Talent: 26 Price: xxx @Phillai or Ricarten Double Javelin ATK POW: (5~6)-(8~10)[+LV/4] ATK SPD: 7 RNG: 200 [+15] ATK RTG: (46~52) CRIT: 5% [+3%] Req. Level: 11 Req. Talent: 37 Req. Agility: 37 Price: xxx @Ruinen Village Weight: 5 Elven Javelin ATK POW: (6~7)-(9~11)[+LV/4] ATK SPD: 7 RNG: 200 [+15] ATK RTG: (48~52) CRIT: 5% [+3%] Req. Level: 16 Req. Spirit: 30 Req. Talent: 53 Price: xxx @Navisko Fatal Javelin ATK POW: (7~8)-(11~13) ATK SPD: 6 [+1] RNG: 200 [+15] ATK RTG: (60~65) CRIT: 6% [+7%] Req. Level: 22 Req. Strength: 45 Req. Talent: 54 Req. Agility: 40 Price: xxx @Navisko Weight: 6 Matal Javelin ATK POW: (9~11)-(13~16)[+LV/5] ATK SPD: 5 [+3] RNG: 205 [+10] ATK RTG: (52~58) CRIT: 5% [+3%] Req. Level: 30 Req. Strength: 50 Req. Talent: 55 Req. Agility: 50 Price: xxx @Navisko Cobra Javelin ATK POW: (10~12)-(15~18)[+LV/5] ATK SPD: 7 RNG: 210 [+10] ATK RTG: (54~62) CRIT: 6% [+3%] Req. Level: 37 Req. Strength: 55 Req. Talent: 60 Req. Agility: 60 Weight: 5 Winged Javelin ATK POW: (11~13)-(16~19) ATK SPD: 7 [+1] RNG: 220 [+20] ATK RTG: (60~68) CRIT: 7% [+4%] Req. Level: 44 Req. Strength: 65 Req. Talent: 70 Req. Agility: 70 Holy Javelin ATK POW: (13~15)-(19~23)[+LV/5] ATK SPD: 6 [+2] RNG: 215 [+15] ATK RTG: (70~80) CRIT: 7% Req. Level: 50 Req. Strength: 55 Req. Spirit: 40 Req. Talent: 70 Req. Agility: 55 Weight: 5 Throwing Trident ATK POW: (15~17)-(22~25)[+LV/5] ATK SPD: 6 [+1] RNG: 220 [+15] ATK RTG: (60~72) CRIT: 8% [+4%] Req. Level: 55 Req. Strength: 70 Req. Talent: 74 Req. Agility: 84 Weight: 9 Wyvern Javelin ATK POW: (16~19)-(25~28)[+LV/6] ATK SPD: 6 [+2] RNG: 225 ATK RTG: (64~80) [+LV/(1~3)] CRIT: 10% [+5%] Req. Level: 60 Req. Strength: 70 Req. Talent: 80 Req. Agility: 90 Twisted Javelin ATK POW: (18~22)-(27~31)[+LV/6] ATK SPD: 7 [+1] RNG: 225 ATK RTG: (70~96) CRIT: 9% [+7%] Req. Level: 65 Req. Strength: 70 Req. Talent: 80 Req. Agility: 100 6.2: Protective Gear All itens listed here have the main purpose of pumping up DEF RTG. Most also boost ABS RTG and change Elemental Resistance, but for the last, itens can actually make it worst instead of better, specially for Lightning. And some may affect other things, like SPD, ATK RTG and such. None of the following can be bought with Spec. at NPC stores, but it's possible to find them, by killing monsters or dealing with other players, with Spec., so their requirements may change accoding to the class. 6.2.1: [Armors] Armors are the most important gear for both DEF RTG and ABS RTG. It also changes Elemental Resistance, but I really don't have much info on how that varies in any gear, so it'll be missing. Also, Spec. bonus will be missing, altough armors have bonus to DEF RTG and ABS RTG. And armors are less likely to have a higher level item being inferior to a lower level. This kind of equipment is usually the main reason to Atalantas rise their Strength, since they are the most Strength demanding. And in ePT, there are visual changes on the character every three armors. So, there's the 1st without any armor equipped, the 2nd with Battle Suit~Brigandine, the 3rd with Steel Armor~Breastplate, the 4th with Ring Armor~Synthetic Armor, the 5th with Full Plater Armor~Supreme Armor, the 6th (and final one in ePT so far) with Spiked Armor~Titan Armor. Battle Suit DEF RTG: (8~12)[+(5~10)] ABS RTG: (0.3~0.6)[+0.1] Leather Armor DEF RTG: (10~20)[+(6~12)] ABS RTG: (0.5~0.8)[+(0.1~0.3)] Brigandine DEF RTG: (16~38)[+(14~18)] ABS RTG: (0.7~1.0)[+(0.2~0.3)] Req. Level: 10 Req. Strength: 52 Req. Talent: 30 Steel Armor DEF RTG: (35~54)[+(23~26)] ABS RTG: (0.9~1.2)[+???] Req. Level: 17 Req. Strength: 60 Req. Talent: 30 Weight: 22 Rounded Armor DEF RTG: (52~70)[+(20~26)] ABS RTG: (1.1~1.4)[+(0.2~0.4)] Req. Level: 22 Req. Strength: 66 Req. Talent: 44 Weight: 33 Breastplate DEF RTG: (62~84)[+(25~30)] ABS RTG: (1.3~1.7)+(0.2~0.4)] Req. Level: 29 Req. Strength: 74 Req. Talent: 30 Ring Armor DEF RTG: (70~100)[+(29~35)] ABS RTG: (1.6~2.3)[+0.3] Req. Level: 35 Req. Strength: 80 Req. Talent: 54 Scale Armor DEF RTG: (80~120)[+(24~36)] ABS RTG: (2.2~2.7)[+(0.3~0.4)] Req. Level: 39 Req. Strength: 90 Req. Talent: 60 Synthetic Armor DEF RTG: (110~140)[+(20~31)] ABS RTG: (2.6~3.2)[+(0.5~0.6)] Req. Level: 43 Req. Strength: 102 Req. Talent: 62 Weight: 64 Full Plater Armor DEF RTG: (130~160)[+(30~36)] ABS RTG: (3.0~3.6)[+(0.5~0.8)] Req. Level: 47 Req. Strength: 110 Req. Talent: 65 Weight: 73 Full Metal Armor DEF RTG: (150~180)[+(30~36)] ABS RTG: (3.5~4.1)[+(0.7~1.0] Req. Level: 51 Req. Strength: 120 Req. Talent: 70 Weight: 75 Supreme Armor DEF RTG: (170~190)[+(34~40)] ABS RTG: (4.0~4.6)[+(0.6~1.0)] Req. Level: 55 Req. Strength: 135 Req. Talent: 70 Weight: 78 Spiked Armor DEF RTG: (170~210) ABS RTG: (4.6~5.1) Req. Level: 60 Req. Strength: 145 Req. Talent: 70 Titan Armor DEF RTG: (220~260) ABS RTG: (5.0~5.5) Req. Level: 65 Req. Strength: 160 Req. Talent: 70 6.2.2: [Shields] Shields are the second line for your defense, granting second best DEF RTG and ABS RTG. Plus, shields grant BLK RTG, which may simply make you ignore some hits. Also, after you get skills, an Atalanta without one is surelly crippled, since two Skills require one equipped and Shield Strike is one of the trademarks of the class. As in the case of armors, I won't make any remarks about Elemental Resists (other than saying that Claw Shields are known to have good Lightning Resistance and usually the main reason for wanting one) and Spec. bonus will stay blank. Shields get Spec. bonus for DEF RTG, ABS RTG and BLK RTG. Wooden Shield DEF RTG: (4~7) ABS RTG: (0.3~0.6) BLK RTG: (6%~9%) Targe DEF RTG: (6~13) ABS RTG: (0.4~0.8) BLK RTG: (8%~11%) Req. Strength: 36 Steel Buckler DEF RTG: (14~30) ABS RTG: (0.5~0.9) BLK RTG: (9%~13%) Req. Strength: 44 Kite Shield DEF RTG: (25~45) ABS RTG: (0.6~1.1) BLK RTG: (8%~14%) Req. Level: 9 Req. Strength: 50 Req. Talent: 30 Tower Shield DEF RTG: (35~55) ABS RTG: (0.8~1.3) BLK RTG: (10%~15%) Req. Level: 16 Req. Strength: 62 Req. Talent: 36 Metal Shield DEF RTG: (40~70) ABS RTG: (0.9~1.5) BLK RTG: (10%~14%) Req. Level: 22 Req. Strength: 74 Req. Talent: 40 Scutum DEF RTG: (55~70) ABS RTG: (1.2~1.8) BLK RTG: (11%~17%) Req. Level: 30 Req. Strength: 78 Req. Talent: 42 Blaze Shield DEF RTG: (60~84) ABS RTG: (1.5~2.2) BLK RTG: (13%~19%) Req. Level: 37 Req. Strength: 82 Req. Talent: 46 Claw Shield DEF RTG: (70~90) ABS RTG: (1.7~2.0) BLK RTG: (13%~17%) Req. Level: 44 Req. Strength: 88 Req. Talent: 50 Winged Shield DEF RTG: (62~88) ABS RTG: (2.1~2.5) BLK RTG: (15%~19%) Req. Level: 50 Req. Strength: 94 Req. Talent: 56 Great Shield DEF RTG: (70~95) ABS RTG: (2.3~2.8) BLK RTG: (17%~20%) Req. Level: 55 Req. Strength: 105 Req. Talent: 56 Spiked Shield DEF RTG: (76~100) ABS RTG: (2.6~3.0) BLK RTG: (16%~18%) Req. Level: 60 Req. Strength: 112 Req. Talent: 60 Titan Shield DEF RTG: (80~112) ABS RTG: (2.8~3.2) BLK RTG: (16%~19%) Req. Level: 65 Req. Strength: 120 Req. Talent: 64 6.2.3: [Gauntlets] Gauntlets are the 3rd most important itens when it comes to DEF RTG and ABS RTG. The only special thing about them is that they grant a good ammount of both things, but still less than shields (but they can be equipped even if the case of two-handed weapons, but this is not the usual set of an Atalanta). Again, no info on resists or Spec., but they get bonus for DEF RTG and ABS RTG. Leather Gloves DEF RTG: (3~5) ABS RTG: (0.2~0.3) Leather Half Gauntlets DEF RTG: (6~10) ABS RTG: (0.3~0.4) Steel Half Gauntlets DEF RTG: (12~23) ABS RTG: (0.4~0.6) Req. Strength: 30 Clamshell Gauntlets DEF RTG: (20~32) ABS RTG: (0.5~0.7) Req. Level: 9 Req. Strength: 40 Req. Talent: 30 Finger Gauntlets DEF RTG: (26~40) ABS RTG: (0.6~0.8) Req. Level: 16 Req. Strength: 50 Req. Talent: 40 Gothic Gauntlets DEF RTG: (30~46) ABS RTG: (0.7~1.0) Req. Level: 22 Req. Strength: 60 Req. Talent: 50 War Gauntlets DEF RTG: (40~52) ABS RTG: (0.7~1.2) Req. Level: 30 Req. Strength: 70 Req. Talent: 50 Metal Gauntlets DEF RTG: (45~58) ABS RTG: (0.9~1.3) Req. Level: 37 Req. Strength: 80 Req. Talent: 50 Holy Gauntlets DEF RTG: (50~62) ABS RTG: (1.0~1.4) Req. Level: 44 Req. Strength: 60 Req. Spirit: 30 Req. Talent: 50 Great Gauntlets DEF RTG: (50~70) ABS RTG: (1.1~1.5) Req. Level: 50 Req. Strength: 70 Req. Talent: 50 Req. Agility: 50 Brass Gauntlets DEF RTG: (54~74) ABS RTG: (1.3~1.5) Req. Level: 55 Req. Strength: 85 Req. Talent: 50 Req. Agility: 50 Giant Gauntlets DEF RTG: (60~80) ABS RTG: (1.3~1.5) Req. Level: 55 Req. Strength: 80 Req. Talent: 55 Req. Agility: 65 Titan Gauntlets DEF RTG: (64~86) ABS RTG: (1.8~2.1) Req. Level: 55 Req. Strength: 90 Req. Talent: 60 Req. Agility: 60 6.2.4: [Boots] Boots only fail to top gauntlets in DEF RTG because they lack a Spec. bonus for it. At any rate, they provide almost as good DEF RTG and ABS RTG as gauntlets, and they also are the only itens that grant SPD bonus. No info on resists and Spec. again, but some boots have good Lightning Resistance (the most difficult kind to make high) and they get Spec. bonus to ABS RTG and SPD. Leather Boots DEF RTG: (4~6) ABS RTG: (0.1~0.2) SPD: (0.4~0.6) Elven Boots DEF RTG: (6~9) ABS RTG: (0.1~0.4) SPD: (0.5~0.8) Req. Spirit: 24 Steel Boots DEF RTG: (9~15) ABS RTG: (0.2~0.3) SPD: (0.7~1.0) Req. Strength: 34 Long Boots DEF RTG: (12~21) ABS RTG: (0.2~0.4) SPD: (0.9~1.2) Req. Level: 9 Req. Strength: 40 Req. Agility: 30 Chain Boots DEF RTG: (17~28) ABS RTG: (0.3~0.5) SPD: (1.0~1.3) Req. Level: 16 Req. Strength: 55 Req. Agility: 40 Plated Boots DEF RTG: (23~36) ABS RTG: (0.3~0.6) SPD: (1.2~1.5) Req. Level: 22 Req. Strength: 60 Req. Agility: 50 Brass Boots DEF RTG: (28~44) ABS RTG: (0.5~0.8) SPD: (1.4~1.6) Req. Level: 30 Req. Strength: 65 Req. Agility: 55 War Boots DEF RTG: (36~52) ABS RTG: (0.5~1.0) SPD: (1.6~1.9) Req. Level: 37 Req. Strength: 70 Req. Agility: 60 Mechanic Boots DEF RTG: (40~60) ABS RTG: (0.6~1.1) SPD: (1.8~2.0) Req. Level: 44 Req. Strength: 70 Req. Agility: 65 Chaos Boots DEF RTG: (38~70) ABS RTG: (0.6~1.5) SPD: (2.1~2.4) Req. Level: 50 Req. Strength:60 Req. Spirit: 35 Req. Agility: 65 Holy Boots DEF RTG: (50~75) ABS RTG: (0.9~1.5) SPD: (2.3~2.5) Req. Level: 55 Req. Strength: 60 Req. Spirit: 56 Req. Agility: 55 Spike Boots DEF RTG: (58~74) ABS RTG: (1.1~1.7) SPD: (2.5~2.8) Req. Level: 50 Req. Strength: 87 Req. Agility: 80 Grand Boots DEF RTG: (58~85) ABS RTG: (1.4~1.9) SPD: (2.8~3.1) Req. Level: 65 Req. Strength: 96 Req. Agility: 82 6.2.5: [Armlets] Armlets are quite unique because they also raise ATK RTG along with DEF RTG. To tell the truth, they raise ATK RTG a lot more than DEF RTG. Plus, equipping one makes possible to put more than 2 potions per quick item slot, so having even a low level, low stat, with no Spec. is useful. There's no info on resists again, but this time it's because armlets don't grant any. :P As for Spec., it's available too, but there's bonus only to ATK RTG (altough a very nice one, even for Atalantas, who don't lack ATK RTG so much). In my opinion, having a Spec. bonus of LV/1 is more important than having a higher level one with a LV/3 bonus. Leather Armlet ATK RTG: (10~16)[+LV/(1~3)] DEF RTG: (3~5) Potion Storage: 20 Long Armlet ATK RTG: (12~20)[+LV/(1~3)] DEF RTG: (5~7) Potion Storage: 22 Wide Armlet ATK RTG: (16~24)[+LV/(1~3)] DEF RTG: (6~9) Potion Storage: 24 Req. Agility: 20 Fold Armlet ATK RTG: (20~28)[+LV/(1~3)] DEF RTG: (8~12) Potion Storage: 26 Req. Level: 9 Req. Strength: 40 Req. Agility: 22 Scale Armlet ATK RTG: (24~30)[+LV/(1~3)] DEF RTG: (10~17) Potion Storage: 30 Req. Level: 16 Req. Strength: 48 Req. Agility: 26 Elven Armlet ATK RTG: (20~34)[+LV/(1~3)] DEF RTG: (16~22) Potion Storage: 34 Req. Level: 22 Req. Strength: 52 Req. Agility: 30 Solid Armlet ATK RTG: (28~40)[+LV/(1~3)] DEF RTG: (20~24) Potion Storage: 34 Req. Level: 30 Req. Strength: 54 Req. Agility: 34 Mechanic Armlet ATK RTG: (32~46)[+LV/(1~3)] DEF RTG: (23~27) Potion Storage: 38 Req. Level: 37 Req. Strength: 58 Req. Agility: 40 Winged Bracelet ATK RTG: (36~50)[+LV/(1~3)] DEF RTG: (26~30) Potion Storage: 36 Req. Level: 44 Req. Strength: 62 Req. Agility: 42 Great Bracelet ATK RTG: (40~56)[+LV/(1~3)] DEF RTG: (32~36) Potion Storage: 38 Req. Level: 50 Req. Strength: 66 Req. Agility: 48 Grand Bracelet ATK RTG: (46~60)[+LV/(1~3)] DEF RTG: (35~40) Potion Storage: 40 Req. Level: 55 Req. Strength: 74 Req. Agility: 52 Magical Armlet ATK RTG: (50~65)[+LV/(1~3)] DEF RTG: (40~45) Potion Storage: 42 Req. Level: 60 Req. Strength: 80 Req. Agility: 56 Spiked Bracelet ATK RTG: (54~70)[+LV/(1~3)] DEF RTG: (42~50) Potion Storage: 44 Req. Level: 65 Req. Strength: 85 Req. Agility: 56 6.3: Extra gear Itens in this category are rings, amulets and sheltons. The three can be equipped too, and they deal with HP, MP and STM instead of offense or defense. 6.3.1: [Rings] Rings deal with STM. Some higher level ones also give a small ammount of HP, but I'm not fond of them since they give a lot less STM. All kind of rings have more than one version, so it's possible to find 4 Gem Rings, all different in appearance, and also in bonus and requirements. For Round Rings it's a bit difficult to tell which type you have without seeing images or having descriptions such as color, but Gem Ring and above have different level and Spirit requirements per type, so you can tell if a 7 STM Gem Ring is a good one from the 1st type or the worst kind of the 4th type. Round Ring Add. STM: 0 Round Ring (blue) Add. STM: (1~3) Round Ring (golden) Add. STM: (2~5) Round Ring (green) Add. STM: (3~7) Gem Ring Add. STM: (4~9) Req. Level: 5 Req. Spirit: 20 Gem Ring Add. STM: (5~11) Req. Level: 7 Req. Spirit: 23 Gem Ring Add. STM: (6~13) Req. Level: 9 Req. Spirit: 26 Gem Ring Add. STM: (7~15) Req. Level: 11 Req. Spirit: 29 Magic Ring Add. STM: (8~17) Req. Level: 15 Req. Spirit: 32 Magic Ring Add. STM: (9~19) Req. Level: 17 Req. Spirit: 35 Magic Ring Add. STM: (10~21) Req. Level: 19 Req. Spirit: 38 Magic Ring Add. STM: (11~23) Req. Level: 21 Req. Spirit: 41 Rune Ring Add. STM: (5~10) Add. HP: (1~3) Req. Level: 25 Req. Spirit: 44 Rune Ring Add. STM: (6~13) Add. HP: (2~5) Req. Level: 30 Req. Spirit: 47 6.3.2: [Amulets] Amulets deal with MP. Some higher level ones also give a small ammount of HP, but I'm not fond of them since they give a lot less MP. All kind of amulets have more than one version, and they vary just like rings. Round Amulet Add. MP: 0 Round Amulet (blue half-circle with red gem) Add. MP: (1~3) Round Amulet (double blue circle) Add. MP: (2~5) Round Amulet (golden spiral) Add. MP: (3~7) Gem Amulet Add. MP: (4~9) Req. Level: 5 Req. Spirit: 20 Gem Amulet Add. MP: (5~11) Req. Level: 7 Req. Spirit: 23 Gem Amulet Add. MP: (6~13) Req. Level: 9 Req. Spirit: 26 Gem Amulet Add. MP: (7~15) Req. Level: 11 Req. Spirit: 29 Magic Amulet Add. MP: (8~17) Req. Level: 15 Req. Spirit: 32 Weight: 3 Magic Amulet Add. MP: (9~19) Req. Level: 17 Req. Spirit: 35 Weight: 3 Magic Amulet Add. MP: (10~21) Req. Level: 19 Req. Spirit: 38 Weight: 3 Magic Amulet Add. MP: (11~23) Req. Level: 21 Req. Spirit: 41 Rune Amulet Add. MP: (5~10) Add. HP: (1~3) Req. Level: 25 Req. Spirit: 44 Rune Amulet Add. MP: (6~13) Add. HP: (2~5) Req. Level: 30 Req. Spirit: 47 6.3.3: [Sheltons] Sheltons are nice since they increase HP and MP regeneration rate. While HP Regen won't help much in the heat of a battle, a good MP Regen allows some extra Skills use in some seconds, and this very useful to keep an Atalanta using Shield Strikes. Lucidies, Sereneos and Fadeos are pretty cheap, and even perfect stats one with Spec. aren't expensive. Sparkies is a bit more expensive, specially a very good one. Good raidents with Spec. are somewhat rare and can easily go for the same price of a typical 40th level item. But transparos and murkies are simply extremly expensive, and are tipically used as currency for acquiring high level itens from other players. This all happens not because high level sheltons are ubber powerful and a complete must have, but because of avaliability and item Aging. Sheltons up to Fadeo can simply be bought in any Merchant. Sparkies cannot be bought that way, but are easily found by 3X and higher characters, but sometimes you may have trouble finding someone wanting to sell because they are used in somewhat high quantities in both Mixing and Aging. Raidents aren't very common, but with luck, even 1X characters may find them, and they're not used in very high ammounts in Mixing, while Aging takes less raidents than sparkies. Transparos are a bit rare, and only luck 4X or higher usually find them, and even some 5X may not find one at all, plus it's used in higher level Agings, specially in those levels that make itens glow. Murkies are simply the higher level sheltons available in ePT, they're rarer than Transparos (but not all that impossible to find), but needed to the highest level of Aging available, so very high level characters usually offer a lot of spare money and high level equipment for them, so they can give the ultimate boost for their personal equipment. All that said, sheltons level and Spirit requirements increases a lot from one to another. While the Spirit requirement is usually just a number in ocre for a Magician or Priestess, they may require quite an unintended investment for an Atalanta. A Fadeo may have its requirements filled if you went for an Elven Javelin, but Sparky and above usually don't have their Spirit requirement met by their level, unless you went for a heavy Skill user Atalanta path. By level 50, you may have Sparky's Spirit requirement met because of Holy Javelins. Lucidy HP Regen: (0.1~0.2)[+0.1] MP Regen: (0.2~0.3)[+0.1] Req. Level: 5 Price: 1000 @Phillai, Ricarten, Ruinen or Navisko Sereneo HP Regen: (0.2~0.3)[+0.1] MP Regen: (0.2~0.4)[+0.1] Req. Level: 12 Price: 2000 @Phillai, Ricarten, Ruinen or Navisko Fadeo HP Regen: (0.3~0.4)[+0.1] MP Regen: (0.2~0.5)[+(0.2~0.3)] Req. Level: 20 Req. Spirit: 30 Weight: 3 Price: 3000 @Phillai, Ricarten, Ruinen or Navisko Sparky HP Regen: (0.3~0.5)[+0.1] MP Regen: (0.3~0.6)[+(0.2~0.4)] Req. Level: 30 Req. Spirit: 40 Weight: 3 Raident HP Regen: (0.3~0.6)[+0.1] MP Regen: (0.4~0.7)[+(0.2~0.4)] Req. Level: 40 Req. Spirit: 50 Weight: 4 Transparo HP Regen: (0.3~0.6)[+0.2] MP Regen: (0.5~0.8)[+(0.3~0.6)] Req. Level: 45 Req. Spirit: 65 Weight: 4 Murky HP Regen: (0.5~0.9)[+0.3] MP Regen: (0.6~0.9)[+(0.4~0.8)] Req. Level: 50 Req. Spirit: 80 Devine HP Regen: (0.6~1.0)[+0.?] MP Regen: (0.8~1.1)[+(0.?~0.?)] Req. Level: 55 Req. Spirit: 90 6.4: Item Mixing At Ricarten, it's possible to use different sheltom combinations to give extra power to your gear. You'll need to talk to Alchemist Marx, the item to be mixed, gold, sheltons, and a sheltom formula. Altough it's possible to find new sheltom formulas, so far not many people tried it out, since you'd lose the sheltons and the gold if the combination is invalid, but you keep the item. Once an item is succesfully mixed, a windows will show the changes, the bonus will be immediatly applied, but it cannot be mixed again or aged. Avoid using it to make very low level equipment better, since it's easy to level and find updated equipment while you're below 2X. I'd say even to avoid Mixing any item below 30th level, unless you're pumping Soul Sucker and need that special shield, then you can pick a less greedy sheltom combination for it. Also, even for higher level ones, unless you're planning to Age itens past +2, it'd be a better choice to Mix weapons and shields, since the right combinations could give better bonuses and consume less sheltons and gold, plus its benefits are instantaneous. So far, it's only possible to make mixing on weapons, armors, robes, shields and orbs/beads. It's possible to place others kind of itens in the item slot such as boots, but so far it'd plainly fail. Probably it'll be available for other kinds of itens in the future. Mixing is also known ingame as Gemming. So, if someone says that an item is gemmed, that's just a mixed item. For mixing tables, you can look at the official site for some combinations. But the most used are those three: For weapons - 1 lucidy, 1 sereneo, 2 fadeos, 4 sparkies, 1 raident - +1 min ATK POW, +4 max ATK POW, +10% ATK RTG; For armors - 3 sereneos, 3 sparkies - +30 DEF RTG, +0.2 ABS RTG; For shields - 3 sereneos, 1 fadeos, 1 raident - +15 DEF RTG, +0.3 ABS RTG. 6.5: Item Aging At Phillai, it's possible to "level" itens thru Aging. You'll need to talk to Arcane Baul, the item to be aged, gold and the right sheltons. Aging has the same objective as Mixing, that is making itens better, but works slightly different. Altough you still need sheltons, there are fixed combinations, it's impossible to put a wrong set of sheltons and you'll need to use the item for some time before it gains an increase. When you put an item on the item slot, the sheltom window will automatically show the required sheltons and it's impossible to use a different combination other than the one shown. It's possible and wise to Age itens multiple times. Also, you can age again an item already aged. In truth, you should, since you cannot choose to age an item directly to +5. You need first to age it to +1, then to +2 and so on. This process is costly and should be only applied to high level itens. Most of the time, unless you have plenty of Transparos and Murkies to burn because you have a very high level character patronizing you (like a friend or a previous character that you have), or you're really lucky in getting high level sheltons, it's a better idea to Mix itens below 50th level instead, except, maybe, for armors. Since you need a Transparo for +3, and those are currently costly in ePT (usually you can trade one for most 50th level itens), only taking weapons and shields to +2 is useless because there are Mixings that consume less Raidents and give better bonuses. You may want to Age armors from Scale Armor and better to +2 because it'd grant a nice extra 1.0 ABS RTG and a minor increase in DEF RTG, instead of using the Mixing that gives a good bonus to DEF RTG and minor in ABS RTG. At any rate, personally I'd Age only 47+ level armors (maybe a Synthetic Armor if it has almost perfect or perfect stats), 50+ level javelins (and, particullary, I'm not very fond of Throwing Tridents) and 50+ level shields. Another nifty feature of Aging is that itens begin to glow in a particular color from 4th Age and later. The bad thing is that from 4th Age and later, there's a chance that the item simply breaks, so you'd end without the item plus the sheltons and gold used in Aging. Aging gives: Javelins - +1 min ATK POW, +1 max ATK POW, +0.5% critical for each aging; Armors - +10% DEF RTG, +0.5 ABS RTG for each aging; Shields - +0.2 ABS RTG, +0.5% BLK RTG for each aging. Also, each 2 aging levels (+2, +4, +6) incrases level requirement by 1. So, a Holy Javelin +2 would require level 51 to equip instead of 50. Each aging also reduces item integrity. Aging requires: +1 - 2 fadeos, 2 sparkies, 1 raident; +2 - 2 fadeos, 2 sparkies, 2 raidents; +3 - 2 fadeos, 2 sparkies, 2 raidents, 1 transparo; +4 - 2 fadeos, 2 sparkies, 2 raidents, 2 transparos; +5 - 2 fadeos, 2 sparkies, 2 raidents, 2 transparos, 1 murky; +6 - 2 fadeos, 2 sparkies, 2 raidents, 2 transparos, 2 murkies; +7 - 2 fadeos, 2 sparkies, 2 raidents, 2 transparos, 2 murkies, 1 devine; +8 - 2 fadeos, 2 sparkies, 2 raidents, 2 transparos, 2 murkies, 2 devines; +9 - 2 sparkies, 2 raidents, 2 transparos, 2 murkies, 2 devines, 1 celesto; * +10 - 2 sparkies, 2 raidents, 2 transparos, 2 murkies, 2 devines, 2 celestos. * * Celestos are not into the game yet. To tell the truth, even devines remain currently unfound, altough rumoured that in. -= 7.0: EXTRAS This section will be used for things like the dictionary, which isn't fitted to other sections. Altough things here are more optional in benefit than other sections, it's still recomended that you take a time to read this. 7.1: Terminology Dictionary Specially on online games, people tend to create other names for certain things, either to make it short or to make it more interesting. New people may be confused by reading things like "S> ATA SB - 100k", so this little dictionary may prove useful. Keep in mind this is neither complete nor perfect. AS - Archer Spec.. ATA - 1. Atalanta Spec.. 2. Atalanta ATS - Atalanta Spec.. B> - Buying. BB - 1. Bye bye. 2. Bone Bow. Clay - Claymore. Claw - Often used to refer to Claw Shield, not Claws (weapons). Dc - Disconnection (from the game). Can be used as "Dced", usually referring to someone who was disconnected from the game. DHA - Double Headed Axe. Also known as Shovel (that's how I call them). Diax - Diamond Axe. EPT - English Priston Tale. Fifi - Figon. FS - Fighter Spec.. Full - Generally used to answer a "Party?". Note that this can mean that the party is full (already with 6 characters, even if one of them is elsewhere), they're saving a spot for someone (that was disconnected or is still to come/login), or there's enough characters to deal with the current flow of monsters (like 2 or 3 characters in a small spawn). G> - Give. Gem - Item Mixing. Gemmed - Mixed (item). Giga - Gigantic Sword. HC - Head Cutter KPT - Korean Priston Tale. KS - 1. Kill steal. Act of killing a monster which is currently being handled by another character/party, either by being already attacked, attacking someone else or simply is in an area handled by another character/party. 2. Knight Spec.. Kser - Kill stealer. Someone who KSes. MGS - Magician Spec.. MHXB - Metal Hand Crossbow. MS - Mechanician Spec.. N> - Need. NPC - Character controlled by computer. Usually said referring to those computer characters who buy/sell itens. NS - No Spec.. Party? - Used by someone asking if he/she can joins the party. Pot - Potion. PRS - Priestess Spec.. PS - Pikeman Spec.. Raid - Raident. Regen - Regeneration. Commonly used when someone has to wait for HP, MP or STM bar to refill (mostly MP and STM). Repot - Restock potion supply, usually said when someone has to go back to shopkeeper and buy more potions. S> - Selling. SA - Skeleton Archer. Sagi - Sagittarius Bow. SB - Silver Bird. SG - Stone Giant. SL - Slaughter. Solo - Said of someone who's in no party and generally wants to stay like that. Spawn - An area where monsters appear continuosly. SR - Skeleton Ranger. Tnl - To next level. As in "10k tnl" (10000 experience points to next level). Trans - Transparo. WH - Warehouse. Or the area around a Wareskeeper/Warehouse Keeper. 7.2: Hints and tips Take those either as my personal hints based on my point of view, troubleshooting due bugs, or things that should've been explained ingame, but aren't. - Don't avoid getting the first skills to spend all points in a better one once you have sufficient level (like waiting until 14th level with an Atalanta to put 3 points in Throwing Mastery), it won't work. You need to have at least one point at the first skill to get the second and so on. - If you plan on doing the quest so you can get 2nd tier skills (Valkyrie skills like Windy, with an Atalanta) as soon as possible, get the 4th skill until or before 20th level. You cannot do the tier quest without having all the 4 skill. - After completing the quest, you'll have the option to rearrange all your skill points. But if you accept, you'll have to pay all the cost of learning again. - To use all the Atalanta skills properly, you'll need to go with the javelin+shield configuration. Until 10th, tough, since you cannot use skills anyway, you can pick the weapon you find most suitable without any problems. Just be sure, however, to pay attention on weapons stats requirements. If you plan to rely on skills that only work with javelins, then it's better to not stray too much from the stats you'll need to equip better javelins. - Don't try to stand taking hits from tough monsters too much. Atalantas have decent HP and defense, but they can't last as much as a Mechanician. - When using ranged weapons and alone, hit and run tactics can be very useful. Most of Atalanta skills can be used to maximize this kind of approach, since most of them deals 1 hit only. - Sometimes you may get stuck in a place. If there's no object surrounding you (you're like stuck in an invisible barrier), just move left or right (but there's one time this happens that isn't a bug, at east of Navisko, since it's a barrier to prevent people below level 55 to go into Ancient Battlefield). If you get stuck in some object, you can try moving left and right quickly towards the direction you want to exit, then you may escape, but if you cannot, there are two solutions: either use a core or quit the game and relogin (and you'll spawn in the same map, but in a fixed location that all maps have). This is usually a bug. - If you get monsters without texture, invisible windows and such, try changing graphic settings. The most common setting to be changed is switching Resolution (in settings) to low. Also, graphic detail misadjustment may cause things to go wrong (just lower it until it's ok). - Servers may get unavailable or full from time to time. Server full just means that that particular server is currently with its limit of simultaneos people online already, but people are always logging in and out, so you can just leave your mouse button pressed to keep trying (or just find a somewhat heavy object to put over it, so you won't even need to touch your mouse) until you can log in. If servers are unavailable, they can be either lagging, in maintenance or planly down. Try a couple of times again, if it persists, isn't lag, you may try looking at PT official site for more info (also, maintenances are usually on wednesdays by korean time). - It's impossible to lose itens you're currently equipping. If this happens, the most common problem is just that you switched your equipment set by accident, so just press W key and see if they're in the other set (this is the case only when the only things missing are weapon and/or shield). If this isn't the case, you may just be lagging when logging in (see below), be a victim of bug (you may try reporting this at the official site) or you were hacked (yes, it sucks, it happens, and even reporting may not help). - Just when you log in, if you're lagged, your character inventory may be completly empty, your statistics will show you're level 1 and so on. Don't panic, this will go away in few seconds, by either lag allowing those to update or by getting disconnected. - Due hacker activity, you can do some things to avoid getting hacked. First, when creating your account, try making an used id there's nothing to do with your real name or character name, nor something you already used at other place. Don't make an easy password (put some numbers mixed in if you can). Don't give away even your user id, since this is already enough for some hackers. Likewise, don't post at PT official boards with your real account, or your user id you'll be listed there. For the e-mail address needed for password retrieval in the official site, try creating an account solely for that, and make it something there's nothing to do with your PT used id nor anything else you use elsewhere. Finally, when registering in foruns like PTProphecy, don't make an used id that gives away your PT user id, nor use the e-mail address you used for password retrieval. And, altough this usually goes without saying, avoid accepting files from strangers, since they may have keyloggers hidden. 7.3: Links to useful sites There are a lot of useful places on the web to visit for more PT info or options. Some of those places are listed below: - Official Priston Tale site ( http://www.pristontale.com/ ) Here you'll be able to register for an account, download the game, read official announcements, get a lot of info and so on. Try to check this place at least sometimes. Also, an usually neglected section by users is their Guide section, which brings a lot of useful info. - Valhallan Sentinels ( http://atalanta.arthmoor.com/ ) Home for this great Atalantas-only clan. Even if you don't plan to join any clan (or is already set with another clan), try looking at the forum. You'll find a lot of useful hints in the Strategies Section, and may find useful equipment for sale in the Trade Section. - PTProphecy ( http://www.ptprophecy.com/ ) Probably the biggest community for EPT. The main course here is the forum. Like most PT foruns, they have sections for strategies, chit chat and trade. Since they have a lot of people, this is a great place to buy and sell itens. - PTXChange ( http://www.pttrade.net/ ) Another nice place to visit. Similar in content and use as PTProphecy. Altough they have less members, their trade section is more well organized, so you may find this a good place to buy and sell itens. - PT Guide ( http://www.ptguide.net/ ) Very good site for info on the game and all classes. Brings Skills tables for all classes, equipment listing and much more! - GameFAQs ( http://www.gamefaqs.com/ ) A great database for game faqs. Probably the main place where this FAQ will be hosted. 7.4: Special thanks I'd like to thank everyone that helped me in the game and this FAQ so far. This includes my real life friends (thanks for creating and maintaining my interest in the game!), Valhallan Sentinels members (they're a really really great clan and helped me in more than one way), some people at PTProphecy and PTXChange, players like Nakoruru-san (she helped me do to the tier 2 quest without even the need for me to ask or know her), dead sites like PTInfinity and Primrose Path (they were of great help for info), and everyone else who know that deserve my sincere thanks. ^_^ I only regret I cannot list character name by character name of all those deserving thanks. ;) (c) 2004, Rodrigo Ishizaka Ciarlini EOF