Thursday, December 15, 2011

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Friday, December 9, 2011

Apocalypse Archer Set - Dragon Nest


Archer


Archer Set Bonus
2 set MAX HP: +2,499
3 set MAX MP: +2,332
4 set Final Damage: +98
5 set Physical Damage: +147
6 set Magical Damage: +147
7 set Final Damage: +196




Apocalypse Sorceress Set Dragon Nest


Sorceress


Cleric Set Bonus
2 set MAX HP: +2,499
3 set MAX MP: +2,332
4 set Final Damage: +98
5 set Physical Damage: +147
6 set Magical Damage: +147
7 set Final Damage: +196




Apocalypse Cleric Set Dragon Nest


Cleric


Cleric Set Bonus
2 set MAX HP: +2,499
3 set MAX MP: +2,332
4 set Final Damage: +98
5 set Physical Damage: +147
6 set Magical Damage: +147
7 set Final Damage: +196




Apocalypse Warrior Set - Dragon Nest


Warrior


Warrior Set Bonus
2 set MAX HP: +2,499
3 set MAX MP: +2,332
4 set Final Damage: +98
5 set Physical Damage: +147
6 set Magical Damage: +147
7 set Final Damage: +196




Walkthroughs on Apocalypse Nest in Dragon Nest, Boss Dodge Ways Attached


Warming-up: Personally speaking, I recommend using the Freezing Field and Ice Stab skills at the very beginning, but don’t use Freezing Sword. The white ghost sometimes acts weirdly in judgment, skills cannot hit it every time. The frequently used skills include Ice Stab, Flame Load, Fire Bird and Fire Ball. Generally, it is easy for players to pass this stage, as long as they pay attention to getting away from the boss’ chasing eyeballs. Don’t face the boss directly, just stand with your back towards it and you won’t be hit by its chasing eyeballs.





The First Stage: The ghost is afraid of light. This stage is somewhat similar to the first one. First release Freezing Field and then Ice Stab, Fire Bird and Fire Ball. If only players are careful to the boss’ sickles, which can easily interrupt skills, they are able to pass this stage with ease.

The Second Stage: 5 Black Fog bosses are waiting for you there.  I have studied this stage for many times and figured out two solutions. The first one: begin to use Flame Load outside and click to enter the stage when no force user is in your group. In this way, you can be the first to rush at the boss, burn it and cast Fire Ball. In the meantime, you can protect your teammates behind from being hit by bombs. The second one: when there is a force user in your group, the elemental lord doesn’t need to charge at the very front. Just let the force user make the time come to a halt and then the thing you ought to do is to smash the boss.

The Third Stage: The Spirit is just a piece of cake for elemental lords who are proficient in fire skills. Even if the gate is closed, the Freezing Field and Flame Vortex skills can still scorch the boss. Remember to release Ice Stab, Fire Bird and Fire Ball repeatedly. If Fire Wall is accessible, use it as frequently as possible. AOE skills may ensure that no little spirits can disturb you. Unleash Fire Ball after Fire Wall to eliminate all small monsters.
The boss’ skill: The boss doesn’t deal high damage. If your group has a priest, you can resist it face to face.

The Fourth Stage: Exert Icicle and Poisonous Cloud to break cobwebs and use Poisonous Cloud, Ice Stab and Fire Wall to quickly destroy the sealed rock in the center. As for the last spider, fire skills can damage it badly and Fire Ball can cause considerable damage. The fat mob can be pinned down by priests. If no priest exists, slow down it by the Freezing Field skill and then deal infinite damage.



Thunder Beast: Cast the Freezing Field skill at the very moment of encountering the boss and then move back. The boss will bump you at first and then generate electric current. You can only avoid it when standing right in front of or behind the boss. Continue to use Ice Stab, Fire Bird and Fire Ball. You must get close to the boss when it takes out things from its mouth, otherwise, you will be badly injured. To deal with the boss’ jumping cleave, jump at an opportune moment in defiance of the small electric pole.

In point of the boss’ Embrace skill, use Fire Ball to make the boss stiff or interrupt this skill before the boss uses full-screen skills.

I nearly forget to talk about the Flame Smoke.

It is known that ice elemental lords specialize in ice skills, but fire ones must have learnt ice skills, as well. If the Freezing Field skill doesn’t hit the target in the beginning, take it easy, elemental lords have plenty of ice skills. So long as teammates are qualified enough, they must draw the boss’ hatred first. If a priest is involved in a group, it must discharge a thunderbolt first, so the boss won’t give vent to its hatred to elemental lords. If a warrior is involved, it can inhibit the Flame Smoke all the time. If a force user is involved, it should speed up the time and keep casting ice skills to cause massive damage. If an archer or acrobat is involved, it has many skills to bring stiff effects to the boss and then elemental lords are able to export damage continuously. If an archer is involved, its super high damage together with elemental lords’ ice skills can definitely kill the boss in a minute.

Following Ice Stab and Freezing Sword, use Icicle to move a bit, because the Flame Smoke must recover from the stiff effect after the several skills. Change a position in case of the Flame Smoke issuing from the earth.

Next, it is the real smasher, the final boss in the Apocalypse Nest.

A lot of players complained that the final boss is the hardest in the Apocalypse Nest, but other bosses are easy to cope with. Nevertheless, in my eyes, compared with the previous bosses, the final boss is as weak as a dog or a cat.

The final boss’ skills generally include: roar, bomb once at a fixed location, rotate jumping cleave 3 times, surrounding laser light, rotary rays, thrust forward claws attached with 2 light rains sometimes, bomb 3 times at a fixed point and distribute paws when only 2 HP bars are left.

Some players are waiting to be beat when the boss roars, because they will be flown away, but suffer little damage. However, elemental lords cannot do that. When the boss is about to roar, release Level 40 Flame Vortex, Level 40 Blizzard Storm and Fire Wall, or even seize an opportunity to cast Freezing Field. While the four skills are used, players cannot be blown off and can attack the boss at the same time. Providing players take good control of the skills, they won’t be blown away or lose any HP in the whole combat. No HP loss is one of the requirements to pass the dungeon unharmed.



Bomb once at a fixed location: This skill can deal very high damage, but it is often cast after the boss roars or thrusts forward claws. To defeat the final boss, all classes should move constantly rather than stick to one place. Don’t think you will be safe outside the pink area. This skill is determined by your position and its effective range seems strange. Even though you have a distance from the pink circle, you are likely to be hit. Therefore, move from time to time and don’t crave for more damage, or else you will be beat painfully.

Rotate: The boss will perform some actions before rotating. It is easy to avoid. The boss won’t let off its hatred to a fixed target, instead, it aims at a person randomly. Again, don’t crave for more damage, or else you will be beat painfully.

Jumping cleave 3 times: Since you go to challenge the Apocalypse Nest, certainly, the Lion Scorpion is not a problem for you. You can dodge this skill without effort. I think this skill is used too infrequently, twice at most or even never in a fight.

Surrounding laser light: Pay attention to the boss’ paws, don’t stay where its paws have gathered, because you will be hit easily. I haven’t found any prepositional actions before this skill, but it’s not difficult to dodge. Even if you are hit, you can get rid of it with a flash. Being attacked once will reduce your 2000 HP.

Rotary rays: Newbies had better run following the boss’ trace. Veterans have two choices: one is to run around while using Flame Load. Don’t hurry when using Flame Load, otherwise you are easy to go in the wrong direction. The rotary rays are also strange in its judgment. Try to keep away from the light pole or directly jump over it by using Flash (I only succeeded once).

Thrust forward claws attached with 2 light rains sometimes: Generally, elemental lords won’t be hit by this skill, because they always attack from the side.

Distribute paws: Such paws have low resistance to stiff effects, a poisonous cloud can hold back all of them. Additionally, the cooldown of Flame Vortex should be over when the final boss has the last 2 HP bars, use it to clear paws. Skills like Ice Stab, Fire Bird, Fire Wall can also be used to wipe out paws.

Bomb 3 times at a fixed point: When the final boss flies and emits pink rays, disperse quickly instead of continuing to deal damage and run in the form of A. If you are hit once, you will be attacked continuously and 30,000 HP will be lost at a time.  Once again, don’t crave for more damage, or else you will be beat painfully.



I haven’t encountered the God’s Punishment skill, so I won’t talk of the way to dodge it.

I am not an excellent elemental lord. I challenged the Dark Overlord’s Tower through reviving 8 times when I was level 34 and was able to pass the Manticore Lord Nest in normal mode alone after practicing for one month. I am quite convinced that more players have better techniques than me. The Apocalypse Nest is not hard, don’t be afraid of it.

At last, I have to say elemental lords are the best in challenging the Apocalypse Nest, haha!


Wednesday, December 7, 2011

Dragon Nest Elemental Lord Ice Damage Calculation


Too bad that the latest update has nerfed the boosting effect from the resist reduction. According to chaos, the way of the dmg get boosted by reducing opponent's ice resist. become:
  Effective Dmg = (Dmg)*(1-ice resist%)


  For example, let say u cast freezing field (-33%) follow by icy fraction (eg. 20k)

    Effective Dmg = (20k)*(1-(-0.33)) = 20k * 1.33 = 26k

However, the 2nd and 3rd points below still valid.


source:http://bbs.duowan.com/thread-19501211-1-3.html




Previous version:

1. The way of how the dmg get boosted by reducing opponent's ice resist. is as follow:

    Effective Dmg = (Dmg)/(1+ice resist%)

    For example, let say u cast freezing field (-33%) follow by icy fraction (eg. 20k)
    Effective Dmg = (20k)/(1-0.33) = 20k * 1.492 = 30k

                              (not 20k*1.33)
   Another example, let say ur opponent is the final boss of tower which has -50% ice resist., and u cast freezing field (-33%) follow by icy fraction (eg. 20K).

   Effective Dmg = (20k)/(1-0.5-0.33) = 20k * 5.88 = 118k (wat a huge dmg!!)


2. If I cast 2 or more skills that can reduce ice resist, can the - resist% of each skills add up to cause a greater -resist %? The answer is Yes, but with a very strict condition.It depends on the order or sequence of skills that u cast, and the level of skills that u hv learnt.

  For example, u hv a lvl 3 freezing field and a lvl 6 ice stab.  1st scenario, u cast freezing field (-33%) follow by ice stab (-20%). You cannot get (-53%), instead, the (-20%) from lvl 6 ice stab will override the (-33%) of ur lvl 3 freezing field. After that, if u cast icy fraction, it can only be boosted by the (-20%)

  2nd scenario, u cast ice stab (-20%) follow by freezing field (-33%) and icy fraction. Because ur freezing field is at lvl 3, it cannot override the effect caused by ur lvl 6 ice stab, therefore, the ice resist % ll add up to (-53%) when u cast icy fraction.

Therefore, to get higher - ice resist %, u should cast a higher lvl skill follow by a lower lvl skill.
For example, u cast freezing field (lvl 8) then ice stab (lvl 6) then chilling mist (lvl 3), u can get -0.73 %. Imagine if u cast icy fraction after that on the mobs that is weak to ice............

3. In a party cosists of more than 1 ele, they could actually stack up the -resist effect. This situation will actually apply to those palas and priests.


Dragon Nest - Dark Damage Skills


Most of us know that by taking gloomy weapon or manti weapon, some of our non-elemental skills become dark elemental skills. Below are all those skills:

Warrior
Heavy Slash, Rising Slash, Circle Break
Mercenary
Circle Swing (last part), Whirlwind, Whirl Typhoon, Punishing Swing (first part)
Sword Master
Triple Slash, Deep Straight, Hacking Stance, Line Drive, Infinity Edge (part of), Hemorrahage, Eclipse, Half Moon Slash, Aerial Combo, Counter Slash, Dash Slash, Dash Combo

Archer
Twin Shot, Piercing Shot, Multi Shot
Bow Master
Charge Shot, Siege Stance, Arrow Shower, Pinpoint Shot, Extension Arrow, Swift Shot, Rapid Shot, Guided Shot, Revolutionary Ballista, Ankle Shot, Stunning Shot, Triangle Shot, Fake Shot
Acrobat
Kick&Shot (kick part not included), Circle Shot, Astral Illusion (part of)

Cleric
none
Priest
none
Paladin
Sin Breaker,Stance of Faith (the only skill which is light + dark)

Sorceress
Poison Cloud
Force User
Micro Hole, Gravity Ball, Gravity Sphere, Summon Black Hole
Elemental Lord
None

Normal attack become dark elemental attack for all classes except for elemental lord and force user.


Dragon Nest Damage Boost Choices


The choice of damage boosting in Dragon Nest is indeed an interesting one.

I summarize the pros and cons of various options below.




Base Attack
Pros:
* affect all the other 3 stats. it is the mother of all damage. Boosting base attack= indirectly boosting critical damage, elemental damage, and final damage as well.
* For mages & cleric, boosting it through INT also boosts other stats, such as mag defence and Max MP
* For archer, boosting it through AGI also boosts critical and critical resist
* For warrior & cleric, boosting it through STR also boosts stun, delay, etc.

Cons:
* potential boost is the least (5.8%) as compared with critical (17%) and elemental attack (8%)



Critical
Pros:
* highest potential boost (17%).
* highest heraldry boost (20%) as compared to base attack (10%) and final damage (fixed value, not %)
* ignore the defence of target.

Cons:
* the critical chance is dependant on target's level. Need more critical stats for higher level targets to get the same critical chance.
* damage can be resisted with crit resist stats.




Elemental Attack
Pros:
* the damage does not dependant on target's level.
* additional damage can be induced if the target is weak against certain elements.

Cons:
* damage can be resisted with elemental resist stats.
* cannot be boosted through heraldry.
* only restricted to skills with elemental attribute or skills that comes with weapon-triggered elemental attribute.




Final Damage
Pros:
* non-linear nature. Highly effective damage boost at high final damage stats.
* damage boost due to final damage cannot be resisted.

Cons:
* non-linear nature. Low damage boost at low final damage stats.
* the critical chance is dependant on target's level. Need more final damage for higher level targets to get the same damage boost.


Conclusion:

Each option has its pros and cons.

It is this variety of choices that makes the game interesting.

Gameplay style, skill build and personal preference dictate the final choice of damage boost options.


Thursday, December 1, 2011

Dragon Nest Archer Manticore Set


Archer

Archer Set Bonus
2 pieces Vitality +47
3 pieces Agility +78
4 pieces Final Damage +98
5 pieces Physical Damage +147
5 pieces Magical Damage +147
5 pieces Fire Def % +14
7 pieces Final Damage +196


Manticore Booties materials: Manticore Tail x30 Manticore Front Paw x10



Sunday, November 27, 2011

Dragon Nest Manticore Nest Guide


Manticore Nest Guide


After you enter the Hermalte Port, walk straight past the Dissembler and keep a lookout on your right. There will be a portal before you reach the Forsaken Islet dungeon area.


Alternatively, you can enter through the Garden of Time and Space.
Stage 1: Rotten Rock Demon

The 1st stage has a relatively small area, with various rock demons of various elements appearing. Eventually, the main green demon boss will spawn in the middle.
This should be a relatively easy stage, but take note of these pointers:
1、You have to drag the mobs to the sides and kill them, if not they will be healed by the statue in the middle. The amount healed is quite huge, so the battle can be quite tough if you didn’t lure them away from the middle.
2、When the boss releases a green array on the ground, prepare to dodge away from the area. If not, the array will trap you at that position and be prepared to be hit by the surrounding mobs.


PS:Cleric’s shield block is useless here. With it active, you will still be trapped. And few hits from the mobs will remove your block in no time.

Stage 2: Minotaurs



This stage is relatively easy too. When you get in the arena, one of the gates will be opened while the minotaur inside will be charge out to attack. After a certain time, another gate will be opened and the next minotaur will be released. This will continue until all the minotaurs are out.
I would suggest to kill off the smaller minotaurs before heading for the main Boss, but if you can kill them fast enough, just kill whatever comes first.
The only special thing to note:The minotaurs can use various skills to increase their defenses, for both physical and magic. These buffs can be removed by Merc’s silence, or be lightened by other armor reducing skills like Paladin’s Armor Break.

Stage 3:Medusa



Compared to the previous 2 stages, this stage can be considered as one of the harder ones.
The area is made up of 5 big squares, forming a “+” shape.
In the middle square area, you can see that there are 4 different coloured cubes stuck inside the ground, being Green, Red, White, and Yellow.
Whenever the Medusa boss raises her weapons, the screen will have a hint stating that the ground will be shifted within 5 seconds.
Then, one of the cubes will start hovering in the air.
The square area that is the closest to that hovering cube, will be the “Safe Area”. Even though you will still be damaged by the Medusa’s blade attack, this “Safe Area” regenerates your HP for 2-3 times. Your HP recovered will definitely exceed the damage done by the boss, so no worries.
As for the other 3 areas, you will be attacked by the blade attack without any regenerating heals. Paladins and SMs can use their various block skills to defend this blade attack, so they won’t need to dash to the “Safe Area”.
Be careful of this global blade attack. For female classes without good defense equipment, be prepared to die instantly if you don’t get to the “Safe Area”.

Stage 4:Stone Boss



This stage consists of a huge Stone Boss, accompanied by various small stone demons.
These stone demons will not attack, neither can they be damaged if the 2 dark crystals beside each of them are not destroyed yet. Similarly, if these small stone demons are not killed, the Stone Boss will have a blue protective aura that makes it invulnerable.
So, just kill the small stone demons asap then approach the main Stone Boss.
From time to time, the main Boss will resummon the small stone demons. At this point of time, the dark crystals won’t be recreated. Simply kill the smaller stone demons and head for the boss again.
Everytime the boss resummons the smaller stone demons, various food will be created at the area of spawn. These regeneration/buff potions include HP, MP, Damage, and even rotten potions (potions that reduces your HP/MP/stats) too!
When you’re eating the food, be careful that the food is actually the fresh one and not the rotten one. Also, the boss will throw stones from time to time, and has a long range rolling attack which can be quite fast.

Final Stage:The Dark Manticore



Do you still miss the Manticore Boss from the Prayer’s Resting Place? Now it has evolved to a black demon with various strong attacks. However, it can be an easy boss to deal with.
During the early stage, the Manticore will only use several basic attacks. Only after being reduced by 1-2 HP bars, then it will start casting various power moves. When it reaches the 2nd last HP bar, its frequency of attack will increase too.
These are the basic attacks of the Manticore
Back Tail Sweep, Claw Swipe, Diving Attack after flying up the sky, Front Pounce, Tornado, Energy Ball, Black Hole, Gravity Field, Power Stomp. (These should be all)
Back Tail Sweep: The boss will simply sweep his tail and to hit any enemies at his back. Don’t ever stay at the back of the Manticore. This attack can be quite painful.
Claw Swipe: Similar to the claw swipe from Cerberus, however the frequency of attack won’t be as high as Cerberus. Just time your blink/tumble well and you should be fine.
Energy Ball: The boss will just throw a huge black ball in front of him. As long as you stay close to the boss, you won’t be hit.
Diving Attack: The boss will fly up the sky. When the boss HP is still high, after flying up the sky, it will start flapping its wings 3 times. After the 3rd flap, prepare to jump to avoid the ground attack. However, that’s not all. Several spikes will be created around the boss, so remember to use your tumble/blink to evade. You can jump to evade too. If you’re lucky, these spikes won’t hit you.
Alternatively, you can drive up your PC volume during the gameplay. When it is about to dive down, there will be a significant sound.

When the boss HP reaches 3 bars and below (to be confirmed), it will not dive down from the sky immediately after its flight. It will cast various Energy Balls to hit the ground. So please don’t blindly follow your team mates as you may die instantly from the attacks. Just move away from the balls. After this onslaught, it will flap its wings 3 times again before coming down.
When the Manticore has only 1 HP bar left, there will be some purple arrays shown on the ground before the Manticore decides to dive down, in which several flame demons will spawn and fly in some random direction. Just be careful not to get hit by them.
Front Pounce: When the boss has locked on to one of the players, and that player is far from it, it will do a pounce like what you see in Cerberus Nest. Just blink/slide/tumble or move away.
Power Stomp: The boss will raise both of its claw high while emitting a bright glow out from the claws. It will cause an earthshake while generating 4 blade waves spreading out of him. Just jump right before it stomps the ground, followed by a tumble/slide/blink.
Black Hole:The boss will raise one of its paws at this point of time. It will emit a slight red aura while creating a black array in front of it. Just continue moving away from that array and you should be fine. ELs can use Flame Road, Warriors can dash, others can simply unstance and walk.
The damage of this skill may be quite low, but clerics have to take note. The numerous small hits will remove your Block buff in no time.
Tornado:Several large tornadoes will be created in front of the Boss after it raise both of its paws. This time, there won’t be a glow emitting out from it. Subsequently, the tornadoes will fly outwards. It should be relatively easy to dodge. Just move away from them. The damage can be quite high.
Gravity Field:Incredible damage with superb AOE. Without a decent HP, you can die instantly from it. The boss will create 3 black arrays around him, but there will be safe areas in between these arrays. Just get to the safe areas and continue attacking.
**Take note that staying near the boss at all times is the best way to be safe.


Dragon Nest Garden of Time and Space


Another Method to Nest Entrances

 I am sure many of you know about this already but I still see many people using the old method to go to Nest entrances. I am not saying that it is wrong to do so. But the new method is better because



  • The walking distance is shorter.



  • The party can still enter another nest if you guys decide to clear another Nest.



  • Easier to find parties for different Nests because all Nest entrances can be reached from the same place. (You will notice the difference when the lv 40 Nests are out. Manticore Nest’s entrance is on the South exit of Saint Haven.)


  • You may argue that you can just simply press “O” and see the available parties for the Nest that you wish to go. Yes, I agree with you. I already mentioned that there is no right or wrong method. Just personal preference in whichever method you want to use. It can be easier for people to invite others to their party when they want to inspect equipments before inviting.
    Now let’s take a look where is this new “place”. Introducing the Garden of Time and Space…

    You can reach this location from the location circled in red in the mini map.

    Upon entering, on your left hand side, you will see 2 entrances.

    The first entrance of the left will be for Lv32 – Lv40 Nest [Normal] and the second entrance of the right will be for Lv32 – Lv40 Nest [Hell]. So Cerberus, Manticore and Apocalypse Nests can be found in these 2 entrances.
    Minotaur Nest can also be entered here too. Credits to Eleftheria, commenter in this blog post.

    The other 3 entrances are not available yet. They will be for higher level Nests.


    Dragon Nest Cleric Manticore Set


    Cleric

    Cleric Set Bonus
    2 pieces Vitality +47
    3 pieces Strength +39
    3 pieces Intelligence +29
    4 pieces Final Damage +98
    5 pieces Physical Damage +147
    5 pieces Magical Damage +147
    5 pieces Fire Def % +14
    7 pieces Final Damage +196


    Manticore Shoes materials: Manticore Tail x30 Manticore Front Paw x10    



    Dragon Nest Archer Manticore Set


    Archer

    Archer Set Bonus
    2 pieces Vitality +47
    3 pieces Agility +78
    4 pieces Final Damage +98
    5 pieces Physical Damage +147
    5 pieces Magical Damage +147
    5 pieces Fire Def % +14
    7 pieces Final Damage +196


    Manticore Booties materials: Manticore Tail x30 Manticore Front Paw x10    



    Dragon Nest Sorceress Manticore Set


    Sorceress

    Sorceress Set Bonus
    2 pieces Vitality +47
    3 pieces Intelligence +58
    4 pieces Final Damage +98
    5 pieces Physical Damage +147
    5 pieces Magical Damage +147
    5 pieces Fire Def % +14
    7 pieces Final Damage +196





    Dragon Nest Warrior Manticore Set


    Warrior

    Warrior Set Bonus
    2 pieces Vitality +47
    3 pieces Strength +78
    4 pieces Final Damage +98
    5 pieces Physical Damage +147
    5 pieces Magical Damage +147
    7 pieces Final Damage +196


    Manticore Boots materials: Manticore Tail x30 Manticore Front Paw x10  



    Wednesday, November 16, 2011

    Dragon Nest Hidden Stage: Chaos Opening


    Chaos Opening Guide
    Chaos Opening Required 1 ~ 4 Person to enter the dungeon, will not use any ABP / FTG. Once your level reach 32, and your bag got Key Dimensional, then you can enter the Chaos Opening dungeon.

    183568927415.jpg

    Enter Location:
    Saint Heaven - Black Mountain
    Calderock - Gray Ruin

    183568927416.jpg

    DN2011-11-1523-26-43Tue.jpg


    After you done the Chaos Opening dungeon, you can get the ingredient to make the Skill Acce : -

    You can make those skill within level 25 ~ level 40, upgrade the skill + 1, means ur skill will be one more level higher than the level u holding now. You can either make in Ring, Earring or Necklace, and can be used for weapon prefix ingredient also.

    Chaos Opening dungeon enter mode, is random. Means that they will randomly give u some map and ask u to clear the task, but Boss stage will be the same, you will be go into a dimension space and fight with other classes shadow.

    183568927417.jpg

    Random Map - Dun think i will scare u even u got a big axe!

    183568927418.jpg

    Zombie Map

    183568927419.jpg

    Random Map : Whole bunch of ogre

    183568927420.jpg

    Boss Stage - Fight with other classes shadow and win the battle!


    Hidden Guide:

    1. Key Dimension seem to be tradeable now.

    2. The skill Acce will be according to your level, means if your level is 32, then the skill acce things appear in the blacksmith is around level 30+, if you are level 40, then ur skill acce available in blacksmith is around level 40.


    Tuesday, November 15, 2011

    Cerberus Set Dragon Nest



    Purgatory Cerberus Set 
    from MMOSite.com [ source | source
    Cerberus Forging Guide

    Purgatory Cerberus Set must be the best suit in Dragon Nest so far. Cerberus set can be made by the item dropped in the Cerberus Nest dungeon.
    ▲ the best set of Dragon Nest item,

    Cleric




    Cleric Set Bonus
    2 set Max HP +273
    3 set Max MP +255
    4 set Final Damage 21
    5 set Max HP +410
    6 set Max MP +382
    7 set Strength 12, Intelligence 9, Health 5
    Final Damage 42

    Sorceress

    Sorceress Set Bonus
    2 set Max HP +248
    3 set Max MP +232
    4 set Final damage 19
    5 set Max HP +372
    6 set Max MP +348
    7 set Intelligence 11, Health 9
    Final Damage 39

    Warrior

    Warrior Set Bonus
    2 set Max HP +248
    3 set Max MP +232
    4 set Final damage 19
    5 set Max HP +372
    6 set Max MP +348
    7 set Power 15 and Healthy 9
    Final Damage 39

    Archer

    Archer Set Bonus
    2 set Max HP +248
    3 set Max MP +232
    4 set Final damage 19
    5 set Max HP +372
    6 set Max MP +348
    7 set Agility 15, Health 9
    Final damage 39
    All the items in Dragon Nest have the prefix. To strengthen the item, some unique abilities corresponding to the prefix will be added to the item. Cerberus set has a specific prefix 'Purgatory'.
    Let's see what kinds of abilities will be added to 'Purgatory' Cerberus set:
    Cleric: Purgatory's Cerberus Armor
    Strengthening P.DEF M. DEF Health HP
    1 6 5 3 +65
    2 12 15 6 +130
    3 19 17 9 +195
    4 25 22 13 +261
    5 31 28 16 +326
    6 38 34 19 +398
    7 46 41 23 +477
    8 55 49 28 +563
    9 64 57 33 +659
    10 74 66 38 +764
    11 87 77 44 +890
    12 101 90 52 +1041
    13 121 107 62 +1238
    14 146 130 75 +1494
    15 183 163 94 +1878



    Hidden Stage: Chaos Crevice Dragon Nest Sea


    1. Hidden Stage: Chaos Crevice
    Location: Gray ruins and Foothills of Black Mountain
    Number of players: 1 to 4
    Entry ticket: Dimensional Key (the same one that you use for Abyss Rabbit).
    Count: 14 times per week.

    *The drop rate of dimensional key in normal dungeon has been increased.

    - experience will not be reward for killing monster there.
    - experience will be given for clearing the stage.
    - can obtain various crafting materials.
    - can obtain special A ranked ring crafting materials: Shiny Skill Shards.

    Location


    Entry Ticket


    1st Stage: Mimic



    2nd Stage: Punisher + Cube


    3rd Stage: Doppleganger


    2. Skill Ring

    Special A-ranked ring can be crafted at blacksmith (just like adding a prefix to current item).

    Formula:

    Base Ring 50A + x Shiny Skill Shards = Ring with 1 random additional stats (10 type of  stats)  + 1 skill level opt (specified by the crafter)
    10 Random Stats Available:
    * Phy att 140~140, Mag Att 84~84,  Vit 37
    * Phy att 84~84, Mag Att 140~140,  Vit 37
    * Phy att 129~129, Mag Att 64~64,  Light & Dark Att 2.95%
    * Phy att 64~64, Mag Att 129~129,  Light & Dark Att 2.95%
    * Phy att 105~105, Mag Att 70~70, Str & Agi 28, Int 25
    * Phy att 70~70, Mag Att 105~105, Str & Agi 28, Int 25
    * Phy att & Mag Att 93~93, Faint 270, Delay 337, Critical 405
    * Phy att & Mag Att 93~93, Str & Agi 18, Int 16, Vit 15
    * Health 47, Faint 405, Delay 506, Critical 1215
    * Critical 943, Light & Dark Att 2.95%, Fire & Water Att 2.95%

    Available Skill Opt

    • Bone Crash +1
    • Finishing Attack +1
    • Maelstorm Howl +1
    • Moonblade Dance +1
    • Ice Barrier +1
    • Laser Cutter +1
    • Rolling Lava +1
    • Gravity Switch +1
    • Magical Breeze +1
    • Hurricane Dance +1
    • Rising Storm +1
    • Ambush Point +1
    • Relic of Shock +1
    • Consecration +1
    • Hammer of Judgement +1
    • Justice Crash +1

    - The skill ring, after being crafted, can only be used by certain skill (which has the skill of course).
    - Crafting might fail.
    - Skill necklace and earring will be introduced in subsequent updates.

    * Basically this feature allows you to increase your skill level NOT JUST BY SP alone now, but SKILL RING can increase your skill level too.