Friday, September 14, 2012

Faction Base Uses


 The faction base has many uses: From dailies to buffs, ammo, weapons, apo... and more to discover with the levels. (Do your dailies!!! So we can level it up!)

The Base has 5 main rooms, the Hall of Loyalty, the Manor of Justice, the Alchemy Labs, the Heavenly Vault, and the Armory.   


(click on the pictures to see them bigger)

Hall of Loyalty (Center)
When you enter the base, you will be teleported to the CENTER of the Base - into the Hall of Loyalty. In this hall you will find the Faction Monolith (daily quest pillar - see Guide to Faction Base Dailies for more details), the Faction Base Manager, and another NPC designed for Trials named Acori.
 
Manor of Justice (North)


The Manor of Justice allows you to complete the daily quest Wandering Artist (30+). Talk to the Training Obelisk in order to teleport to the next room. Once you are in the next room, you can talk to the Wandering Artist. To come out of that room, just run through the door.

There is more you can do in the Manor, such as buying Feat Token in the Sale section, teleport back, exchange them to other NPCs, and defeat monsters/minibosses for EXP. Since it doesn't seem that rewarding, there isn't a lot of information about it. 



Alchemy Labs (West)

The Aura Stone should become one of your best pals in the Faction Base. It is where you can buy Faction Base buffs, Apo, and potions.

 
Benefits of Upgrading Alchemy (from PWpedia)
Aura
Level
New Features
1 Minor Buffs
2 Minor Apothecary
3 Powders and Potions
4 Fillial Scrolls (tomes)
5 Major Buffs
6 Major Apothecary
7 Loyalty Scrolls
8 Abyssal and Radiant Scrolls

Minor Buffs:

Aura level 1 Buff percentage Coin cost Contribution cost Buff icon Buff name
Critical hit rate increased (minor) 3% 6000 12 Crit Buff.png Increased Critical Hit Rate
Reduced Channeling (minor) 5% 6000 12 Increased channeling.png Focus
Max HP increase (minor) 10% 2000 4 Health Icon.PNG Maximum HP Increased
Increase Physical Defense (minor) 20% 2000 4 Increased physical defense.png Fortified Armor
Increase Magical Defense (minor) 20% 2000 4 Increased Magic Resistance.png Concentrate
Increase Physical Attack (minor) 20% 2000 4 Physical Attack Icon.PNG Sharpen
Increase Magical Attack (minor) 20% 2000 4 Tile1-7.png Intuition
Increase Accuracy (minor) 30% 2000 4 Nimble icon.png Nimble

Major Buffs:
Aura level 5 Buff percentage Coin cost Contribution cost Buff icon Buff name
Critical hit rate increased (major) 6% 4000 8 Crit Buff.png Increased Critical Hit Rate
Reduced Channeling (major) 10% 4000 8 Increased channeling.png Focus
Max HP increase (major) 20% 4000 8 Health Icon.PNG Maximum HP Increased
Increase Physical Defense (major) 40% 4000 8 Increased physical defense.png Fortified Armor
Increase Magical Defense (major) 40% 4000 8 Increased Magic Resistance.png Concentrate
Increase Physical Attack (major) 40% 4000 8 Physical Attack Icon.PNG Sharpen
Increase Magical Attack (major) 40% 4000 8 Tile1-7.png Intuition
Increase Accuracy (major) 50% 4000 8 Nimble icon.png Nimble
Increase Critstrike Damage 5% 4000 8 Wolf Emblem.png Wolf Emblem
Resurrection 1.6% 12,000 24 Resurrect icon2.png Resurrect

(For more info on the Apo you can get from the Aura Stone, see PWpedia)

Heavenly Vault (South)
The Material Storage allows you at further levels to buy any type of ammo and different items, often class-specific. There isn't much info about it, all I know is that levelling it = better ammo.

Level II - Sunder Arrow Pack, Arcane Silver Bolt Pack, Arcane Silver Bullet Pack
Level IIIExorcise Arrow Pack, Arcane Gold Bolt Pack, Arcane Gold Bullet Pack
Level VI - Distract Arrow Pack, Heavenshot Bolt Pack, Thundercrack Bullet Pack

Sharpshooter (highest arrows bought from normal merchant)
Weapon level 13-16
Physical Attack +110
Price: 55 coins for 1 arrow (55k for 1000)

VS

Sunder Arrows (faction base ammo - LVL2)
Weapon level 13-16
Physical Attack +120
Price: 40 Contribution for 1000 arrows

Armory (East)
The Armory allow you to purchase weapons for Contribution points and a small amount of coinage. These weapons have a 7 days timer on them, but you may purchase the same one over and over again.

In my opinion, these can be useful if you are looking for a weapon and know you will outlevel it soon. The Filial ones are for level 40+, whereas the Loyalty ones are for level 70+.

Monday, September 10, 2012

4 Years Anniversary!

Get your rewards here!


Nirvana: Vanished Ancestor

In order to beat Vanished Ancestor, you will need to Seal the random Elemental Add that will spawn using the appropriate Seal against it. For example in the chest of WATER you will get the Seal to beat the FIRE mob (from chest of water you pick up the item "Fire Proof"). 

Once you get the Seal, it will be in your inventory. To use it on the Add, you have to target the Add and right click the item you picked up. Once that's done, your job is over! Until the next Add appears....


Tuesday, September 4, 2012

Twilight Temple

Twilight Temple (by PurpleMelon)

Location

Twilight Temple is located near Town of Arrivals in Dragon Wilderness. The approximate coordinates is 131 670. You can also warped in TT directly from Archosaur using one of the Illusion Stones (cost: 10,000 coins).

Requirements

  • Squad leader must meet certain level requirement
  • Entry to TT may also require Ultimate Substance(s)
  • Squad Setting is minimum of 4 members, all members must be present upon activating the last pillar to open the inner gate
  • Single Setting is maximum of 4 members, all members are not required to be present to open the inner gate

Ultimate Substance

Single Mode and Squad Mode/High Boss Settings require certain numbers of substance to open the gate. Squad Mode/Mid Boss Setting does not require a substance.
Ultimate Substances are also needed to manufacture any TT weapons, armors, and gears.
One (1) Ultimate Substance is obtained by crafting the following mid mats:
  • 5 Fine Lumber
  • 5 Refined Steel
  • 5 Rubstone Powder
  • 5 Anthracite
  • *or by exchanging 7 Perfect·Token of Luck to a PWI Boutique Agent 

Twilight Temple (from PWpedia)

The 3 chapters:

Act Name Level Requirement
Act I Requiem of the Wraiths 60+
Act II Symphony of the Fates 74+
Act III Aria of Dawn 88+

 

Pillar I: Mode Select

The first pillar that appears allows you to choose your adventure mode. Here you must define the number of people in your squad. The specifications of each mode are as follows:


Mode Minimum Number of Players in Squad Maximum Number of Players in Squad
Single 1 player 4 players
Squad 4 players 6 players

If you choose Single mode only one other pillar will appear (Squad Settings). If you choose Squad mode, three more pillars will appear (Squad Settings, the Amount of Bosses and the Amount of Monsters).


Pillar II: Squad Settings

The second pillar that appears will ask that you set the difficulty level of your dungeon. It’s important to note that all Acts are subdivided into three parts, each with its own level range. The level range will define the level of the monsters (excluding bosses) that you can expect to find in the dungeon. Choosing a higher level range will increase the difficulty of bosses so it’s recommended that all players be either within or above the defined range.


Act Difficulty Levels
I 1-1 Chronol (Lv. 60 – 65) 1-2 Dimensic (Lv.68 – 73) 1-3 Substancia (Lv. 76 – 81)
II 2-1 Substancia (Lv. 74 – 79) 2-2 Naught (Lv. 82 – 87) 2-3 Null (Lv. 90 – 95)
III 3-1 Null (Lv. 88 – 89) 3-2 Vacuity (Lv. 95 – 100) 3-3 Doom (Lv. 100+)

Should you be in a squad with others, all members must be present in the Act’s first room before you can make your selection at this pillar. If any squad members are not present you will receive an error message.


Pillar III: The Amount of Bosses (Squad)

If you chose Squad mode at the first pillar, a third pillar will appear asking the number of bosses that you wish to have on your dungeon run. Select “Boss Num.: Med.” if you wish to have the standard number of bosses and “Boss Num.: High” if you wish to face a greater number of bosses. Choosing a larger number of bosses will increase the variety of crafting materials that can drop on your run. Note: Your selection at this pillar will affect the choices that appear on the fourth pillar.


Pillar IV: The Amount of Monsters (Squad)

At your fourth and final pillar for Squad mode, you can set the amount of monsters. Your selection here will exclude bosses as you’ve already set this in the previous pillar. Select “Boss Amount: Mid.” for the standard number of monsters and “Boss Amount. High” for a greater amount of monsters. Note: Both of these options will not be available, the option that is available corresponds to your choice at the previous pillar.


The Amount of Bosses The Amount of Monsters
Boss Num.: Med. Boss Num.: Mid.
Boss Num.: High. Boss Num.: High.

Only when you’ve chosen all of the necessary settings will the doors to this room open allowing you to start your dungeon run.