Earn money while playing!

Showing posts with label 2moons. Show all posts
Showing posts with label 2moons. Show all posts

Monday, May 11, 2009

Money Making in 2moons

Do you want to be richer in 2Moon?Read the guide up,you will learn useful infomations from the article. There are many ways to make money in any game but I'd just prefer raiding dungeons and getting exp with money and good drops. More guide and tips from Gamerce.


Simple Rules to Dil Digging
1. Pick ANYTHING up that might be worth ANY value
2. Sell any ?normal? items to merchants
Any items that can be bought from a merchant
3. Keep any slotted or magic/noble items in your storage
The ones worth selling to other players
4. Make use of the individual shops
Sell gems, noble/magic/socket items,
5. Don?t be afraid to shout!
Shouting what you have is a good way to tell the world that your selling it


General Money Making Strategies
-grinding
-fishing (not as effective)
-quests
-begging (it sometimes works)



Lvl 1-15: Ha! You want to make big money? Well level up. I suggest grinding North Morte/North Ares and Maze of Noobs. Grab any armor/weapon you see and sell any potions you don?t need. Do some small quests that give you money.


Lvl 16-25: Not a bad place to be in. Grinding will give you normal amounts but if you want a raise in your pay, go grab a party and head to Den of Norak! The monsters there drop 100+ dil and 500+ dil weapon/armor! Whenever you?re in a dungeon, don?t worry about the dil that?s not circulating within the party, worry about getting your hands on the items the monsters drop. The deeper in the Den you go, the more money you will make. This goes the same with Castor cave except that the path is longer. Otherwise, some good grinding locations are Requires, Castor Cave, and Den of Norak.


Lvl 26-35: By this time, new paths have opened up for you. Commissioned quests give you a random amount of money for grinding a few monsters. The first one starts at lvl 30 and rewards you with not only 11k+ but also with adventure points to help your guild out. By the time of level thirty, you should be able to solo Den of Norak and head to Den of Norak lvl2. That place is tough. No joke, they do at least 600 damage per hit and pkers don?t help either. They do have drops of up to 22k (highest I?ve seen). My average rate of doing Den of Norak lvl 2 is 30k for half an hour. It gives me pretty good exp and money. I recommend being in a party so you wouldn?t die in there. I don?t recommend Castor Cave lvl 2 as it takes a long time to get there. Some good grinding locations are Requires beach (farther in), Heiharp, and Frozen Valley. Otherwise, go dungeon with some friends.


Lvl36+: Now you have a lot of choices from commissioned quests, long grinds, dungeon raids, or just normal questing. Where you go and what you do, I shall leave it up to you.


Spotting a Good Item
Magic/Noble Items: Magic items should generally be sold to merchants as their bonus? aren?t enough to attract other people. Noble items should only be sold player to player if the extra characteristics are good. The higher the level requirement, the more attention it attracts.
Example: You have a staff with +7 fire damage ? and you have another staff with +20Magic Damage, +12 Fire Damage ?. The first one should be sold to a merchant and the second one should be sold player to player.


Socket Items: Generally, don?t sell any socket armor below lvl 24 unless you?re below that level. People aren?t interested in putting good gems in low lvl armor. Try to aim for 3-4 socket armors or weapons that are for higher levels.


Rings/Necklaces: Having four slots per character for these, a player can enhance their offense or defense capabilities by equipping such items. These have very simple distinctions of what?s good and bad.
-elemental damage rings: Below lvl24, +7 elemental damage are good but players lvl 25+ look for +14,+20,+27 rings.
-elemental resistance necklaces: These never sell. Don?t even bother putting it in your shop if it?s below 3%
- magic/physical damage: Anything +8 is good to sell but not above 10k. Anything like 9+ or higher would be worth a lot more.


Gems: There are some that wouldn?t sell (and you should use) and there are some worth selling. Pretty much for below lvl 30, +14 or lower elemental damage rings are popular. For people higher than that level, they look for +20 and +27 gems. Elemental resistance gems rarely sell player to player so sell them to merchants. For health, and mana, sell anything that is +10. For Rhombus/Pyramid, sell anything above +10 also.

Monday, April 27, 2009

2 moons Castle Sieges - What you need to know

Castle Siege: Learning your role

Thanks to greyw1z from the 2moons forums (Acclaim)


An average Castle Siege can easily be divided in 2 main parts: Pre-Gates and Post-Gates (see picture). The first part consist in all the events that take place before the South gate and at least one of the other 2 gates (West and East) are broken, once this happen the second part starts.



Over the entire siege the defending guild has the edge (better teleport system, easier goals, etc), therefore, on the Pre-Gates part the attacking guilds should work together, and under no circumstances attack each other, otherwise, there would be a huge waste of time that only benefits the controller of the castle (this is if the guilds actually want to win and not to help the defending guild to keep control).

How to not attack each other in the first part?
The guilds that participate on siege are known on Wednesday night, so the leaders of the participant guilds have 5 days to talk to each other and make an agreement of peace until the gates are broken (even if they are KOS), then is a free for all.

In siege you must hold control to attack other attacking guilds, so there is no “oops my bad” excuse. After all, everyone wins from this alliance.

Some of the roles for the first part are:

Mages & Staff Summoners: The Supporters
Their main function as ranged attackers with Magic attack (Gates are immune to Magic attacks) is to hit the defenders that are attacking your tanks, and the ones melee classes can’t reach. Example:



The other thing they could do is to attack gates with their non-magical-attacks (the Summoners could switch to Twin Blade and Mages could use Uzer Gain or Aqua Circle), but this role is far in importance from the main. Everything else they do (like a random Imitid Flash or Palpus to another attacking guild) would result in help to the defending guild.

TB Summoners, Knights, Bagis: The Physical Damage Dealers

These ones play the most important job by far: they must destroy the gates as soon as possible. You only must attack gates, nothing else, if someone else is attacking you ignore them, killing those are the job of the Supporters. The description of your work is basically: 1) Run to gate 2) Attack 3) Die & Reborn, repeat all over again, pretty easy in theory.



Segnales, Hunters: The Hybrids

These are the versatile classes. Segnales should play both roles, Curse Field the defenders out of melee range and do Physical damage to gates (healing plays a tertiary role, buffs are important though).
Hunters can play any role, if your guild is lacking of Mages and/or Staff Summoners, they got to help killing the defenders out of melee range, if the guild is lacking of (physical) damage dealers, they should attack gates. On a semi even circumstance, Hunters should attack gates.

First gate was a piece of cake but the other 2 takes years!

Empirically, I have seen that the East and West take a lot of more time to break than the first gate, but mostly if because of players mistakes as well:

No Soloing



This is not a race, you don’t win anything to get to the gate first and die seconds after, and going alone to a gate will only get you killed faster. Regroup: All the members of your party meet at some point (not in the entrance, in case some noob is spamming Aoe’s) and go to the same gate at the same time, always respecting the roles of course.

Play smart

There are some factors you have to take into account when choosing which gate to go:
-Gate remaining HP.
-Defenders and attackers at the Gate.

If one gate is about to be destroyed, ALL the GUILDS should go there and finish it, take a statue and ignore the other gate for the rest of the game.
If the West Gate has a full party of Mages and Hunters defending it and the one in the East has 1 Bagi and people from the other guilds attacking guilds are running to that gate, don’t try to be a hero, go to the one with more chances to be attacked and destroyed.

Learn from your deaths

If your party got crushed 3 times in a row by 6 Curse Field from Segnales with +7’s 130 Whips, are you going to go again with no changes? Of course not, get some resistance and go again, this time you will have the advantage.

Woooot, we’re inside, now what!?

Every guild has their own strategy. In my opinion, the best one is:

After guild takes control of a guardian stone (your favorite one), The entire guild must rush and attack another stone, no one must defend, the reason is because the stones have 5 minutes of invulnerability. After 5 minutes passed one Physical Damage Dealer should attack the stone until it has 42% left, a little less than half bar (So even if an enemy guild does the rest of the damage and gets the 15% bonus for last hit, you will keep control of stone). After guardian stone has a little under half bar left, everyone must continue conquering other statues.

After you got enough statues (at least 3), EVERYONE must meet at Juto, and AFTER everyone is there, start to empathize.

Don’t rush the empathize



The penalty for stopping communication with Juto is huge, you lose a random stone, which removes you some buffs and increase your respawn time. It’s important to wait until the guild has enough stones and everyone is at Juto or blocking the entrances to Juto to start to empathize. My favorite block spot is this.

There are plenty of others tactics; some more controlish, others more aggressive.

Also, is important to note that guardian stones shall not be taken in a random order; each one adds a special effect to the member and this has to be taken into consideration, also the location of the guardian stones play a HUGE factor when deciding what stone to pick first.




Other common mistakes:

Warm Chocolate Pudding:



Killing the other guilds in the spawn point doesn’t increase your charisma at all, just makes you look lame. Got to admit it is a great source of help to the defending guild though…

Lack of rules knowledge

Your laziness might cost 50M and 600 adventure points to your guild; I have seen plenty of Mages doing Gracious Eddy to Guardian stones among other atrocities. The Guides are quite short, just read them:

Intro
General guide

After reading the guides you should be able to answer questions like: What happens after a Stone is taken? What happens if I lose communication with Juto? How long is the respawn time if I control 3 guardian stones?



Lack of preparation

Siege is not just another Dead Front since there are only 2 sieges you can play per month (unless you have characters on both servers and both are high levels). You should be prepared for a whole hour of action, some of my personal suggestions are:

-Take all your resistance there (if you don’t have, make some sets and buy necks).

-If some part of your gear or weapon sucks or you just broke it, try to get one lent from a friend just for Siege.

-Use all the consumable items you need (the ones from Dead Front or North Ares).

-Buy (or win) an Orphina Seal and Clear Water of the Volcano just for siege, they are awesome. (You can also farm the timed rings from Crespo, some of them have crazy effects and you can wear them with personal item).

-Bring all your personal items (like Dark Eye or the Critical Ring, each one will be useful at some point).

-Buy enough pots for 75 minutes.



-Try to get Ventrilo or Team Speak.

-Meet and know your guildies (guild hoppers have extra work here).

-Know your enemies weakness (Make some class break and level break).

-Minimize your lag (Restart your PC before the Siege, use the lowest graphics, turn ads off, close the other programs, etc).

-Guild HAS to have 50 members for siege, you can go in with less people, but really, FIFTY is the ideal number, get some fillers from your friend list if someone felt sleep or can’t connect, the one with most people always has the advantage.

-Watch previous Sieges.

Have a nice Siege.



Saturday, April 25, 2009

2moons PK guide

2moons simple PK guide - what you need to remember before engaging in PK

This is not a class specific guide or how to kill an enemy in 2moons PK but what you need to know when you want to engage in the 2moons PK server.




A lot of 2moons players like joining PK in 2Moons. The exciting part (and annoying to some) is that it is not only possible to kill other players but also you get punished by it. Here are some details on about PK and also on its consequences:

a) Set your return point to Parka Temple if you are level 60 or less (I am level 59 so I can't talk about what happens next) so if you PK and you are red, at least you'll be able to kill some monster and lower your IP without being attacked by a swarm of PK killers.


b) Use first your strongest attack, use the surprise effect.


c) If the guy is busy fighting other monster (specially a mob) it's even better, he'll get confused and may not realize you are attacking him and not the mob.


d) If he is in a mob makes sure you manage to select him otherwise he may use the mob to protect him from your skills.


e) If you get IP higher than 500 and you die you go to prison. You must wait there (logging off will not help!) until your IP lowers to 500. A possibility is to pay bail but it expensive (1kdil per IP).


f) If someone kills you while you are red you lose 15 IP points.


g) If someone kills your pet while you are red you lose 9 IP points


If you want to PK, you'll be needing more dil (2moons currency). Since I love PK, I do buy dils from in-game currency stores. I would recommend www.GAMERCE.com for your gold needs. I find it cheaper purchasing there since it's a player to player trade.