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/gbfg/ Arcarum Guide (by shitters for shitters)

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Sep 16th, 2016
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  1. ARCARUM
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  3. Pick one of three factions (there may be more later). This DOES NOT determine which faction you will join, only what buffs you will get. It seems to be somewhat weighted towards you getting the faction you chose, but there's no guarantee.
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  5. There are 19 zones in Arcarum. The ultimate goal of your faction is to have the most zones when each round ends(that's two halves). You also have personal goals, including nine separate ranking systems (explained more later). Make sure you get 1500 Might Marks a round. Like in GW, this ensures that you will get the Verum Proofs for whatever rank your faction got that round.
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  7. Each zone has a Summon defending it. What kind of Summon each zone has is determined by the faction holding it and the grade of the zone. Grades go from 1 to 5, with stronger summons protecting the zone with each grade. At Grade 5, the faction's Arcana will defend that zone.
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  9. There are three actions you can do in a zone. In every zone, you can invade/defend the area, which puts you into a series of 10 battles. These battles contain basic monsters or mini bosses, and aren't very difficult compared to the summon raids (although even this is very challenging for people who don't have a good pool). After the first 10 battles, you are given the choice to do another 10 battles, and then another 10 after that. These subsequent battles drop more cylinders, which you need to host a zone Summon.
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  11. If you are attacking a zone held by another faction, you can host a Summon raid. This costs 2 cylinders per host. This is also the best way of getting Might Marks, with most Summons giving at least 350 of them. Summons can also drop loot, including angel weapons, angel summons, and (only from Arcanas) the bits you'll need to buy each Arcana from the shop (eventually).
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  13. If you are in a zone your faction owns that is below Grade 5, you can spend some of your TP to level up that zone's Summon. Since you'll have way more TP than you can use with the standard invasions, leveling up your summons is a good way to burn that spare TP. Note that once a zone reaches Grade 5, it's stuck there for the entire round, so if you want to do this, do it early.
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  15. Any time you're on the main Arcarum screen (and not in a battle), you can heal your team for 1 TP. Use this whenever you can. You're not going to run out of TP.
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  17. Verum Proofs are obtained based on how well your faction did in a round, and how well you did on the rankings for the day (which is 4 rounds). You can trade these for some basic materials (silver/gold certs, angel summons, skill up items) or for materials which will eventually be used to purchase the Arcana summon (probably).
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  19. There are nine different personal rankings: Might Marks (total might marks earned), Primals (how many times you upgraded a zone's summon), Raids (how many summon raids you took part in), Solo (how many battles you've done in invasions), Healing (how much you healed the raid during raids), Assists (how much you buffed the raid during raids), Debuffs (how much you debuffed during raids), Bounty (how many TH stacks you landed during raids), and Chain Bursts (how many times you've done chain bursts). Each of these is DAILY, not per round, so if you can't compete in all four rounds, expect to have trouble keeping up.
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  21. There are two ways of chatting with people; the Alliance Board (which has certain Elite members posting) and the faction chat (under the main chat tab - you can't miss it). Have fun with them.
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  23. At the end of each round, you can vote on which Elite player did the best job leading your faction. Since you don't read moonrunes, vote for whoever you want.
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