View Full Version : PvP, GvG and Classes

04-04-2010, 09:11 AM
Original (http://forum.cabalonline.com/showthread.php?t=18278)

[ Nation Battles ]

Nation Battles
Once you attain character level 95, you are allowed to join a nation of either Capella or Procyon by undergoing a nation quest. Once you join a nation, you are allowed to Player Kill characters of the opposing nation. When you succeed in Player Killing the other nation's characters, you will be rewarded in various ways like Honor Point rewards.

Background Story

After the fall of the Sage Tower, the 7 sages were disrupted. Among the fallen 7 sages, Capella and Procyon decided to pursue their principles and have established two different nations named after themselves with their followers in Nevareth. The nations come into conflict with each other because of their opposing principles. And now they choose war as the final resolution.

Procyon - Run by a Dictatorship belief.

Capella - Democratic belief system.

Ultimately there is no difference, because you'll all end up smashing eachother to bits.



Player versus Player is a fast-paced battle that normally lasts around 10 seconds; you will, however, be given a 3 minute alotment.

It's 10 seconds to decide who is famed and forgotten.

Each class has different pro's and con's.

There is no level requirement but the higher your level and ranks, the more skills you have available to use.

More skills = more effective combo and therefore you have a much higher chance of winning a PvP

HP potions are not allowed to be used in PvP mode.


- Stun + dash/ fade step/ blink + high damage skills.

Wizards are very powerful in PvP's if they are allowed to have their way with you. Your goal as a Wizard is to incapacitate the opponent and hit them as many times as possible. You have a low defense and therefore need to avoid physical blows.

Start at a range if possible, dash/fade step/ blink to get that range.

You'll have a pretty solid combo that shall change as you progress.

[Recommended Item]
Armour : Martial Set
Weapon : Orb

[Recommended Distribution of Abilities]
Orb : Strength 1, Intelligence 9, Dexterity 2

Wizard Special Skills:


Force Blader

- "Smart" class, no consistent combo, no real power + debuffs.

As a hybrid warrior/mage, a Force Blader needs to be aware of skills, equipment and surroundings.
You'll have no real attack power, nor any effective defense, so your aim is to reduce the stats of your opponent whilst inflicting as much damage as you can. Faster skills combined with skills that inflict "continuous damage" at higher levels will very quickly deplete the enemy health bar, ready for you to make the final blow.

Whether you go with STR/ DEX or INT is your choice, but a Magic Force Blader won't have a very good chance in a PvP. Use sword skills and if the opponent is getting up from a knockdown, switch to Magic Spells whilst they are at a range.

Your combo will vary from opponent to opponent.

[Recommended Item]
Armour : Battle Set
Weapon : Katana + Orb

[Recommended Distribution of Abilities]
Katana + Orb : Strength 4, Intelligence 4, Dexterity 4

Force Blader Special Skills:



- The "brute". Based on strength alone, slow and powerful attacks, strong self-buffs.

As a Warrior you will need to take note of Skills and Equipment. Your aim is to hit as many times as possible.
The skills will do their job.

High damage output and high defense make a Warrior a worthy adversary in any PvP when handled correctly. Use higher level skills with a few lower level ones to add extra damage quickly, where the slow, powerful ones failed to make up.

Like the Wizard, you will have a fairly solid combo that changes through progression through the ranks.

Start within 1 or 2 squares of the opponent if possible. Use dash to get closer.

[Recommended Item]
Armour : Armour Set
Weapon : Great Sword/ Daikatana

[Recommended Distribution of Abilities]
Great Sword : Strength 9, Intelligence 1, Dexterity 2
Daikatana : Strength 8, Intelligence 1, Dexterity 3

Warrior Special Skills:


04-04-2010, 09:12 AM
Force Shielder

- The "Magic Warrior". With a fairly high defense and insanely strong magic attacks your aim and battle plan is very similar to that of a Warrior.

Start, if possible, within 1 or 2 squares of your opponent and use your strongest skills available; throw in a few lower level ones with a fast cast time to make up for damage lost with slower cast times. If an opponent gets up from a knockdown at a distance, you have a slightly more open arsenal and can use a few skills at range before you need to return to close combat melee.
Critical damage will play an important part in the damage you inflict.

Again, pretty solid combo's that will vary with progression. Choose it wisely, depending on the foe.

[Recommended Item]
Armour : Armour Set
Weapon : Blade/ Crystal

[Recommended Distribution of Abilities]
Blade/ Crystal : Strength 5, Intelligence 4, Dexterity

Force Shielder Special Skills:


Force Archer

- The "support" class. Fastest magic skills, thus making the fastest combo's. Uber stat buffs combined with dash/ fade step, alongside a good Battleset + Crystals will have your opponent face first on the floor.

Start at a range if possible; dash and fade step to gain the upper hand. Fast magic attacks will quickly reduce the enemy health bar, but make sure they hit. All level skills are available as most have a very fast cast time. Choose those which are likely to give the most damaging results.

Sword skills are non-existant in Force Archers and they do little damage. Use no sword skills in a PvP.

Your combo will also vary depending on your opponent, but overall it will stay moderately solid.

[Recommended Item]
Armour : Battle Set
Weapon : Crystal

[Recommended Distribution of Abilities]
Crystal : Strength 2, Intelligence 6, Dexterity 4

Force Archer Special Skills:



- Dual-weilding sword class. With attack and dexterity on your side you can't fail. Your aim is to hit as many times as possible in as little time as you can manage.

Start in close range, preferrably 1 or 2 squares. Use sword skills to damage the enemy. Higher level skills will inflict the most damage, but also have the highest cast time; level them up and combine them with magic/ sword skills with a much lower cast time to make up for that missing damage.
Magic will be fairly average for a Blader, as they are strongest in Melee.

As a Blader you will have a very solid combo, little change will be needed against varied opponents.

[Recommended Items]
Armour : Martial Set
Weapon : Katana/ Blade

[Recommended Distribution of Abilities]
Katana : Strength 5, Intelligence 1, Dexterity 6
Blade : Strength 6, Intelligence 1, Dexterity 5

Blader Special Skills:



Your combo is the combination of attack skills in a quick series of strikes that ignore cast-times. Make sure that the skill you want to use next has finished "cooling down" before attempting to cast it.

04-04-2010, 09:12 AM
Use the skill before the bar reaches the end, and only after the first line on the bar.

Always aim for an "Excellent" if possible.

As a "heads-up", you cannot win a PvP without a combo. It's strongly adivsed to practice combo'ing on mobs before you attempt to engage in a PvP.

Each class has their advantages and disadvantages, it is up to you how you mask them and tame the wild strength residing in each.

Mass PvP

Each and every PvP is a single player versus single player.

A "mass" PvP can be described best as a "Guild War".

A Guild War is 1 guild versus another where a group of players from each guild, in a given area, are allowed a free reign of terror. Free for all mass mayhem.


To requst a Guild Vs. Guild, simply type "/guildwar "enemy guild name" "number of kills to win".

For example:

04-04-2010, 09:13 AM
Afterwards, a message appears to the Guildmaster of the opposing Guild.

Note: Only Guildmasters can send/ recieve Guild Vs. Guild requests.


The first Guild to score "X" kills wins. Guildmasters agree on terms and conditions beforehand. The kill bar will move outwards from the middle, the first Guild to fill the bar with kills wins.


Honor points are gained when you kill and lost when killed. The Guild that wins gains bonus Honor Points.

War Maps and War Channels

Any map for levels 95+ are war zones. This means that you can be killed by any other player who is not the same nation as you. You will see if they are an enemy or ally by their name.

Allies appear normally, whilst enemies appear in "War Channel Sp33k" ("@%~%).
This is to mask identity.

Whilst on a war map you cannot communiacate with anyone on a non-war map. It appears, to them, as this: "&$"[email protected]$".

War channel is the same (Channel 7), except it's free for all between everyone.

Red is somebody that has a Nation already, so this person is undoubtedly level 95+. Beware of these individuals.

Orange people are those without Nations; this would typically be somebody below level 95+, so they aren't as much of a threat; but this doesn't mean you can ignore them though, a lot of people are extremely skilled.

In any given situation, an Orange name can be anywhere between Lv.1 - Lv.170, so just because they don't have a Nation doesn't mean they can't PK you with one move.

If you are on a war map, those who are the opposite nation will appear in "war sp33k" in the color Red.

Those without a Nation will appear as "scribbled" names in Orange.

E.G. [email protected]%&

People with a white name are of your own Nation and pose no threat to you unless you happen to be annoying them in a PK zone.

War maps and channels give Honor Points for every kill. If, in a nation vs. nation, your one wins, you gain bonus Honor Points, much the same as in a Guild War.


04-04-2010, 09:14 AM
PK (Player-Killing)

PK Penalties

*If you attempt another PK while in PK Penalty status, you will lose 1,000 Honor Points.
*If you kill a character while in PK Penalty status, you will lose 10,000 Honor Points on the top of the 1,000 points that you have lost by attempting a PK.
*If you continue attempting PK while in PK Penalty status, the severity and duration of penalty will be increased.

-> 1 PK : Cannot use shops for 10 minutes. There is no Honor Point penalty.
(Penalty for PK attempt is in effect starting from 2 PK)

-> 2 PK : Cannot converse with NPCs for 30 minutes. Therefore, it is impossible to use shops, storage, and instructions or proceed with quests.

-> 3 PK : Cannot converse with NPCs for 60 minutes, and other characters can PK you without receiving any penalties.

-> 4 PK : Cannot converse with NPCs for 100 minutes, and have a chance of dropping equipment upon death.

-> 5 PK : Will be confined within a labyrinthine prison for 150 minutes.