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OSFA PAL GUIDE V.

2
-Bordge-

1. Stats
1.1. STR is for N.atk and N.def
1.2. AGI is for N.def and M.def
1.3. PHY is for HP
1.4. INT is for M.atk and M.def

2. Choosing a Pal
2.1. Attack Type N.atk for assassin and warrior, and m.atk for
mages
2.1.1. For assassin and warriors, your damage is increased by STR. And
for mage it is increased by INT.
2.1.2. For assassins and warriors, the purpose of INT is for M.def. For
mages, the purpose of STR is for N.def.

2.2. Points - (refer to red box)


2.2.1. This varies from 22, 24, 25 and 26.
2.2.2. 26 points will yield more stat on full aptitude. (thus, 26points on
str/int will give you more STR/INT bonus.)
2.2.3. The balanced type is 24 points all
2.2.4. The damage type is 26/25 for STR/INT and one of the remaining
types will be 22.
2.2.5. Having 22 on STR for N.atk types will cause you to have less atk
bonus from pal. And 22 on M.atk types will cause you to have less
atk bonus from pal.
2.3. Base means the initial stat (indigo box) you have. [this part CAN
be ignored if you dont want to wait for base 10 pal since you can
always just remould it later]
2.3.1. The total of all bases for the stats is 10.
2.3.1.1. Meaning, if you have base 10 on STR/INT, you will have
base 0 on the other stats.
2.3.2. It is recommended to have base 10 on STR for N.atk types and
base 10 on INT for M.atk types.

2.4. Initial Aptitude it is the initial aptitude present before you even
train a pal
2.4.1. Basically, the higher it is from the start, the better it is since you
will have to train less.

Notes:
A. Some prefer 26 points STR/INT base 10.
B. Some prefer 24 points on all stats base 10 on STR/INT.
C. Choice is up to you.
D. In summary, choose the points, choose base 10 (or ignore the
base since you can remould) and then choose a pal with high
initial aptitude for STR/INT.

3. Remoulding
3.1. When your chosen pal does not have a base 10 on STR/INT, you
dont have to worry since you can remould it.

3.2. All you need to have is a remould pill.


3.3. Just simply press the remould button and you can see the bases

there.
3.4. It is very much suggested to remould a pal to base 10 STR/INT
and have the others on base 0.

4. Training
4.1. The purpose for this is to increase your aptitudes

4.2. You will need aptitude pills for this


4.3. You can train using 2 pills or 20 pills
4.3.1. The 2 pills training will have a chance to give you a negative
value and a higher chance of small values
4.3.2. The 20 pills training will be 100% all positive and a chance for
high values but most of the time almost the same as 2 pills

Note:
A. Just my suggestion is to train with 2 pills to max out STR/INT
then 10 pills to max out the remaining stats.
a. Just keep the ones with positive STR/INT then discard the
training where they are negative. Ignore the other stats for
now.
B. Max stats are the stats shown in the above image on BLUE box.
5. Skills
5.1. Skill Slot -Each skill slot needs an increasing amount of DC to
open

5.2. Placing a new skill will have a chance to remove an older skill
placed.
5.2.1. To keep the old one (especially if you have leveled it already),
you will need DC.
5.2.2. If it is ok for you that it is replaced, then you can keep the new
one in exchange of the old one.

5.3. Skill Build - You will Have 1 active skill and a total of 7 passive
skills
5.3.1. The active skill recommended is fire clash. But it is still up to you.
5.3.2. The passive skills are up to you
5.3.2.1. Read the description of each skill to know what it is for.
5.3.2.2. Try to view other peoples pal skill line up to have an idea.

5.4. Leveling Up Skill Grade


5.4.1. Skills are graded as D, C, B, A and S.
5.4.2. D is the lowest and S is the highest.
5.4.3. Higher Skill grade are made by smelting 3 lower grades of the
same kind.
5.4.3.1. Thus, 3 grade Ds will form 1 grade C 3 grade Cs will form
1 grade B and so on
5.4.4. Skills are leveled by rank
5.4.4.1. Therefore, you must level it to C first. Then to B. then to A.
before making it S.
5.4.4.2. For 50 DC worth skills refer to this table for the amount
needed

5.4.4.3. For 80 DC worth skills refer to this table for the amount
needed

5.4.4.4. For those that cannot be bought with DCs, you can buy
them with BG from other players of hope to get them from skill
scrolls.
5.4.4.4.1. Skill scrolls can be obtained as rewards on events or
guild war, or can be smelted from 5 skill pieces.
6. Gear
6.1. Gears can be obtained from autoplay or bought from other
players
6.1.1. At level 70, you can obtain lvl 50 gears from autoplay already.
6.1.2. Get orange lvl 50 gears and get the ones with higher stats.
6.1.3. You can also get orange lvl 50 gears from opening gear boxes
using DC to buy keys. (I do not recommend this. Better wait for
level 70 and get them for free.)

6.2. Gears can be moulded to increase its level


6.2.1. You can see what things can be used to mould them when you
press the mould button
6.2.2. I suggest you mould all gears of main pal first. Then all the
swords of the astro pals. Then all the other gears of the astro pals.
This is for BP purposes. :D

6.3. Gear up your astrology pals too


6.3.1. You can gear them up according to the stats your astrology gives
(will be explained on astrology part).

7. Inherit (to be read as whole since this cannot be sequenced and this is the
most confusing part)

7.1. The vice pal (red box) is the pal that will be gone after inherit
and the master pal (orange box) is the one that will be kept after
inherit.

7.2. Inherit is used to increase the aptitude and/or growth of the pal

7.2.1. To increase the aptitude (yellow box), make sure the vice in the
inherit portion has a higher aptitude.
7.2.1.1. Basically, your aim is to have all aptitudes maxed out.
7.2.1.2. To increase them, you will need to inherit higher max
aptitudes.
7.2.1.3. As an example, if your pal has a max aptitude on STR of
1500 and you have a pal with 1600. Have your 1600 pal on
vice and inherit it to the one with 1600. This way, you will
inherit the gap and your pals max aptitude is increased. (read
further on tips for inheriting this stuff)
7.2.2. To increase the growth, inherit a pal with equal or higher growth.
7.2.2.1. The growth is from normal (white), epic (blue), prominence
(purple) and perfect (orange)
7.2.2.2. Your goal is to have all your pals perfect
7.2.2.3. To increase a pals growth, you need to inherit it with the
same growth or higher growth
7.2.2.3.1. Same growth will have a small chance to lower the
pal, medium chance to have the same growth, and a low
chance to have a higher growth
7.2.2.3.2. Higher growth inherits will have a very low chance to
lower the growth, medium chance to keep the growth, and
medium chance to increase the growth. (read further on
tips for inheriting this stuff)

7.3. Normal or Perfect inherit (READ 7.3.3)


7.3.1. Normal
7.3.1.1. needs 10 pills
7.3.1.2. inherits only PART OF THE GAP of aptitudes
7.3.1.2.1. example: if the vice have 1700 STR and the master
have 1600 STR, the result will have STR between 1600 and
1700
7.3.2. Perfect
7.3.2.1. Needs 50 pills
7.3.2.2. Inherits ALL THE GAP of aptitudes
7.3.2.2.1. example: if the vice have 1700 STR and the master
have 1600 STR, the result will have STR 1700!
7.3.3. BOTH NORMAL AND PERFECT INHERIT HAVE THE SAME
CHANCES FOR GROWTH!!!!! THE DIFFERENCE IS ONLY FOR
APTITUDE INCREASED!!!!
_____________________________________________________________
Tips for MAIN PAL
(this is only my strategy, you can devise your own or follow others)
A. Find a pal with
a. high initial aptitude for STR/INT
b. 26 points for STR/INT or 24 points for all stats (your choice)
c. Bonus is if it is already base 10 for STR/INT but you can just
remould this later to make it base 10.
d. Another bonus if one of the max aptitudes is already maxed out
but if non, you can always just inherit it later.
B. Max out the maximum aptitude first before you max out the growth
a. There are two ways to do this
i. Find pals with max aptitudes already then use 50 pills per
inherit so that you will have max aptitude every inherit.
This way, you will only need 3/4 pals to inherit.
ii. Have many pals with max aptitudes and use 10 pills per
inherit until they are maxed.
iii. Either of the two will be beneficial depending on the
availability of maxed out pals and your initial pal. So
basically, this is case to case basis and will need your own
calculations on which of the two you can save more pills.
C. Perfect the growth
a. When all the max attributes are maxed out, inherit it with 10 pills
having perfect pals in vice until it results to a perfect pal with
maxed out max attributes!
8. Astrology (FOCUS ON THIS AFTER MAIN PAL)
8.1. Things to know
8.1.1. A percentage (based on conversion upgrade) of each stat (based
on astrology) is given to your character.
8.1.2. Basically this will be like your percentage pals

8.2. Choosing an Astro Pal


8.2.1. Basically, it is the same as main pal.
8.2.2. However, you will have to choose the element which fits each
astrology slot. Fire for fire water for water so on and so forth.

8.3. Upgrading conversion


8.3.1. Using element power, you can upgrade the percentage of how
much stats is converted to add to your stats.
8.3.2. The higher the conversion level, the higher the percentage.

8.4. Astrology conversion


8.4.1. USE HIGH ASTROLOGY!!!
8.4.1.1. Low astrology gives only 1-2 stats this is bullshit!
8.4.1.2. High astrology gives 3-4 stats 3 is ok, 4 is optimal!
8.4.1.3. High astrology is bought using 80 DC from store!
8.4.2. GO FOR STAT WITH ATTACK!!!
8.4.2.1. More ATK, more DPS, more BP so always get one with
attack
8.4.2.2. If short on DC, settle for 3 stats with 1 atk stat!
8.4.3. GO FOR 4 STATS WITH ONE ATTACK!!!
8.4.3.1. This is the optimum goal. 4 stats with 1 atk stat!
8.4.3.2. BEST ONE IS 1 ATK, 1 EVA/DEX, 1 N.DEF/M.DEF AND 1 HP.
8.4.3.2.1. This way, all your gears will add to each stat.
8.5. Gear
8.5.1. Gear all astro with high stats lvl 50 orange pal gear
8.5.2. Mould the swords first (since all your astro will have an attack
stat)
8.5.3. Mould the reset depending on the stats you have. (applicable
only if you settled for 3 stats if you got the optimum, mould them
all by your preference on which stat to go first)
8.5.4. Mould all astro gears evenly per astro meaning, mould sword of
1st astro to 1 rank up then the next astro then the next then the
next then mould the 1st astro sword to 2nd rank up then the
next blah2x you get it balance the moulds into all astro pals.

8.6. Inherit
8.6.1. Same with main pal
8.6.2. You can settle to max first the STR/INT
8.6.3. Optimum is maxed out all
8.6.4. Goal at the end is to have them all perfect growth.
8.6.5. The prioritizing of this part is all up to you.

8.7. Training
8.7.1. Do this after training main PAL
8.7.2. My suggestion is the same with main pal, train to full first
STR/INT using 2 pills then the rest with 20 pills.

*If you have any Questions feel free to ask me in game or in facebook
*I WILL IGNORE REPETITIVE AND STUPID QUESTIONS :D
*THIS IS BASIC ENGLISH SO UNLESS YOUR CLARIFICATION IS FOR
COMPLEX ONES, I WILL IGNORE THEM! :D

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