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Champion Guide

by Shadorr

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     ,7ZODN8M=~:.,=$ZNMNNM$N=ZN+$=?NN8  |            Ghost Online             |
     $ZD.OM?M7,,.,:~~.ZD88~~,ON,7+$N    |           Champion Guide            |
     Z.  O8?~N7.:,::,~O8D8:::8N~+==N    |        Version 0.2, 6/23/08         |
          OD.8O:,::,~,:,,~:~,ZDI~,ZD    |    By Edward Tuttle AKA Shadorr     |
           8:.:.:,,::::,:::,:N+::D.MZ   |                                     |
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===============================================================================
Update History|
--------------+

0.1  Started the Champion Guide.  It is for the most part based off of what I
     have experienced in the Japanese server of Ghost Online (JGO), but it
     should prove to be relevant for when the class is finally available in the
     USA/Global version.

0.2  Fixed the some details on Dragon Strike, changed some names, added more
     info to some skills, and fixed some grammatical stuff.

0.3  Made a bunch of edits, added the Improving Equipment section.

-----------------+
Table of Contents|
-----------------+

1: Copyright Info
2: Introduction to Champions
3: Becoming a Champion
4: Axes and Wheels
5: Skill Overview--1st Job
6: Stat and Skill Builds
7: Chaos and Order
8: Training Strategies and Locations
9: Champion Equipment Drop List
10: Improving Equipment
11: Credits and Contact Info

===============================================================================
1: Copyright Info| 
-----------------+

This guide is copyright by me, Edward Tuttle (A.K.A, Shadorr), 2008.
Nobody is allowed to copy, steal, or plagiarize this guide in any way without
credit to the author (me!) for making it. If any site other than gamefaqs.com
is hosting this guide without my knowledge or credit to me, please notify me
at

[email protected]

===============================================================================
2: Introduction to Champions|
----------------------------+

Welcome to my Ghost Online guide on Champions, the first GO guide in a long
while that has been submitted to GameFAQs.  This one covers champions, the
newest class division added to Ghost Online.  Although they are not out yet in
the USA/Global version, I was able to sign up for a JGO (Japanese Ghost Online)
account and try out the class myself.  A lot of speculation has arisn over what
this class would be like and how it would fit in with the three existing class
divisions.  This guide should hopefully answer most, if not all questions,
regarding the champion class.

Onto champions.  Like I said above, they are a new class division that was
recently introduced in the East-Asian versions of GO.  If I had to describe a
champion in one word, it would be "Tank".  Their natural HP and armor defense
are the highest compared to any other class in the game, even more so than
warriors.  They are also capable of landing some pretty heavy damage with their
axes and wheels.  Even champions have their shortcomings, however.  Their SP
is the lowest in the game--you won't even have 400 SP until your level is in
the mid-50s.  Their 1st job is plagued by a lack of mobbing attacks, so they
end up leveling slowly, though still faster than a blade warrior.  Only when
they learn Dragon Strike will champions be able to hit more than two things at
a time.  Still, champions are a solid class that comes with a few perks
exclusive to them alone, which will be covered later in this guide.

===============================================================================
3: Becoming a Champion|
----------------------+

Becoming a champion isn't much different from the other three classes.  Like
usual, you will need to reach Level 10 first.  The champion master is located
near the entrance of Blue River 3, on the upper lanem, can't miss him.  Tell
him that you will use your strength to rid this world of evil and blah blah...
and he'll give you some tasks.  These are the same ones that you have to do for
the other class advancements, but I'll tell you what you have to do anyways.

First, you need 20 sealstone ropes and 10 scorpion tails.  Don't ask me what
drops these, it's very obvious what drops them, and you've probably seen the
monsters that drop them.  Give these things to the champion master and he'll
tell you to talk to Miss K, in East Blue Town, who will tell you to collect
Hell Grabber bones.  Hell Grabbers are the red hands sticking out of the ground
in South Plains.  Collect 10 of their bones and give them to Miss K.  Return to
the champion master and he will finally turn you into a Champion and reset your
stat points.

===============================================================================
4: Axes and Wheels|
------------------+

First off, it would probably be best to explain the two weapons that champions
have access to; the axe and the wheel (NetGame calls it a circle blade, but
every other version with champions uses the term "wheel", and that is what I'll
be using here).  Like the weapons that came before them, axes and wheels are two
very different weapons with their own skills and characteristics that set them
apart from the other.

----
Axes
----
I'm pretty sure everyone knows what an axe looks like.  I shouldn't need to
describe it.  I'm not talking about guitars, I'm talking about the kind used to
cleave stuff.

Axes are the most powerful of weapons in terms of their attack stats, but they
have a lot of delay between normal hits, with only gloves having more.  Their
skills are purely melee-based, and affect a small number of targets for a lot
a damage.  If you've played a blade warrior before, you may find that axes are
very similar.  Apart from having more defense and a knockback AoE instead of a
stun, there isn't much difference between axe champions and blade warriors.

------
Wheels
------
If anyone here has played Kingdom Hearts 2, think Axel.  Wheels are kinda like
the weapons he used, except you'll only use one instead of two.

Wheels are the faster, but weaker option for champions.  At first glance, they
are just like swords in terms of power and speed, but if you take a look at the
wheel skills, you'll notice they're nothing like swords.  While sword warriors
will generally spam Double Slash for invincibility frames as they attack, a
wheel champion uses two different moves that can affect up to two targets.
Their normal attacks and LV13 skill are melee attacks, but their LV18 skill is
actually a ranged projectile. This makes wheel champions into a sort of
melee/ranged hybrid, and this trend continues into the 2nd job with Dragon
Strike and Chaos/Order skills.  If you prefer versatility over power, wheels
are probably your weapon of choice.

===============================================================================
5: Skill Overview--1st Job|
--------------------------+

If there's one thing that truly defines the classes in GO, it's the skills.
Champions have access to a number of offensive and defensive abilities to help
them survive and crush their opponents.  The following is an overview of the
1st job skills.  I won't list novice skills, since they're universal and pretty
much everyone knows about them.  Keep in mind that the skill names are by no
means official; I made these up, and they are loosely based on the translations
I got from them.

-------------------------------------------------------------------------------
Axe Mastery                                                       Passive Skill
Requires LV10

Increases your damage when you are carrying an axe.  If you're going to use
axes, you should max this out.
-------------------------------------------------------------------------------
Wheel Mastery                                                     Passive Skill
Requires LV10

Increases your damage when you are carrying a wheel.  If you're going to use
wheels, you should max this out.
-------------------------------------------------------------------------------
Death Strike                                          Active Skill (Axe Attack)
Requires LV13                                                   Target Limit: 1

Basically a melee attack that does more damage.  As far as LV13 skills go, this
one is actually quite good due to two reasons.  One, it can be used between
your attack delays for an extra quick attack, and two, it has a good vertical
coverage that can hit enemies that are above your head or below your feet.
This skill does get outdamaged by Knock Slash in the long run, but it's worth
maxing out for the two aforementioned reasons and lower SP consumption in
one-on-ones.
-------------------------------------------------------------------------------
Needle Blade                                        Active Skill (Wheel Attack)
Requires LV13                                                   Target Limit: 2

A melee attack that can hit up to two enemies.  While it lacks the vertical
reach of Death Strike, the wheel's LV13 skill is still a pretty good one.
Hitting two targets at once gives you a decent skill to use against crowds
early on, and when used in tandem with Cyclone Slash, you can make quick work
of enemy duos.  It's possible to train to Level 50 and get Dragon Strike
without using this skill, but when you consider that there isn't much worth
sacrificing Needle Blade over, you might as well add to this skill.
-------------------------------------------------------------------------------
Knock Slash                                           Active Skill (Axe Attack)
Requires LV18                                                   Target Limit: 2

This is quite a strange attack.  It's a double-sided AoE, but it only hits up
to two enemies.  On top of that, it can also knock them back a distance of
almost half a screen.  That aside, you'll probably use this skill a lot anyways
since it not only does more damage than Death Strike and hits an additional
target, it can also break up mobs if they get tough.  Something I should point
out; enemies will get knocked back in the direction you're facing, regardless
of where they are positioned.  Enemies that get knocked through you from behind
by this skill will not cause touch damage either.
-------------------------------------------------------------------------------
Cyclone Strike                                      Active Skill (Wheel Attack)
Requires LV18                                                   Target Limit: 2

Another strange attack, because while the wheel itself is a melee weapon, this
skill is actually a projectile attack, and a very useful one at that.  Being
able to attack from a range, as you probably know, means you can avoid getting
hit by enemy melee attacks.  Combine Cyclone Strike with Dragon Strike later
on, and you will rarely find yourself going into melee range.  Obviously a
must-have skill.
-------------------------------------------------------------------------------
Power Wall                                                  Active Skill (Buff)
Requires LV23

A buff that sometimes lets you regain SP whenever you take damage.  I just
didn't like this skill at all.  The amount of SP you recover is based on the
skill's level and the damage you take.  The higher the two are, the more you
will recover.  Now, I can see possible applications of Power Wall for PvP;
after all, champions have such lousy SP that they run out of it pretty quickly.
Since you're bound to take a lot of damage in PvP, you'd regain enough SP to
throw in a few more attacks.  As far as PvE is concerned, Power Wall is
garbage.  Early on, most enemies aren't doing enough damage to give you decent
SP recovery from this skill.  Later on, by Level 50 or so, buying SP potions
shouldn't even be putting a big enough dent in your income to warrant the use
of Power Wall
-------------------------------------------------------------------------------
Heavy Defense                                               Active Skill (Buff)
Requires LV28

Every class seems to have one skill that is just plain worthless, and this one
is it for champions.  It's a buff that increases your defense by a lot, but you
cannot move or use skills while it is active.  At first, I thought Heavy
Defense would have some uses, but none of them proved effective.  Sure, it can
reduce most enemies' attacks down to 1 damage for training purposes, but being
unable to use attack skills slows you down too much.  Later, I thought it'd be
decent to use against bosses, but unfortunately, most of them will just simply
stand a safe distance from your melee attack and assault you with their long-
ranged melee and projectile attacks.  I can't even see how it's useful for PvP;
anyone who knows what the buff looks like will just stay away from you until it
wears off, while ranged classes will just laugh at you and fire away while
you're immobilized.  Put simply, the cons of Heavy Defense outweigh the pros.
-------------------------------------------------------------------------------
Regeneration                                                Active Skill (Buff)
Requires LV33

A buff that heals 5% of your total HP every 3 seconds.  You don't even need to
be sitting still like with Meditation; you could be fighting monsters,
POISONED even, and you'll still regen HP.  As you could guess, this skill is
just plain awesome for training; you can simply live off of the HP potions that
your monsters drop, and keep this buff active whenever you need recovery.  The
fact that the healing is based off of your max HP means that it only keeps
getting better as your level and stats increase.  While maxing this skill isn't
necessary, it does lengthen the buff by 3 more seconds for every level,
allowing for up to 66 seconds of regeneration (at Level 1, it lasts for 12
seconds).
-------------------------------------------------------------------------------
Counter-Offensive                                           Active Skill (Buff)
Requires LV38

This buff increases your attack power, but after half of the buff's duration
has passed, you will sparkle red and your attack power drops back to normal.
The attack power boost is quite significant, boosting your damage by up to 25%
when the skill is maxed out, which makes the warrior's Blood Fury look like a
joke by comparison.  The catch is, the buff's cooldown is just as long as the
full duration of the buff, so you'd only be powered up for half of the time.
Couner-Offensive is still a very good skill worth maxing out, and the power
boost has definitely helped my champion kill monsters faster.  Besides, what
else are you going to do with those 20 points?
-------------------------------------------------------------------------------
Soul Demon                                                        Passive Skill
Requires LV40

One of the skills that is available to all classes, Soul Demon lets you morph
into a demon whenever you activate your rage.  This demon transformation is
different from your normal rage, in that your normal attack becomes a stronger
ranged slash.  It sounds cool on paper, but there are downsides.  You cannot
use skills in Soul Demon mode, and your skills are much stronger than your
demon attacks.  Worse, once you learn Soul Demon, it permanently replaces your
old Rage.  I'd personally avoid learning this skill entirely unless you have
some kind of Super Saiyan fetish.

*Seems like you can always inflict a fixed damage number with Soul Demon, in
this case, 1,000.  It's useful in PvP early on when that is considered to be a
lot of damage, but many players consider it to be cheating and only allow it
in guild and castle wars (Thanks go to Coupdegrace).
-------------------------------------------------------------------------------
Dragon Strike                                             Active Skill (Attack)
Requires LV50                                                   Target Limit: 3

Another skill that's available to all classes.  Dragon Strike is basically a
beefed-up Wind Strike that does much more damage and hits up to three targets.
For axe champions, it means they finally have a decent mobbing attack, and a
ranged one at that.  For wheel champions, they get another ranged skill to use
along with Cyclone Slash so that they can keep their distance from a mob.
There are only two flaws in this skill.  At maxed, it eats up 100 SP, while
doing about the same damage as Knock Slash/Cyclone Strike, making it a huge
waste of SP to use on single targets.  The other is that you need to stand
still and charge up for a second before firing a dragon, and if you're hit,
your SP goes to waste.  This makes it tricky for axe champions to mix in with
their up-close fighting style. Flaws aside, this skill is definitely worth
maxing out.

---------------
Learning Skills
---------------
Something many guides fail to mention is how to get skills.  While the class
trainers do tell you what you're supposed to do before you can learn your
skills, I feel it is more helpful to mention ahead of time what you have to do.
That, and for those of you like me who are playing GO in a different language,
this section is very useful.

Axe Mastery: Take some beads to the Blue River Ferryman
Wheel Mastery: Pick up a blue orb from the Blue Town Armorer
Death Strike: Collect 10 Broken Umbrellas (Umbrellan drop)
Needle Blade: Collect 10 Broken Umbrellas
Knock Slash: Collect 10 Demon Berries (Demon Grass? drop)
Cyclone Strike: Collect 10 Demon Berries
Power Wall: Kill 20 Hell Wheels(?)
Heavy Defense: Kill 20 Tunnel Rats
Regeneration: Kill 20 Hell Shovels(?)
Counter-Offensive: Kill 2 Twelves' Dogs
Soul Demon: ???
Dragon Strike: Collect 50 Bandit Teeth and Lori Killer Tongues for the Night
               City Physician, and 100 Night City Scrolls and Jerkys for the
               wounded man outside Dragon Tunnel.  Take the two scrolls they
               give you to your force's master.

===============================================================================
6: Stat And Skill Buids|
-----------------------+

There are a number of different ways you can allocate your points based on the
weapon you use, your playstyle, and what you want to do in the long run.

-----
Stats
-----
We're gonna start with stat points.  It'd probably be a good idea to describe
what a point in each stat does.

STR (Strength): Increases damage and increases HP by 2-3.
DEX (Dexterity): Increases damage (less min and more max than STR) and improves
                 critical rate.
VIT (Vitality): Increases defense by 3 and increases HP by 12.
INT (Intelligence): Increases magic damage and increases SP by 12?

*VIT is sometimes known as PHY, or physique.  It's the same thing, just a
different name that is being used in the USA/Global version.

Now, my opinions on each stat.
STR is a must for boosting your damage, your HP, and the effectiveness of
Regeneration.
VIT is also necessary if you're an axe champion, since they don't have any
skills to avoid damage or control crowds.  Wheel champions don't need VIT so
much since they learn ranged attacks, but it wouldn't hurt to have some.
DEX is a rather "meh" stat for champions.  Yes, it does allow you to inflict
"potentially" higher damage than STR would, but the loss of HP and regeneration
effectiveness can hurt later on.
INT is for mages, not champions.  Adding INT to increase your SP causes more
problems than it solves.

Finally, the part you've been looking for, the stat builds!
-------------------------------------------------------------------------------
Axe Champion Builds

"3:1 STR:VIT"
-------------
This seems to be the most common approach for the axe champion.  You'll have
lots of HP and good defense to withstand many hits, along with good reliable
damage for killing stuff.

"VIT=LV, rest into STR"
-----------------------
This is the build I used in JGO, and the difference between this and the 3:1
STR:VIT build is very minor.  You gain a bit more power while sacrificing a bit
of defense and HP.

"Half STR/Half VIT"
-------------------
Tank builds have become sort of a gimmick these days, but champions seem like a
better class to utilize them compared to warriors in the past.  Most enemies
will probably be doing only one damage to you for a long time, especially if
you upgrade your armor.  Your lower damage output, however, will slow down your
already-sluggish training speed even more, and cause you to burn more SP pots.
Not saying that it's a terrible build, but it's definitely not that good.

"Pure STR"
----------
Not recommended for newbies, this build sacrifices defense and some HP for high,
stable damage.  The downside, of course, is that axe championshave no skills to
avoid damage or conrol crowds, so it's much more difficult to pull off a pure
STR build.  If you're looking for challenge, this is it.
-------------------------------------------------------------------------------
Wheel Champion Builds

"VIT=LV, rest into STR"
-----------------------
Since wheel champions get ranged attacks, the concept of adding VIT to increase
your defense is less practical.  It's still quite a viable build if you like to
get up close to your enemies often.

"Pure STR"
----------
Works a lot better with wheels than it does with axes.  Once again, ranged
attacks means you're not getting touched by enemies so much, so the loss of
defense is acceptable for gaining more power.

"Half STR/Half DEX" 
-------------------
Some people think mixing STR and DEX is a bad idea, I think it's okay for a
wheel champion.  The STR serves to stabilize your minimum damage and improve
the effect of Regeneration, while the DEX increases your maximum damage.

"Pure DEX"
----------
The all-or-nothing build, as I prefer to call it.  You can potentially inflict
some very high damage, but you will have no defense or HP bonuses, which makes
training a lot more dangerous until you have Dragon Strike.  You're obviousy
relying purely on your ranged attacks for survival (I know, I sound like a
broken record with all this "wheel ranged attack" stuff, but that's just how
it is).  If you enjoy seeing wild (and sometimes insane) damage, pure DEX is
the way to go.

------
Skills
------
Skills, the other important thing people are likely to ask about when building
up their champion.  These builds mainly cover the first job up until LV60; as
of this writing, I only recently got my Chaos axe champion to level 60.  I
haven't even touched the order side of champions, so don't expect anything on
that for a while.

Some things to remember when reading these builds.  The parentheses indicate
the level of the skill after adding points.  Skills already start off at
level 1 when you learn them, so don't assume the math is off.  Holding points
is mainly a way to minimize SP costs,since skills cost more SP after every 5th
level (6, 11, and 16), while the effect increase is only minimal.

Axe Champion: PvE Build
-----------------------
11: Add 2 points to Axe Mastery (3)
12: Add 2 points to Axe Mastery (5)
13: Add 2 points to Axe Mastery (7)
14: Add 2 points to Axe Mastery (9)
15: Add 2 points to Axe Mastery (11)
16: Add 2 points to Axe Mastery (13)
17: Add 2 points to Axe Mastery (15)
18: Add 2 points to Axe Mastery (17)
19: Add 2 points to Axe Mastery (19)
20: Add 1 point to Axe Mastery (20), add 1 point to Knock Slash (2)
21: Add 2 points to Knock Slash (4)
22: Add 1 point to Knock Slash (5), add 1 point to Death Strike (2)
23: Add 2 points to Death Strike (4)
24: Add 1 point to Death Strike (5), save remaining point
25: Save up points
26: Add 5 points to Knock Slash (10)
27: Save up points
28: Save up points
29: Add 5 points to Death Strike (10), save remaining point
30: Save up points
31: Add 5 points to Knock Slash (15)
32: Save up points
33: Save up points
34: Add 5 points to Death Strike (15), save remaining point
35: Save up points
36: Add 5 points to Knock Slash (20)
37: Save up points
38: Save up points
39: Add 5 points to Death Strike (20), add 1 point to Regeneration (2)
40: Add 2 points to Regeneration (4)
41: Add 1 point to Regeneration (5), save remaining point
42: Save up points
43: Save up points
44: Save up points
45: Save up points
46: Save up points
47: Save up points
48: Save up points
49: Save up points
50: Add 19 points to Dragon Strike (20)
51: Add 2 points to Counter-Offensive (3)
52: Add 2 points to Counter-Offensive (5)
53: Save up points
54: Save up points
55: Add 5 points to Counter-Offensive (10), save remaining point
56: Save up points
57: Add 5 points to Counter-Offensive (15)
58: Save up points
59: Save up points
60: Add 5 points to Counter offensive (20), save remaining point

This build is probably the best way to go for training speed.  Since champions
have such abyssmal SP, it's best to raise Death Strike and Knock Slash at the
same time rather than max one out first.  Having 5 Regeneration is good enough
to keep yourself healing while you're in combat.  After that, save up points
to max out Dragon Strike; it will be a useful attack until you have 2nd job
skills.  Finally, Counter-Offensive should be maxed out by level 60 to give you
a power boost for the upcoming levels.  Your last remaining point should
probably be saved for a 2nd job skill.
I sorta goofed when I did this build.  Instead of saving up points to max out
Dragon Strike by level 50, I instead had Counter-Offensive maxed out.  I still
managed to train up to level 60, but having a weaker Dragon Strike slowed down
my training considerably, and having a maxed Counter-Offensive didn't make up
for this.  Don't make the same mistake I did, max out Counter-Offensive last.

Wheel Champion: PvE Build
-------------------------
11: Add 2 points to Wheel Mastery (3)
12: Add 2 points to Wheel Mastery (5)
13: Add 2 points to Wheel Mastery (7)
14: Add 2 points to Wheel Mastery (9)
15: Add 2 points to Wheel Mastery (11)
16: Add 2 points to Wheel Mastery (13)
17: Add 2 points to Wheel Mastery (15)
18: Add 2 points to Wheel Mastery (17)
19: Add 2 points to Wheel Mastery (19)
20: Add 1 point to Wheel Mastery (20), add 1 point to Cyclone Strike (2)
21: Add 2 points to Cyclone Strike (4)
22: Add 1 point to Cyclone Strike (5), add 1 point to Needle Blade (2)
23: Add 2 points to Needle Blade (4)
24: Add 1 point to Needle Blade (5), save remaining point
25: Save up points
26: Add 5 points to Cyclone Strike (10)
27: Save up points
28: Save up points
29: Add 5 points to Needle Blade (10), save remaining point
30: Save up points
31: Add 5 points to Cyclone Strike (15)
32: Save up points
33: Save up points
34: Add 5 points to Needle Blade (15), save remaining point
35: Save up points
36: Add 5 points to Cyclone Strike (20)
37: Save up points
38: Save up points
39: Add 5 points to Needle Blade (20), add 1 point to Regeneration (2)
40: Add 2 points to Regeneration (4)
41: Add 1 point to Regeneration (5), save remaining point
42: Save up points
43: Save up points
44: Save up points
45: Save up points
46: Save up points
47: Save up points
48: Save up points
49: Save up points
50: Add 19 points to Dragon Strike (20)
51: Add 2 points to Counter-Offensive (3)
52: Add 2 points to Counter-Offensive (5)
53: Save up points
54: Save up points
55: Add 5 points to Counter-Offensive (10), save remaining point
56: Save up points
57: Add 5 points to Counter-Offensive (15)
58: Save up points
59: Save up points
60: Add 5 points to Counter offensive (20), save remaining point

Really, it's the same as the axe build, except you replace the axe skills with
wheel skills.  The same logic of champions having low SP applies for raising
both Needle Blade and Cyclone Strike at the same time.  The rest of the build
is pretty much the same, with one leftover point that should be used for a
second job skill.

Axe Champion: PvP Build
-----------------------
Coming soon!!!

Wheel Champion: PvP Build
-------------------------
11: Add 2 points to Wheel Mastery (3)
12: Add 2 points to Wheel Mastery (5)
13: Add 2 points to Wheel Mastery (7)
14: Add 2 points to Wheel Mastery (9)
15: Add 2 points to Wheel Mastery (11)
16: Add 2 points to Wheel Mastery (13)
17: Add 2 points to Wheel Mastery (15)
18: Add 2 points to Wheel Mastery (17)
19: Add 2 points to Wheel Mastery (19)
20: Add 1 point to Wheel Mastery (20), add 1 point to Cyclone Strike (2)
21: Add 2 points to Cyclone Strike (4)
22: Add 1 point to Cyclone Strike (5), save remaining point
23: Save up points
24: Add 5 points to Cyclone Strike (10)
25: Save up points
26: Save up points
27: Add 5 points to Cyclone Strike (15) save remaining point
28: Save up points
29: Add 5 points to Cyclone Strike (20)
30: Add 2 points to Counter-Offensive (3)
31: Add 2 points to Counter-Offensive (5)
32: Save up points
33: Save up points
34: Add 5 points to Counter-Offensive (10), save remaining point
35: Save up points
36: Add 5 points to Counter-Offensive (15)
37: Save up points
38: Save up points
39: Add 5 points to Counter-Offensive (20), add 1 point to Regeneration (2)
40: Add 2 points to Regeneration (4)
41: Add 1 point to Regeneration (5), save remaining point
42: Save up points
43: Save up points
44: Save up points
45: Save up points
46: Save up points
47: Save up points
48: Save up points
49: Save up points
50: Add 19 points to Dragon Strike (20)
51: Add 2 points to Power Wall (3)
52: Add 2 points to Power Wall (5)
53: Save up points
54: Save up points
55: Add 5 points to Power Wall (10), save remaining point
56: Save up points
57: Add 5 points to Power Wall (15)
58: Save up points
59: Save up points
60: Add 5 points to Power Wall (20), save remaining point

Okay, let me just get this off my back; Needle Blade is a bad skill for PvP.
Compared to Cyclone and Dragon Strike, it has neither good range nor damage,
which are both vital for PvP.  In its place, you'll be using Power Wall, which
can make up for your low SP in PvP.  You'll also be adding to Counter-Offensive
earlier to help your damage when leveling, since Power Wall is a garbage skill
for training.
As for leveling with this build, it'll be somewhat slower for a while without
an intermediate skill to use between Cyclone cooldowns.  Once you have Dragon
Strike, it gets much easier.

===============================================================================
7: Order and Chaos|
------------------+

Coming Soon!

===============================================================================
8: Training Strategies and Locations|
------------------------------------+

Here are some useful things to keep in mind while training.

"Triple Slashing"
-----------------
Axes are strong, but they have delay between hits that can make it tricky to
keep flinching your opponent, especially against the more resilient ones like
Hell Wheels and Bandits.  Death Strike is unaffected by this delay, and can be
thrown in between hits to rack up more damage and keep your opponent from
touching you.  The attack pattern is hit, DS, hit, hit, DS, hit.  Knock Slash
can also be used between delays, but the knockback and higher SP cost make it
less practical for one-on-ones.

"From 1-on-2 to 1-on-1 and back again."
---------------------------------------
Knock Slash is usually better than Death Strike because of its damage and the
additional target it can hit.  Often, you may find yourself knocking back only
one enemy, and the fight ends up becoming a one-on-one for a bit.  Always be
prepared for these occurrences; switch to using normal hits and Death Strike 
until your other foe catches up, then use Knock Slash once they're close
enough.

"Backslash"
-----------
Knock Slash is actually a double-sided AoE, so it can be used to cover both
your front and back if you're caught in a pincer.  For the most part, however,
it's better to just use Knock Slash to keep enemies to one side of you rather
than deal with two sides.  It's still useful to keep in mind that you can
smack enemies as they are walking towards you from behind if you're stuck in
an attack delay.

"Mob Sliding"
-------------
Once you have Dragon Strike, you'll be using it a lot for the damage and
mobbing.  The only tricky part about Dragon Strike is that it requires you to
charge up for a bit without getting interrupted, which is not easy to do in
your combos as an axe champion.  This is where the knockback aspect of Knock
Slash finally shines.  Use Knock Slash, and if both enemies get pushed away,
follow up with a Dragon Strike.

Another trick is if your enemies are cornered and you don't want to run back to
fire a Dragon Strike, you can just turn around and Knock Slash to slide the
enemies out of the corner into an open area.  They should be far enough that
they won't interrupt your Dragon Strike.

"Needling"
----------
Some people will probably think that Needle Blade is useless because it isn't
as strong or ranged like Cyclone Blade.  This is not true; it can actually help
your wheel champion level faster earlier on.  Needle Blade is best used as an
opening attack when your enemies aren't trying to hit you yet.  After you've 
slashed a couple of them, get out of their melee range and throw a Cyclone
Strike.  Wait for them to whiff (miss) a melee attack, run back towards them,
and repeat the cycle.  It's a much faster way to train than waiting for your
Cyclone Strike to cool down or trying to use normal hits during that time.  To
sum it up, the attack pattern is NB, run back, CS, run forward, NB...

"The Cyclone and the Dragon"
----------------------------
This is a fairly obvious strategy, but once a wheel champion has Dragon Strike,
he or she can just alternate between using the two skills and never have to go
into melee range again.  There are some things to keep in mind, though.  Dragon
Strike has a wider projectile, and reaches further compared to Cyclone Strike.
It also hits an additional target, so keep these factors in mind when using the
two skills.  Think about what your Cyclone can hit, not your Dragon.

"A Healthy Green Glow"
----------------------
Simpsons reference aside, you should always keep your regeneration active while
training.  It reduces your HP potion consumption big time.  and even at level
5, it regenerates an amount equal to 50% of your HP in half a minute.  I rarely
found myself drinking any HP potions while training, chugging down a lot only
when I fought one of the animal lords.  That's pretty much the only time you
really will use a lot of HP potions.

------------------
Training Locations
------------------
To be honest, all I did early on was hunt monsters for their puzzle pieces.  I
gained levels in the process, but it definitely wasn't the fastest way to go
about leveling.  Here are some spots I'd recommend if you're not into puzzle
hunting or questing.

WARNING: These locations are based off of my experience in JGO.  In the USA/
         Global version of GO, monsters after level 10 start giving more
         experience than usual, so it may be more practical to train on
         stronger enemies than the ones listed here if you're playing that
         version.  Some maps are also altered between the two versions, and I
         will point out these alterations.

Level 1-7: Firabis and Nikos appear all around Blue Town, but I find Blue River
           1 and 3 to be the best places to hunt them.  You can also try the
           Facefish in maps 2 and 4 as you start doing more damage.

Level 8-10: Start hunting Sealstones and Scorpion Kings for their drops, since
            you'll need them for the job advancement.  They're found in many
            areas after Firabis and Nekos.  Just be careful around the
            scorpions, they have a melee attack that can also poison you.
            Once you're level 10, go to South Plains 1 and hunt Hell Grabbers
            for their bones, as they are also needed for your job advancement.

Level 11-13: Keep training on the Scorpions and Grabbers in South Plains 1.

Level 13-15: You should now move on to the next map, South Plains 2, which has
             Mantresses.  There's a also hidden map with the same monsters
             there, but it can get mobby at times, which isn't a good thing at
             your current level.

Level 16-20: Ghost eggs are good experience, and can be found in a lot of the
             South and North Plains maps, though the North Plains are
             considerably better due to flat landscapes.  The eggs never appear
             by themselves; mantresses, umbrellans, and jumping eyes usually
             accompany them, so train in the maps that you can handle.

Level 21-24: If you're playing in any version other than JGO, go to Hidden
             North Plains 2.  The map only has Jumping Deads and The Eyes,
             both of which have no special attacks.  If you are playing JGO,
             you could also train at North Plains 5, which has the same
             monsters and a few Jumping Eyes.  The reason why I don't recommend
             that map in other versions is because the Jumping Eyes are
             replaced with Oldies, which are quite a pain to fight.

             If you're feeling adventurous or just want to do your skill
             quests, you can start going into the Mine Dungeon a little early,
             but I wouldn't recommend going into the Hell Wheel maps yet.

Level 25-30: From this level onward, you're going to be training in the Mine
             Dungeon for a while.  With the exception of the first map, all of
             the maps have a fast respawn rate, and can get mobby often.
             That's okay, you should have skills to help you deal with crowds
             by now.

             Hell Wheels in the Mine Dungeon are the last enemies you'll fight
             that don't have an attack.  They do move kinda fast and tend to
             appear in large mobs with the Blue Eyes, so be prepared for that.
             As you get closer to level 30, you can move into the maps that
             have Red Zombies.  They might look like Jumping Deads, but they're
             faster and use a melee attack that can knock you back half a
             screen.  Just so you know...

Level 30-33: Going deeper into the mines, you'll start running into Tunnel
             Rats.  When they move, they burrow underground, leaving only a
             moving bulge in the floor.  They can still be damaged while they
             are tunneling, but their hitbox is lower, making them difficult to
             to hit on downward slopes.  Further down, you'll run into Coffin
             Workers, which are a rather unique enemy in that they have both a
             ranged and a melee attack.  Both of these enemies are good to
             train on for these levels.

             There is one thing to look out for here, and that's the Blue
             Flame.  They are technically a boss monster, and while they are
             nowhere near as difficult as Twelves' Pigs, they are still rather
             annoying.  They have a lot of HP, a ranged fireball attack, and a
             vanishing move that can potentially make you whiff an attack and
             waste precious SP.  Personally, I'd just avoid fighting them
             unless you need their firewaters for a quest.

Level 33-36: We're getting near the end of the Mine Dungeon now.  Hell Shovels
             are the strongest monsters here if you don't count the Blue Flames
             in the previous maps.  Like just about everything else here, they
             are melee attackers, though their reach is quite long compared to
             most enemies.

Level 37-41: Finally, you can leave those dank mines and train somewhere else!
             The Snakers and Kebis in Bamboo Forest 3 are nothing you haven't
             dealt with before, and with your attack skills maxed out, they
             shouldn't be hard.  Just don't go up into the bamboo trees, there
             are a bunch of Black Masks flying around up there, which are much
             stronger than the other enemies in this map.

             If you're playing in JGO, bad news.  Flying monsters don't stay in
             any particular region of a map.  Instead, they will fly just about
             anywhere, meaning those masks will fly around below the trees in
             Bamboo Forest 3.  As an alternative, you should go to Snake Cave 9
             or 10.  There's still Snakers and Kebis, but no masks in the cave.

Level 42-45: You've probably faced them before for your Order/Chaos quest, but
             now you are probably ready to really grind on Ginseng Zombies.
             If you're playing USA/Global, go to Hidden Bamboo Forest 1, which
             is between some rocks in Bamboo Forest 6.  The entire map consists
             of only the zombies, with masks flying over the trees.  JGO
             players, it's gonna be much tougher to train on the zombies due to
             those darned masks flying everywhere, but it's possible.

Level 46-51: Yay, Night Plain!  One of my favorite areas in the game!  It's all
             dark and stormy and... oh right, the leveling guide.  The map
             you're looking for is Hidden Night Field 1, which is at a broken
             house on the top-left of the 3rd map.  Only Bandits and Mace Onis
             inhabit this map, neither of which do anything special other than
             the usual melee attacks.

Level 52-56: The first few maps of Dragon Forest feature a few enemies you saw
             back in Night Plain, namely Bandits and Loris.  You will run into
             new enemies in these maps as well, the Barrel Weasel and the
             Tanuki.  The weasels are fast and do use a melee attack, despite
             what their appearance would suggest, while the tanukis have a
             deceptively long reach with their bottles.

             Near the end of the dark part of the forest, you'll encounter
             Zombie Bears.  They're a lot bigger than you, and are near
             impossible to jump over with just an ordinary jump.  Luckily
             they're slow, so you can keep your distance once they start trying
             to maul you.

             I personally prefer the 2nd map, but if you can handle the bears,
             the 4th map is good too.

             *An alternative training area for these levels would be Yellow
             Cave 1.  The map contains only Green Snails, which are very slow
             and easy to mob.  They are resilient and can poison you though, so
             I would only recommend it for wheel champions.  I tried Green
             Snails and got banged up pretty badly trying to axe them.

Level 56-60: These are the hell levels if you're playing JGO or any other
             version with similar experience rates.  Almost all of the monsters
             within this level range can stun, poison, or use ranged attacks
             which are quite annoying.  I'd just stick the tanukis and zombie
             bears, though you might be able to train on the zombie wolves
             and blazes in daylight area of Dragon Forest. 

More to come....

===============================================================================
9: Champion Equipment Drop List|
-------------------------------+

It's a well-known fact that hunting for your gear beats buying it.  Here's a
list of what drops champion equipment in JGO.  Although they are not out in the
USA/Global version yet, I can only assume these drops will be the same when
they do come out, since most of the existing drops match what I've found in
both versions of GO.

The monsters listed here use the names they were given in the USA/Global
version, and for those that aren't available there, rough translations. This is
not a complete list, this is only what I've seen drop.  If you found something
I didn't, feel free to let me know.

Novice Axe
Sealstone

Novice Armor (F)
Niko

Novice Armor (M)
Hell Grabber

LV10 Axe
Ghost Egg

LV10 Wheel
Jumping Eye

LV10 Armor(M)
Umbrellan

LV10 Armor(F)
Mantress

LV20 Axe
Blue Eye

LV20 Wheel
Red Zombie

LV20 Armor(M)
Birdface

LV20 Armor(F)
Oldy

LV30 Axe
(Nothing)

LV30 Wheel
Worm

LV30 Armor(M)
Skeleton Dog

LV30 Armor(F)
Kabu

LV40 Axe
Kapu
Mace Oni

LV40 Wheel
Ginseng Zombie
Mace Oni

LV40 Armor(M)
Mace Oni
Bandit
Blue Snail

LV40 Armor(F)
Bandit
Lori Killer

LV50 Axe
Giant Niko
Tanuki

LV50 Wheel
Barrel Weasel

LV50 Armor (M)
Barrel Weasel

LV50 Armor (F)
Barrel Weasel

===============================================================================
10: Improving Equipment|
-----------------------+

You probably know all about advanced equipment and using sealed items to
collect the souls of the monsters you kill, but a question that often comes up
is "When and how should I upgrade my gear?".

----------
Enchanting
----------
First off, enchanting has changed somewhat since the Malaysian version.
Take a look at the sealed item chart below.

-----+-----------------------------------------+
LEVEL|SEALED ITEM|+ATTACK|+DEFENSE|SUCCESS RATE|
-----+-----------+-------+--------+------------+
 LV10|Box        |+1 ATT | +2 DEF |    99%     |
 LV9 |Ring       |+2 ATT | +4 DEF |    90%     |
 LV8 |Necklace   |+3 ATT | +6 DEF |    80%     |
 LV7 |Mirror     |+4 ATT | +8 DEF |    70%     |
 LV6 |Beads      |+5 ATT |+10 DEF |    60%     |
 LV5 |Tablet     |+7 ATT |+14 DEF |    50%     |
 LV4 |Calabash   |+9 ATT |+18 DEF |    40%     |
 LV3 |Orb        |+12 ATT|+24 DEF |    30%     |
 LV2 |Soulstone  |+15 ATT|+30 DEF |    20%     |
 LV1 |Soulbook   |+20 ATT|+40 DEF |    10%     |
-----+-----------+-------+--------+------------+

Yes, boxes CAN fail at a 1% success rate.

As you can see, the effect of sealed items past beads grows higher instead of
1 each level down.  This also results in a change in "10-of-a-kind" enchanting.
For those of you who don't know, it is when you use ten of the same sealed item
on one item, and based on the %age chance of success, you divide it by 10. You
then multiply quotient by the attack or defense bonus of the sealed item, and
that is the enchant result you could expect from using 10 of the same item.
In the past, enchanting with ten beads or tablets would get you +30 attack or
+60 defense on average, whie everything else would give you lower bonuses on
average

Using  this math, I got the following results.  Keep in mind, they are
averages; it is possible that ten sealed tablets could fail and you'd have
wasted a lot of ime and/or money on nothing.

Box: +10 ATT/+20 DEF on average (I'm not counting the unlikely 1% failure)
Ring: +18 ATT/+36 DEF on average
Necklace: +24 ATT/+48 DEF on average
Mirror: +28 ATT/+56 DEF on average
Beads: +30 ATT/+60 DEF on average
Tablet: +35 ATT/+70 DEF on average
Calabash: +36 ATT/+72 DEF on average
Orb: +36 ATT/+72 DEF on average
Soulstone: +30 ATT/+60 DEF on average
Soulbook: +20 ATT/+40 DEF on average

Based on these numbers, you'd get the best attack/defense boost on average from
enchanting with ten calabashes or orbs now.  I prefer using calabeshes since
they're cheaper and quicker to fill up, and far more common compared to orbs.

-----------------------
When and How to Enchant
-----------------------

No matter which version you are playing, don't bother enchanting your weapons
or armor until Level 40, possibly 50 on the USA/Global version if the
experience rates from the closed beta continue into the release version.

As for your sealed items, fill up every box, ring and necklace you come across
while training to 100%.  You won't be using these; rather you'll transfer the
souls you collect with them into any lower-level sealed items you find,
preferably mirrors and tablets at this point.  Later on, you should fill up
calabashes, since you'll be using those most often for enchanting.  If you luck
out and find LV1-3 items, you might want to just fill them up and sell them to
other players if you need money.

Once you're level 40, you probably have a good number of sealed items filled up
to 100% now.  Go to a bookstore an buy some enchant scrolls, and wish for luck.
I prefer using my tablets and calabeshes on my weapons at this time, while I
use mirrors and beads on my armor.  Later on, at Level 60, you should stop
using mirrors and maybe throw some tablets on your armor as well.

One more thing.  If you happen to fail the first two slots on your equipment,
you should probably stop enchanting it and try to find a new one, or buy
another if you're rich for your level.

-----------------------------
Mining and Advanced Equipment
-----------------------------

After realizing that advanced versions of level 40+ gear don't drop, I decided
to add this section as well.  The process of upgrading your normal equipment
into an advanced one is called refinement.  It's something you might want to
consider once you're Level 50ish.

Refining equipment is... how should I say... pricy.  To refine equipment, you
need to have a forging manual and a refined mineral.  The manual can be bought
from a bookstore at a price ranging from 3,000 gen (LV10 manual) to 1,600,000
gen (LV1 manual), but it's the mineral that's gonna cost you.  You need to mine
100 of a particular ore to get a refined mineral, and to mine the ore, you need
a pickaxe.  The most efficient pickaxe (which has 150 hits) costs 265,000 gen,
which is a large chunk of money if you're level 40 or lower.  Throw in the fact
that the ores you dig up are random, there are twenty different kinds of ores,
and you only get ONE 70% of the time, it's a time-consuming, money-draining
process if you try it early on. This is why I don't recommend it until you're
level 50ish and the equipment drops easily cover the pickaxe costs.

Or... you can just buy the refined mineral from other players.  From what I've
seen in the JGO market, it's cheaper than buying enough pickaxes to mine 100
of the same ore.



More information coming soon.

===============================================================================
11: Credits and Contact Info|
----------------------------+
Thanks go to:

+NNG Games for creating this awesome game and MGame/NetGame for providing it.
+Duo of the onrpg.com forums for helping with some translations.
+The official Japanese GO site (onidama.mgame.jp) for the updated information
 on sealed items.
+Coupdegrace for the extra bit on Soul Demon
+And of course, myself, for taking the time to type up this guide.

Contant me at
-------------
[email protected]

Please do not send spam, viruses, or junk mail that would have nothing to do
with this guide.  If you are contacting me in-game, do not fill my chat log or
mailbox with useless spam; I will simply put you on my ignore list.

                                                   Copyright 2008 Edward Tuttle