Teleporting and Gatekeepers

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Teleporting and Gatekeepers

 

Teleport locations and their associated costs have changed.

The changes regarding teleportation are as follows:

  • Teleportation areas between starting villages have been added to assist beginners/new characters.
  • Beginners may now teleport between villages through the Newbie Guide using items gained upon completion of a tutorial quest.
  • Teleportation areas between villages have increased and systemized for easier transportation between territories.
  • A direct route has been established between the castle towns of each territory.
  • The teleport fee from a village to a hunting ground has been increased in proportion to the hunting ground level and distance. As an example, the teleport fee from a starting village to a nearby hunting ground is less expensive than if teleporting from other villages.

Teleportation areas have been reset according to the roles and functions of the Gatekeepers.

Ordinary Gatekeeper

  • Teleports between villages.
  • Teleports between a village and hunting ground (does not teleport to the Seven Signs Dungeons or the Seven Signs-related hunting grounds).

Noblesse Teleport

  • Teleports to hunting grounds that ordinary Gatekeepers cannot teleport to.
  • Teleports to the center of any hunting ground that ordinary Gatekeepers can also teleport to.

Clan Hall Teleport

  • The hunting grounds in the territory where the clan hall resides.
  • Lower fees than through an ordinary Gatekeeper.

Seven Signs Priest Teleport

Competition Period: Both Dawn and Dusk may be used.

  • Teleport to areas that are Seven Signs-related hunting grounds and or dungeons.
  • You may not teleport to ordinary hunting grounds.

Validation Period: Only the winning group may use teleportation.

  • The winning cabal may use the teleportation service at a lower price than during the competition period.
  • Teleport to areas that are Seven Signs-related hunting grounds and or dungeons.
  • You may not teleport to ordinary hunting grounds.