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	<entry>
		<id>https://spiritvale.info/wiki/index.php?title=Guides:Scout_General_Leveling_Guide&amp;diff=1389</id>
		<title>Guides:Scout General Leveling Guide</title>
		<link rel="alternate" type="text/html" href="https://spiritvale.info/wiki/index.php?title=Guides:Scout_General_Leveling_Guide&amp;diff=1389"/>
		<updated>2025-09-29T10:46:56Z</updated>

		<summary type="html">&lt;p&gt;Adstant: /* Levels 1 - 10: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Template:PageHeader&lt;br /&gt;
| PageImage = ScoutIcon.webp&lt;br /&gt;
| PageHeader = Scout General Leveling Guide&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Early Game Leveling ==&lt;br /&gt;
Preface:&lt;br /&gt;
&lt;br /&gt;
Scout is a ranged high-dps, glass-cannon (very very squishy) class. So don&#039;t be surprised if you get one-shotted by random mob. Just respawn, heal and go back grinding.&lt;br /&gt;
&lt;br /&gt;
Some things to be kept in mind if scout is your first class:&lt;br /&gt;
&lt;br /&gt;
As strafing volley is your main dps skill, using macro is highly recommended (use AHK or any macro software; they&#039;re legal in this game).&lt;br /&gt;
&lt;br /&gt;
Mp sustain is your first priority, as spamming volley is your main way of levelling. Arrow shower and volatile bolt does a ton of damage, but using them will further worsen your mp sustain issue. Some idea to solve this is:&lt;br /&gt;
&lt;br /&gt;
Put some int stat early on, you can reset your stat whenever you like at town. So don&#039;t be afraid to go for some int if you have mp sustain early.&lt;br /&gt;
&lt;br /&gt;
Mp cost-x%, Mp regen+x%, Mp+x% stat roll on your chest and legwear gear.&lt;br /&gt;
&lt;br /&gt;
Treant Minion Autumn Card: Mp: &#039;&#039;&#039;+20&#039;&#039;&#039; &#039;&#039;&#039;and&#039;&#039;&#039; Mp Regen &#039;&#039;&#039;+15%&#039;&#039;&#039; (drops from treant on treant trail, very easy to farm)&lt;br /&gt;
&lt;br /&gt;
Treant Tree Autumn Card: Mp: &#039;&#039;&#039;+20%&#039;&#039;&#039; (drops from mob as above map)&lt;br /&gt;
&lt;br /&gt;
Bat Card: Mana on kill (per 50 int): &#039;&#039;&#039;+20&#039;&#039;&#039;(best if you farm lower level mobs)&lt;br /&gt;
&lt;br /&gt;
Eyeball Blue Mage Card: Mana on hit (per 50 int): &#039;&#039;&#039;+3&#039;&#039;&#039; Mp: &#039;&#039;&#039;-50%&#039;&#039;&#039; (from high-end mob, best to buy them from other for up to 500k)&lt;br /&gt;
&lt;br /&gt;
Bat Lord Card: Mana on hit (per 50 int): &#039;&#039;&#039;+3&#039;&#039;&#039; (mvp drop, this should be your end-game goal for mp sustain)&lt;br /&gt;
&lt;br /&gt;
=== Levels 1 - 50: ===&lt;br /&gt;
Skill Priority: &lt;br /&gt;
&lt;br /&gt;
Early on, you would want to level these active skills (Haste, Strafing Volley, Arrow Shower, Volatile Shot) on level 1 so that mp cost is low, max your bow passive first instead, and mp sustain passive. Level your strafing volley according to your mp sustain.&lt;br /&gt;
&lt;br /&gt;
Stat Priority:&lt;br /&gt;
*Put some int if you have mp sustain issue, if you have some gear/card recommended above and have no mp issues, just go full dex.&lt;br /&gt;
*Dex is your first stat to be maxed.&lt;br /&gt;
*Agi 2nd&lt;br /&gt;
*Int for MP, then rest to LUK.&lt;br /&gt;
&lt;br /&gt;
Recommended Maps:&lt;br /&gt;
*Sunny Meadows, just whack any mob here for some early levels. Look for chick mob, Chick Card is very OP early on. Use them on your weapon if you got em, but it&#039;s not a must.&lt;br /&gt;
*Treant Trail, farm here a bit for Mp cards mentioned above.&lt;br /&gt;
*Windy Desert, farm your armor set here (Windstrider set). Some desireable roll on your armor set as scout is&lt;br /&gt;
*Chest: Dex3, Mp%+, Damage from Magic%-&lt;br /&gt;
*Legwear: Dex3, MpCost%-, MpRegen%+&lt;br /&gt;
*Shoes: Dex3, Atk Spd%, Move Spd%+&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Recommended Low-Level Gear ===&lt;br /&gt;
{{RecommendedItemInfoBox&lt;br /&gt;
| WeaponOneName        = &lt;br /&gt;
| WeaponOneMap         = &lt;br /&gt;
| WeaponOneAttribute   = &lt;br /&gt;
| WeaponOneModifierOne = &lt;br /&gt;
| WeaponOneModifierTwo = &lt;br /&gt;
| WeaponOneCard1       = &lt;br /&gt;
| WeaponOneCard2       = &lt;br /&gt;
| WeaponOneCard3       = &lt;br /&gt;
| WeaponOneCard4       = &lt;br /&gt;
| WeaponTwoName        = &lt;br /&gt;
| WeaponTwoMap         = &lt;br /&gt;
| WeaponTwoAttribute   = &lt;br /&gt;
| WeaponTwoModifierOne = &lt;br /&gt;
| WeaponTwoModifierTwo = &lt;br /&gt;
| WeaponTwoCard1       = &lt;br /&gt;
| WeaponTwoCard2       = &lt;br /&gt;
| WeaponTwoCard3       = &lt;br /&gt;
| WeaponTwoCard4       = &lt;br /&gt;
| ChestName            = &lt;br /&gt;
| ChestMap             = &lt;br /&gt;
| ChestAttribute       = &lt;br /&gt;
| ChestModifierOne     = &lt;br /&gt;
| ChestModifierTwo     = &lt;br /&gt;
| ChestCard1           = &lt;br /&gt;
| ChestCard2           = &lt;br /&gt;
| LegwearName          = &lt;br /&gt;
| LegwearMap           = &lt;br /&gt;
| LegwearAttribute     = &lt;br /&gt;
| LegwearModifierOne   = &lt;br /&gt;
| LegwearModifierTwo   = &lt;br /&gt;
| LegwearCard1         = &lt;br /&gt;
| LegwearCard2         = &lt;br /&gt;
| ShoeName             = &lt;br /&gt;
| ShoeMap              = &lt;br /&gt;
| ShoeAttribute        = &lt;br /&gt;
| ShoeModifierOne      = &lt;br /&gt;
| ShoeModifierTwo      = &lt;br /&gt;
| ShoeCard1            = &lt;br /&gt;
| ShoeCard2            = &lt;br /&gt;
| HeadgearName         = &lt;br /&gt;
| HeadgearMap          = &lt;br /&gt;
| HeadgearAttribute    = &lt;br /&gt;
| HeadgearCard1        = &lt;br /&gt;
| HeadgearCard2        = &lt;br /&gt;
| FaceName             = &lt;br /&gt;
| FaceMap              = &lt;br /&gt;
| FaceAttribute        = &lt;br /&gt;
| FaceCard1            = &lt;br /&gt;
| FaceCard2            = &lt;br /&gt;
| UtilityName          = &lt;br /&gt;
| UtilityMap           = &lt;br /&gt;
| UtilityAttribute     = &lt;br /&gt;
| UtilityCard1         = &lt;br /&gt;
| UtilityCard2         = &lt;br /&gt;
| AccessoryOneName     = &lt;br /&gt;
| AccessoryOneMap      = &lt;br /&gt;
| AccessoryOneAttribute= &lt;br /&gt;
| AccessoryOneCard1    = &lt;br /&gt;
| AccessoryOneCard2    = &lt;br /&gt;
| AccessoryTwoName     = &lt;br /&gt;
| AccessoryTwoMap      = &lt;br /&gt;
| AccessoryTwoAttribute= &lt;br /&gt;
| AccessoryTwoCard1    = &lt;br /&gt;
| AccessoryTwoCard2    = &lt;br /&gt;
| ArtifactName         = &lt;br /&gt;
| ArtifactMap          = &lt;br /&gt;
| ArtifactAttribute    = &lt;br /&gt;
| ArtifactModifier     = &lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
== Job Advancement ==&lt;br /&gt;
{{JobAdvancementBox&lt;br /&gt;
| FirstClass = Gunslinger&lt;br /&gt;
| SecondClass = Ranger&lt;br /&gt;
| ThirdClass = Jester&lt;br /&gt;
}}&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
== Mid Game Leveling ==&lt;br /&gt;
&lt;br /&gt;
=== Levels X - X ===&lt;br /&gt;
Content here.&lt;br /&gt;
&lt;br /&gt;
Recommended Map:&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
Stat Priority:&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Recommended Mid-Level Gear ===&lt;br /&gt;
{{RecommendedItemInfoBox&lt;br /&gt;
| WeaponOneName        = &lt;br /&gt;
| WeaponOneMap         = &lt;br /&gt;
| WeaponOneAttribute   = &lt;br /&gt;
| WeaponOneModifierOne = &lt;br /&gt;
| WeaponOneModifierTwo = &lt;br /&gt;
| WeaponOneCard1       = &lt;br /&gt;
| WeaponOneCard2       = &lt;br /&gt;
| WeaponOneCard3       = &lt;br /&gt;
| WeaponOneCard4       = &lt;br /&gt;
| WeaponTwoName        = &lt;br /&gt;
| WeaponTwoMap         = &lt;br /&gt;
| WeaponTwoAttribute   = &lt;br /&gt;
| WeaponTwoModifierOne = &lt;br /&gt;
| WeaponTwoModifierTwo = &lt;br /&gt;
| WeaponTwoCard1       = &lt;br /&gt;
| WeaponTwoCard2       = &lt;br /&gt;
| WeaponTwoCard3       = &lt;br /&gt;
| WeaponTwoCard4       = &lt;br /&gt;
| ChestName            = &lt;br /&gt;
| ChestMap             = &lt;br /&gt;
| ChestAttribute       = &lt;br /&gt;
| ChestModifierOne     = &lt;br /&gt;
| ChestModifierTwo     = &lt;br /&gt;
| ChestCard1           = &lt;br /&gt;
| ChestCard2           = &lt;br /&gt;
| LegwearName          = &lt;br /&gt;
| LegwearMap           = &lt;br /&gt;
| LegwearAttribute     = &lt;br /&gt;
| LegwearModifierOne   = &lt;br /&gt;
| LegwearModifierTwo   = &lt;br /&gt;
| LegwearCard1         = &lt;br /&gt;
| LegwearCard2         = &lt;br /&gt;
| ShoeName             = &lt;br /&gt;
| ShoeMap              = &lt;br /&gt;
| ShoeAttribute        = &lt;br /&gt;
| ShoeModifierOne      = &lt;br /&gt;
| ShoeModifierTwo      = &lt;br /&gt;
| ShoeCard1            = &lt;br /&gt;
| ShoeCard2            = &lt;br /&gt;
| HeadgearName         = &lt;br /&gt;
| HeadgearMap          = &lt;br /&gt;
| HeadgearAttribute    = &lt;br /&gt;
| HeadgearCard1        = &lt;br /&gt;
| HeadgearCard2        = &lt;br /&gt;
| FaceName             = &lt;br /&gt;
| FaceMap              = &lt;br /&gt;
| FaceAttribute        = &lt;br /&gt;
| FaceCard1            = &lt;br /&gt;
| FaceCard2            = &lt;br /&gt;
| UtilityName          = &lt;br /&gt;
| UtilityMap           = &lt;br /&gt;
| UtilityAttribute     = &lt;br /&gt;
| UtilityCard1         = &lt;br /&gt;
| UtilityCard2         = &lt;br /&gt;
| AccessoryOneName     = &lt;br /&gt;
| AccessoryOneMap      = &lt;br /&gt;
| AccessoryOneAttribute= &lt;br /&gt;
| AccessoryOneCard1    = &lt;br /&gt;
| AccessoryOneCard2    = &lt;br /&gt;
| AccessoryTwoName     = &lt;br /&gt;
| AccessoryTwoMap      = &lt;br /&gt;
| AccessoryTwoAttribute= &lt;br /&gt;
| AccessoryTwoCard1    = &lt;br /&gt;
| AccessoryTwoCard2    = &lt;br /&gt;
| ArtifactName         = &lt;br /&gt;
| ArtifactMap          = &lt;br /&gt;
| ArtifactAttribute    = &lt;br /&gt;
| ArtifactModifier     = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Late Game Leveling ==&lt;br /&gt;
&lt;br /&gt;
=== Levels X - X ===&lt;br /&gt;
Content here.&lt;br /&gt;
&lt;br /&gt;
Stat Priority:&lt;br /&gt;
The last entry in the late game leveling section should be the final stat allocation section, where every possible stat has been put into place.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Recommended High-Level Gear ===&lt;br /&gt;
{{RecommendedItemInfoBox&lt;br /&gt;
| WeaponOneName        = &lt;br /&gt;
| WeaponOneMap         = &lt;br /&gt;
| WeaponOneAttribute   = &lt;br /&gt;
| WeaponOneModifierOne = &lt;br /&gt;
| WeaponOneModifierTwo = &lt;br /&gt;
| WeaponOneCard1       = &lt;br /&gt;
| WeaponOneCard2       = &lt;br /&gt;
| WeaponOneCard3       = &lt;br /&gt;
| WeaponOneCard4       = &lt;br /&gt;
| WeaponTwoName        = &lt;br /&gt;
| WeaponTwoMap         = &lt;br /&gt;
| WeaponTwoAttribute   = &lt;br /&gt;
| WeaponTwoModifierOne = &lt;br /&gt;
| WeaponTwoModifierTwo = &lt;br /&gt;
| WeaponTwoCard1       = &lt;br /&gt;
| WeaponTwoCard2       = &lt;br /&gt;
| WeaponTwoCard3       = &lt;br /&gt;
| WeaponTwoCard4       = &lt;br /&gt;
| ChestName            = &lt;br /&gt;
| ChestMap             = &lt;br /&gt;
| ChestAttribute       = &lt;br /&gt;
| ChestModifierOne     = &lt;br /&gt;
| ChestModifierTwo     = &lt;br /&gt;
| ChestCard1           = &lt;br /&gt;
| ChestCard2           = &lt;br /&gt;
| LegwearName          = &lt;br /&gt;
| LegwearMap           = &lt;br /&gt;
| LegwearAttribute     = &lt;br /&gt;
| LegwearModifierOne   = &lt;br /&gt;
| LegwearModifierTwo   = &lt;br /&gt;
| LegwearCard1         = &lt;br /&gt;
| LegwearCard2         = &lt;br /&gt;
| ShoeName             = &lt;br /&gt;
| ShoeMap              = &lt;br /&gt;
| ShoeAttribute        = &lt;br /&gt;
| ShoeModifierOne      = &lt;br /&gt;
| ShoeModifierTwo      = &lt;br /&gt;
| ShoeCard1            = &lt;br /&gt;
| ShoeCard2            = &lt;br /&gt;
| HeadgearName         = &lt;br /&gt;
| HeadgearMap          = &lt;br /&gt;
| HeadgearAttribute    = &lt;br /&gt;
| HeadgearCard1        = &lt;br /&gt;
| HeadgearCard2        = &lt;br /&gt;
| FaceName             = &lt;br /&gt;
| FaceMap              = &lt;br /&gt;
| FaceAttribute        = &lt;br /&gt;
| FaceCard1            = &lt;br /&gt;
| FaceCard2            = &lt;br /&gt;
| UtilityName          = &lt;br /&gt;
| UtilityMap           = &lt;br /&gt;
| UtilityAttribute     = &lt;br /&gt;
| UtilityCard1         = &lt;br /&gt;
| UtilityCard2         = &lt;br /&gt;
| AccessoryOneName     = &lt;br /&gt;
| AccessoryOneMap      = &lt;br /&gt;
| AccessoryOneAttribute= &lt;br /&gt;
| AccessoryOneCard1    = &lt;br /&gt;
| AccessoryOneCard2    = &lt;br /&gt;
| AccessoryTwoName     = &lt;br /&gt;
| AccessoryTwoMap      = &lt;br /&gt;
| AccessoryTwoAttribute= &lt;br /&gt;
| AccessoryTwoCard1    = &lt;br /&gt;
| AccessoryTwoCard2    = &lt;br /&gt;
| ArtifactName         = &lt;br /&gt;
| ArtifactMap          = &lt;br /&gt;
| ArtifactAttribute    = &lt;br /&gt;
| ArtifactModifier     = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Endgame Overview ==&lt;br /&gt;
Content here.&lt;br /&gt;
&lt;br /&gt;
== Tips and Tricks ==&lt;br /&gt;
Content here.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;[[Category:Guides]] [[Category:Scout Guides]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Adstant</name></author>
	</entry>
	<entry>
		<id>https://spiritvale.info/wiki/index.php?title=Guides:Scout_General_Leveling_Guide&amp;diff=1388</id>
		<title>Guides:Scout General Leveling Guide</title>
		<link rel="alternate" type="text/html" href="https://spiritvale.info/wiki/index.php?title=Guides:Scout_General_Leveling_Guide&amp;diff=1388"/>
		<updated>2025-09-29T10:38:46Z</updated>

		<summary type="html">&lt;p&gt;Adstant: /* Levels X - X */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Template:PageHeader&lt;br /&gt;
| PageImage = ScoutIcon.webp&lt;br /&gt;
| PageHeader = Scout General Leveling Guide&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Early Game Leveling ==&lt;br /&gt;
Preface:&lt;br /&gt;
&lt;br /&gt;
Scout is a ranged high-dps, glass-cannon (very very squishy) class. So don&#039;t be surprised if you get one-shotted by random mob. Just respawn, heal and go back grinding.&lt;br /&gt;
&lt;br /&gt;
Some things to be kept in mind if scout is your first class:&lt;br /&gt;
&lt;br /&gt;
As strafing volley is your main dps skill, using macro is highly recommended (use AHK or any macro software; they&#039;re legal in this game).&lt;br /&gt;
&lt;br /&gt;
Mp sustain is your first priority, as spamming volley is your main way of levelling. Arrow shower and volatile bolt does a ton of damage, but using them will further worsen your mp sustain issue. Some idea to solve this is:&lt;br /&gt;
&lt;br /&gt;
Put some int stat early on, you can reset your stat whenever you like at town. So don&#039;t be afraid to go for some int if you have mp sustain early.&lt;br /&gt;
&lt;br /&gt;
Mp cost-x%, Mp regen+x%, Mp+x% stat roll on your chest and legwear gear.&lt;br /&gt;
&lt;br /&gt;
Treant Minion Autumn Card: Mp: &#039;&#039;&#039;+20&#039;&#039;&#039; &#039;&#039;&#039;and&#039;&#039;&#039; Mp Regen &#039;&#039;&#039;+15%&#039;&#039;&#039; (drops from treant on treant trail, very easy to farm)&lt;br /&gt;
&lt;br /&gt;
Treant Tree Autumn Card: Mp: &#039;&#039;&#039;+20%&#039;&#039;&#039; (drops from mob as above map)&lt;br /&gt;
&lt;br /&gt;
Bat Card: Mana on kill (per 50 int): &#039;&#039;&#039;+20&#039;&#039;&#039;(best if you farm lower level mobs)&lt;br /&gt;
&lt;br /&gt;
Eyeball Blue Mage Card: Mana on hit (per 50 int): &#039;&#039;&#039;+3&#039;&#039;&#039; Mp: &#039;&#039;&#039;-50%&#039;&#039;&#039; (from high-end mob, best to buy them from other for up to 500k)&lt;br /&gt;
&lt;br /&gt;
Bat Lord Card: Mana on hit (per 50 int): &#039;&#039;&#039;+3&#039;&#039;&#039; (mvp drop, this should be your end-game goal for mp sustain)&lt;br /&gt;
&lt;br /&gt;
=== Levels 1 - 10: ===&lt;br /&gt;
Sunny Meadows, just whack any mob here for some early levels.&lt;br /&gt;
&lt;br /&gt;
Skill Priority: &lt;br /&gt;
&lt;br /&gt;
Early on, you would want to level all active skills on level 1 so that mp cost is low, max your bow passive first instead, and mp sustain passive. Level your strafing volley according to your mp sustain.&lt;br /&gt;
&lt;br /&gt;
Recommended Maps:&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
Stat Priority:&lt;br /&gt;
*Put some int if you have mp sustain issue, if you have some gear/card recommended above and have no mp issues, just go full dex.&lt;br /&gt;
*Dex is your first stat to be maxed.&lt;br /&gt;
*Agi 2nd&lt;br /&gt;
*Int for MP, then rest to LUK.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Recommended Low-Level Gear ===&lt;br /&gt;
{{RecommendedItemInfoBox&lt;br /&gt;
| WeaponOneName        = &lt;br /&gt;
| WeaponOneMap         = &lt;br /&gt;
| WeaponOneAttribute   = &lt;br /&gt;
| WeaponOneModifierOne = &lt;br /&gt;
| WeaponOneModifierTwo = &lt;br /&gt;
| WeaponOneCard1       = &lt;br /&gt;
| WeaponOneCard2       = &lt;br /&gt;
| WeaponOneCard3       = &lt;br /&gt;
| WeaponOneCard4       = &lt;br /&gt;
| WeaponTwoName        = &lt;br /&gt;
| WeaponTwoMap         = &lt;br /&gt;
| WeaponTwoAttribute   = &lt;br /&gt;
| WeaponTwoModifierOne = &lt;br /&gt;
| WeaponTwoModifierTwo = &lt;br /&gt;
| WeaponTwoCard1       = &lt;br /&gt;
| WeaponTwoCard2       = &lt;br /&gt;
| WeaponTwoCard3       = &lt;br /&gt;
| WeaponTwoCard4       = &lt;br /&gt;
| ChestName            = &lt;br /&gt;
| ChestMap             = &lt;br /&gt;
| ChestAttribute       = &lt;br /&gt;
| ChestModifierOne     = &lt;br /&gt;
| ChestModifierTwo     = &lt;br /&gt;
| ChestCard1           = &lt;br /&gt;
| ChestCard2           = &lt;br /&gt;
| LegwearName          = &lt;br /&gt;
| LegwearMap           = &lt;br /&gt;
| LegwearAttribute     = &lt;br /&gt;
| LegwearModifierOne   = &lt;br /&gt;
| LegwearModifierTwo   = &lt;br /&gt;
| LegwearCard1         = &lt;br /&gt;
| LegwearCard2         = &lt;br /&gt;
| ShoeName             = &lt;br /&gt;
| ShoeMap              = &lt;br /&gt;
| ShoeAttribute        = &lt;br /&gt;
| ShoeModifierOne      = &lt;br /&gt;
| ShoeModifierTwo      = &lt;br /&gt;
| ShoeCard1            = &lt;br /&gt;
| ShoeCard2            = &lt;br /&gt;
| HeadgearName         = &lt;br /&gt;
| HeadgearMap          = &lt;br /&gt;
| HeadgearAttribute    = &lt;br /&gt;
| HeadgearCard1        = &lt;br /&gt;
| HeadgearCard2        = &lt;br /&gt;
| FaceName             = &lt;br /&gt;
| FaceMap              = &lt;br /&gt;
| FaceAttribute        = &lt;br /&gt;
| FaceCard1            = &lt;br /&gt;
| FaceCard2            = &lt;br /&gt;
| UtilityName          = &lt;br /&gt;
| UtilityMap           = &lt;br /&gt;
| UtilityAttribute     = &lt;br /&gt;
| UtilityCard1         = &lt;br /&gt;
| UtilityCard2         = &lt;br /&gt;
| AccessoryOneName     = &lt;br /&gt;
| AccessoryOneMap      = &lt;br /&gt;
| AccessoryOneAttribute= &lt;br /&gt;
| AccessoryOneCard1    = &lt;br /&gt;
| AccessoryOneCard2    = &lt;br /&gt;
| AccessoryTwoName     = &lt;br /&gt;
| AccessoryTwoMap      = &lt;br /&gt;
| AccessoryTwoAttribute= &lt;br /&gt;
| AccessoryTwoCard1    = &lt;br /&gt;
| AccessoryTwoCard2    = &lt;br /&gt;
| ArtifactName         = &lt;br /&gt;
| ArtifactMap          = &lt;br /&gt;
| ArtifactAttribute    = &lt;br /&gt;
| ArtifactModifier     = &lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
== Job Advancement ==&lt;br /&gt;
{{JobAdvancementBox&lt;br /&gt;
| FirstClass = Gunslinger&lt;br /&gt;
| SecondClass = Ranger&lt;br /&gt;
| ThirdClass = Jester&lt;br /&gt;
}}&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
== Mid Game Leveling ==&lt;br /&gt;
&lt;br /&gt;
=== Levels X - X ===&lt;br /&gt;
Content here.&lt;br /&gt;
&lt;br /&gt;
Recommended Map:&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
Stat Priority:&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Recommended Mid-Level Gear ===&lt;br /&gt;
{{RecommendedItemInfoBox&lt;br /&gt;
| WeaponOneName        = &lt;br /&gt;
| WeaponOneMap         = &lt;br /&gt;
| WeaponOneAttribute   = &lt;br /&gt;
| WeaponOneModifierOne = &lt;br /&gt;
| WeaponOneModifierTwo = &lt;br /&gt;
| WeaponOneCard1       = &lt;br /&gt;
| WeaponOneCard2       = &lt;br /&gt;
| WeaponOneCard3       = &lt;br /&gt;
| WeaponOneCard4       = &lt;br /&gt;
| WeaponTwoName        = &lt;br /&gt;
| WeaponTwoMap         = &lt;br /&gt;
| WeaponTwoAttribute   = &lt;br /&gt;
| WeaponTwoModifierOne = &lt;br /&gt;
| WeaponTwoModifierTwo = &lt;br /&gt;
| WeaponTwoCard1       = &lt;br /&gt;
| WeaponTwoCard2       = &lt;br /&gt;
| WeaponTwoCard3       = &lt;br /&gt;
| WeaponTwoCard4       = &lt;br /&gt;
| ChestName            = &lt;br /&gt;
| ChestMap             = &lt;br /&gt;
| ChestAttribute       = &lt;br /&gt;
| ChestModifierOne     = &lt;br /&gt;
| ChestModifierTwo     = &lt;br /&gt;
| ChestCard1           = &lt;br /&gt;
| ChestCard2           = &lt;br /&gt;
| LegwearName          = &lt;br /&gt;
| LegwearMap           = &lt;br /&gt;
| LegwearAttribute     = &lt;br /&gt;
| LegwearModifierOne   = &lt;br /&gt;
| LegwearModifierTwo   = &lt;br /&gt;
| LegwearCard1         = &lt;br /&gt;
| LegwearCard2         = &lt;br /&gt;
| ShoeName             = &lt;br /&gt;
| ShoeMap              = &lt;br /&gt;
| ShoeAttribute        = &lt;br /&gt;
| ShoeModifierOne      = &lt;br /&gt;
| ShoeModifierTwo      = &lt;br /&gt;
| ShoeCard1            = &lt;br /&gt;
| ShoeCard2            = &lt;br /&gt;
| HeadgearName         = &lt;br /&gt;
| HeadgearMap          = &lt;br /&gt;
| HeadgearAttribute    = &lt;br /&gt;
| HeadgearCard1        = &lt;br /&gt;
| HeadgearCard2        = &lt;br /&gt;
| FaceName             = &lt;br /&gt;
| FaceMap              = &lt;br /&gt;
| FaceAttribute        = &lt;br /&gt;
| FaceCard1            = &lt;br /&gt;
| FaceCard2            = &lt;br /&gt;
| UtilityName          = &lt;br /&gt;
| UtilityMap           = &lt;br /&gt;
| UtilityAttribute     = &lt;br /&gt;
| UtilityCard1         = &lt;br /&gt;
| UtilityCard2         = &lt;br /&gt;
| AccessoryOneName     = &lt;br /&gt;
| AccessoryOneMap      = &lt;br /&gt;
| AccessoryOneAttribute= &lt;br /&gt;
| AccessoryOneCard1    = &lt;br /&gt;
| AccessoryOneCard2    = &lt;br /&gt;
| AccessoryTwoName     = &lt;br /&gt;
| AccessoryTwoMap      = &lt;br /&gt;
| AccessoryTwoAttribute= &lt;br /&gt;
| AccessoryTwoCard1    = &lt;br /&gt;
| AccessoryTwoCard2    = &lt;br /&gt;
| ArtifactName         = &lt;br /&gt;
| ArtifactMap          = &lt;br /&gt;
| ArtifactAttribute    = &lt;br /&gt;
| ArtifactModifier     = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Late Game Leveling ==&lt;br /&gt;
&lt;br /&gt;
=== Levels X - X ===&lt;br /&gt;
Content here.&lt;br /&gt;
&lt;br /&gt;
Stat Priority:&lt;br /&gt;
The last entry in the late game leveling section should be the final stat allocation section, where every possible stat has been put into place.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Recommended High-Level Gear ===&lt;br /&gt;
{{RecommendedItemInfoBox&lt;br /&gt;
| WeaponOneName        = &lt;br /&gt;
| WeaponOneMap         = &lt;br /&gt;
| WeaponOneAttribute   = &lt;br /&gt;
| WeaponOneModifierOne = &lt;br /&gt;
| WeaponOneModifierTwo = &lt;br /&gt;
| WeaponOneCard1       = &lt;br /&gt;
| WeaponOneCard2       = &lt;br /&gt;
| WeaponOneCard3       = &lt;br /&gt;
| WeaponOneCard4       = &lt;br /&gt;
| WeaponTwoName        = &lt;br /&gt;
| WeaponTwoMap         = &lt;br /&gt;
| WeaponTwoAttribute   = &lt;br /&gt;
| WeaponTwoModifierOne = &lt;br /&gt;
| WeaponTwoModifierTwo = &lt;br /&gt;
| WeaponTwoCard1       = &lt;br /&gt;
| WeaponTwoCard2       = &lt;br /&gt;
| WeaponTwoCard3       = &lt;br /&gt;
| WeaponTwoCard4       = &lt;br /&gt;
| ChestName            = &lt;br /&gt;
| ChestMap             = &lt;br /&gt;
| ChestAttribute       = &lt;br /&gt;
| ChestModifierOne     = &lt;br /&gt;
| ChestModifierTwo     = &lt;br /&gt;
| ChestCard1           = &lt;br /&gt;
| ChestCard2           = &lt;br /&gt;
| LegwearName          = &lt;br /&gt;
| LegwearMap           = &lt;br /&gt;
| LegwearAttribute     = &lt;br /&gt;
| LegwearModifierOne   = &lt;br /&gt;
| LegwearModifierTwo   = &lt;br /&gt;
| LegwearCard1         = &lt;br /&gt;
| LegwearCard2         = &lt;br /&gt;
| ShoeName             = &lt;br /&gt;
| ShoeMap              = &lt;br /&gt;
| ShoeAttribute        = &lt;br /&gt;
| ShoeModifierOne      = &lt;br /&gt;
| ShoeModifierTwo      = &lt;br /&gt;
| ShoeCard1            = &lt;br /&gt;
| ShoeCard2            = &lt;br /&gt;
| HeadgearName         = &lt;br /&gt;
| HeadgearMap          = &lt;br /&gt;
| HeadgearAttribute    = &lt;br /&gt;
| HeadgearCard1        = &lt;br /&gt;
| HeadgearCard2        = &lt;br /&gt;
| FaceName             = &lt;br /&gt;
| FaceMap              = &lt;br /&gt;
| FaceAttribute        = &lt;br /&gt;
| FaceCard1            = &lt;br /&gt;
| FaceCard2            = &lt;br /&gt;
| UtilityName          = &lt;br /&gt;
| UtilityMap           = &lt;br /&gt;
| UtilityAttribute     = &lt;br /&gt;
| UtilityCard1         = &lt;br /&gt;
| UtilityCard2         = &lt;br /&gt;
| AccessoryOneName     = &lt;br /&gt;
| AccessoryOneMap      = &lt;br /&gt;
| AccessoryOneAttribute= &lt;br /&gt;
| AccessoryOneCard1    = &lt;br /&gt;
| AccessoryOneCard2    = &lt;br /&gt;
| AccessoryTwoName     = &lt;br /&gt;
| AccessoryTwoMap      = &lt;br /&gt;
| AccessoryTwoAttribute= &lt;br /&gt;
| AccessoryTwoCard1    = &lt;br /&gt;
| AccessoryTwoCard2    = &lt;br /&gt;
| ArtifactName         = &lt;br /&gt;
| ArtifactMap          = &lt;br /&gt;
| ArtifactAttribute    = &lt;br /&gt;
| ArtifactModifier     = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Endgame Overview ==&lt;br /&gt;
Content here.&lt;br /&gt;
&lt;br /&gt;
== Tips and Tricks ==&lt;br /&gt;
Content here.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;[[Category:Guides]] [[Category:Scout Guides]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Adstant</name></author>
	</entry>
</feed>