Night Watch
Intro
| Novice | Gunslinger
(1st Job) |
Rebellion
(2nd Job) |
Night Watch
(3rd / 4th Job) |
|
|
|
|
| Description | Max Level HP/SP | Stats Bonus when Max Job Level |
| The firearm line ends here, and it ends as a long-range physical damage dealer that changes weapons instead of changing stance. Every gun in the kit answers a different question: a pistol picks single targets cleanly, a rifle pierces and crits, a shotgun and a grenade launcher cover ground, a gatling gun trades accuracy for volume. Three resources run underneath that choice. Coins pay for the early buffs and repositioning tools, AP pays for the heaviest shots while ordinary hits refund it, and aiming counters bank up while the user stands still so the big finishers can cash them in. Pick this job if you enjoy weapon juggling and resource management. Avoid it if you want one gun and one button. |
|
Str+3, Agi+8, Vit+6, Int+8, Dex+11, Luk+7 Pow+11, Sta+6, Wis+6, Spl+0, Con+11, Ctr+6 |
1st Job Skills
Hover a skill name for its full description and per-level values.
| Skill | Max Lv | Form | Use Cost | Formula |
|---|---|---|---|---|
| Coin Flip | 5 | Active / Supportive Self | 2 | Heads chance = 20 + 10 * SkillLevel%, 1 Zeny, holds up to 10 Coins
|
| Cracker | 1 | Active / Debuff | 10 | Stun chance = 65 - 5 * distance, 1 Coin
|
| Magical Bullet | 1 | Active / Special Physical Ranged | 7 | Damage = ATK + MATK as Ghost, consumes no bullet, 1 Coin
|
| Increasing Accuracy | 1 | Active / Supportive Self | 30 | HIT +20, DEX +4, AGI +4, 60 s, 4 Coins
|
| Fling | 1 | Active / Debuff | 10 | DEF -5 * Coins%, DEF2 -5 * Coins%, spends up to 5 Coins
|
| Madness Canceller | 1 | Active / Supportive Self | 30 | Damage +100, ASPD +20%, roots the caster for 15 s, 1 Coin
|
| Triple Action | 1 | Active / Physical Ranged | 20 | 3 hits in one shot, 1 Coin |
| Adjustment | 1 | Active / Supportive Self | 15 | FLEE +30, HIT -30, ranged damage taken -20%, 30 s, 2 Coins
|
| Bull's Eye | 1 | Active / Physical Ranged | 30 | ATK% = 500 against Demi-Human, Brute and Player, Coma chance = 0.1% on non-boss, 1 Coin
|
| Single Action | 10 | Passive | - | HIT +2 * SkillLevel, ASPD +ceil(SkillLevel / 2)%
|
| Chain Action | 10 | Passive | - | Double-shot chance = 5 * SkillLevel%, requires Revolver, 1 Bullet
|
| Rapid Shower | 10 | Active / Physical Ranged | 22~40 | ATK% = 500 + 50 * SkillLevel, 5 hits, 1 Bullet, requires Revolver
|
| Desperado | 10 | Active / Physical Ranged | 32~50 | ATK% = 50 + 50 * SkillLevel per hit, up to 10 hits in 7x7, 10 Bullets, requires Revolver
|
| Gatling Fever | 10 | Active / Supportive Self | 30~48 | Damage +20 + 10 * SkillLevel, ASPD +SkillLevel%, FLEE -5 * SkillLevel, duration 15 + 15 * SkillLevel s, requires Gatling Gun
|
| Tracking | 10 | Active / Physical Ranged | 15~60 | ATK% = 100 * (SkillLevel + 1), cast time 0.5 + 0.1 * SkillLevel s, requires Revolver or Rifle
|
| Piercing Shot | 5 | Active / Physical Ranged | 11~15 | ATK% = 200 + 20 * SkillLevel, 250 + 30 * SkillLevel with a Rifle, Bleeding chance = 3 * SkillLevel%
|
| Disarm | 5 | Active / Debuff | 15~35 | ATK -25% on monsters, no effect on Boss, requires Revolver or Rifle
|
| Dust | 10 | Active / Physical Ranged | 3~30 | ATK% = 100 + 50 * SkillLevel, knockback 5, range 2 cells, requires Shotgun
|
| Full Buster | 10 | Active / Physical Ranged | 20~65 | ATK% = 300 + 100 * SkillLevel, 2 Bullets, requires Shotgun
|
| Spread Attack | 10 | Active / Physical Ranged | 13~40 | ATK% = 200 + 30 * SkillLevel, 3x3 up to 9x9, 5 Bullets, requires Shotgun or Grenade Launcher
|
| Ground Drift | 10 | Active / Trap Physical Ranged | 3~30 | ATK% = 200 + 20 * SkillLevel, duration 3 * SkillLevel s, element follows the loaded bullet, requires Grenade Launcher
|
| Snake Eyes | 10 | Passive | - | HIT +SkillLevel, Range +SkillLevel cells while a gun is equipped
|
2nd Job Skills
Hover a skill name for its full description and per-level values.
| Skill | Max Lv | Form | Use Cost | Formula |
|---|---|---|---|---|
| Rich's Coin | 1 | Active / Supportive Self | 10 | 100 Zeny for 10 Coins, once learned Coin Flip never loses Coins on tails
|
| (P) Platinum Alter | 5 | Active / Supportive Self | 20~36 | ATK +10 * Coins, barrier 5 * SkillLevel% MaxHP blocking 3 + SkillLevel hits, duration 15 + 15 * SkillLevel s, requires Silver Bullets
|
| Heat Barrel | 5 | Active / Supportive Self | 30 | ATK +(6 + 2 * SkillLevel) * Coins, Fixed cast -5 * Coins%, ASPD +SkillLevel, HIT -(25 + 5 * SkillLevel), 60 s
|
| Flicker | 1 | Active / Supportive Self | 2 | Detonates every Howling Mine and Bound Trap on screen, 1 Coin |
| Bound Trap | 5 | Active / Debuff Trap | 30~38 | Move Speed -50%, duration 9 + SkillLevel s, damage scales with caster DEX and target Max HP, 1 Special Alloy Trap + 1 Coin
|
| Shattering Storm | 5 | Active / Physical Ranged | 50~70 | ATK% = 1700 + 200 * SkillLevel, 5x5 up to 7x7, Helmet break chance from caster DEX, SkillLevel and target AGI, 1 Bullet, requires Shotgun
|
| Banishing Buster | 10 | Active / Physical Ranged | 55~73 | ATK% = 1400 + 100 * SkillLevel, x Base Level / 100, strips one random buff, 1 Bullet, requires Shotgun
|
| Slug Shot | 5 | Active / Physical Ranged | 80~96 | ATK% = 2000 * SkillLevel x (2 + target size), HIT -(11 - SkillLevel)% per cell beyond 3, knockback 6, 1 Slug Bullet, requires Shotgun
|
| Mass Spiral | 5 | Active / Physical Ranged | 40~56 | ATK% = 200 * SkillLevel, ignores DEF, Bleeding chance = 30 + 10 * SkillLevel%, 1 Full Metal Jacket Bullet, requires Rifle
|
| Anti-Material Blast | 5 | Active / Debuff | 80~96 | ATK% = 3500 + 300 * SkillLevel, RES -10 * SkillLevel%, duration 5 + SkillLevel s, chance = 20 + 10 * SkillLevel%, 1 Bullet
|
| Hammer of God | 10 | Active / Physical Ranged | 37~55 | ATK% = 100 * SkillLevel, +150 * Coins, or +400 * Coins on a Crimson Marked target, spends all Coins, requires Rifle
|
| (P) Fallen Angel | 1 | Active / Supportive Ground | 10 | Teleports to the target cell, Desperado damage +100% for 2 s, 1 Coin, requires Revolver
|
| Fire Dance | 10 | Active / Physical Ranged | 13~40 | ATK% = 200 + 100 * SkillLevel + 20 * Desperado, 7x7, x Base Level / 100, 5 Bullets, requires Revolver
|
| Howling Mine | 5 | Active / Physical Ranged | 45~65 | ATK% = 200 + 200 * SkillLevel on hit, 500 + 300 * SkillLevel when Flicker detonates it as Fire, up to 5 mines, 1 Mine Projectile, requires Grenade Launcher
|
| Dragon Tail | 10 | Active / Physical Ranged | 55~100 | ATK% = 500 + 200 * SkillLevel, doubled against a Crimson Marked target, x Base Level / 100, 1 Dragon Tail Missile, requires Grenade Launcher
|
| Fire Rain | 5 | Active / Physical Ranged | 70 | ATK% = 3500 + 300 * SkillLevel, 3x10 line, ground skill removal chance = 15 + 5 * SkillLevel%, 10 Bullets, requires Gatling Gun
|
| Round Trip | 10 | Active / Physical Ranged | 43~70 | ATK% = 350 * SkillLevel, 7x7 up to 13x13, knockback 3 with extra damage into walls, 5 Bullets, requires Gatling Gun
|
| Crimson Marker | 1 | Active / Debuff | 10 | FLEE -10, tracks the target on the minimap, up to 3 marks, 50 s, boosts Quick Draw Shot, Dragon Tail and Hammer of God, 1 Coin
|
| Quick Draw Shot | 1 | Active / Physical Ranged | 5 | hits = 1 + JobLevel / 20, only after Chain Action fires, extra damage to a Crimson Marked target within 21x21
|
| Eternal Chain | 10 | Active / Supportive Self | 45 | Enables Chain Action on any gun at the learned level, duration 30 + 15 * SkillLevel s, 1 Coin
|
3rd / 4th Job Skills
Hover a skill name for its full description and per-level values.
| Skill | Max Lv | Form | Use Cost | Formula |
|---|---|---|---|---|
| P.F.I | 10 | Passive | - | P.ATK +2 + SkillLevel while a gun is equipped
|
| Grenade Mastery | 10 | Passive | - | CON +SkillLevel, grenade skills gain +20, +30 or +50% per SkillLevel depending on the skill
|
| Intensive Aim | 1 | Active (Toggle) / Supportive Self | 10 | ATK +150, HIT +250, Critical +30, banks 1 Aiming Count every 0.5 s up to 10, cancelled when the caster leaves the cell
|
| Grenade Fragment | 7 | Active / Supportive Self | 50 | Lv 1 Water, Lv 2 Wind, Lv 3 Earth, Lv 4 Fire, Lv 5 Shadow, Lv 6 Holy, Lv 7 removes the element, 300 s |
| Auto Firing Launcher | 5 | Active / Supportive Self | 90~130 | Basic Grenade chance = 5 + SkillLevel%, Hasty Fire chance = (SkillLevel - 2) * 2% from Lv 3, Grenades Dropping chance = 3% at Lv 5, duration 90 + 30 * SkillLevel s
|
| (MT) Hidden Card | 10 | Active (AP) / Supportive Self | 150 SP / 150 AP | Ranged damage +10 * SkillLevel%, P.ATK +3 * SkillLevel, RES pierce +SkillLevel%, 300 s
|
| Tactical Repositioning | 1 | Active / Supportive Ground | 30 | Consumes 1 Aiming Count to move to the target cell, only while Intensive Aim is active, fails if the path is blocked |
| The Vigilante at Night | 5 | Active (AP) / Physical Ranged | 72~88 | Gatling ATK% = 350 * SkillLevel, Shotgun ATK% = 800 + 810 * SkillLevel, +5 * CON, +Aiming Count * 100 (Gatling) or 200 (Shotgun) * SkillLevel%, 10 Bullets
|
| (MT) Only One Bullet | 5 | Active / Physical Ranged Critical | 39~55 | ATK% = 1200 + 3000 * SkillLevel, +5 * CON, +Aiming Count * 350 * SkillLevel%, Revolver adds +400 * SkillLevel, Pistol ignores DEF, Rifle crits for half the total Critical Damage
|
| (MT) Spiral Shooting | 5 | Active / Physical Ranged Critical | 48~68 | ATK% = 1200 + 1700 * SkillLevel, Rifle adds +200 + 1100 * SkillLevel, +5 * CON, +Aiming Count * 150 * SkillLevel%, Grenade Launcher hits twice, Rifle crits for half the total Critical Damage
|
| (MT) Magazine for One | 5 | Active / Physical Ranged Critical | 42~58 | ATK% = 250 + 500 * SkillLevel, +5 * CON, +Aiming Count * 100 * SkillLevel%, Revolver adds +50 + 300 * SkillLevel, Gatling fires 10 hits, Pistol fires 6 and crits for half the total Critical Damage
|
| (MT) Wild Fire | 5 | Active / Physical Ranged | 51~67 | ATK% = 1500 + 3450 * SkillLevel, +5 * CON, +Aiming Count * 500 * SkillLevel%, Shotgun adds +100 * SkillLevel, Shotgun 5x5 up to 7x7, Grenade Launcher 9x9 up to 11x11
|
| Wild Shot | 5 | Active / Physical Ranged Critical | 60~72 | ATK% = 870 + 180 * SkillLevel per hit, 7 hits, +5 * CON, (MT) Hidden Card adds +60 * SkillLevel with a Revolver or +100 * SkillLevel otherwise
|
| Midnight Fallen | 5 | Active / Physical Ranged | 50~70 | ATK% = 2500 + 850 * SkillLevel per hit, 3 hits, ignores DEF, +5 * CON, (MT) Hidden Card adds +400 * SkillLevel (Shotgun), +200 (Gatling) or +340 (Grenade Launcher)
|
| Basic Grenade | 5 | Active / Physical Ranged | 36~60 | ATK% = 1500 + 2100 * SkillLevel + 50 * Grenade Mastery, +5 * CON, 3x3 up to 5x5, 1 Throwing Grenade, element follows Grenade Fragment
|
| Hasty Fire in the Hole | 5 | Active / Physical Ranged | 50~62 | ATK% = 1500 + 1500 * SkillLevel + 20 * Grenade Mastery, +5 * CON, 3 explosions at 5x5, 7x7 then 9x9, 3 Throwing Grenades
|
| Grenades Dropping | 5 | Active / Physical Ranged | 60~84 | ATK% = 550 + 850 * SkillLevel + 30 * Grenade Mastery, +5 * CON, 3 hits over 4 s, fall area 11x11 down to 9x9, 15 Throwing Grenades
|
| Mission Bombard | 10 | Active (AP) / Physical Ranged | 100 SP / 35 AP | ATK% = 5000 + 1800 * SkillLevel + 100 * Grenade Mastery for the main bomb, 800 + 200 * SkillLevel + 30 * Grenade Mastery per secondary explosion, 9x9 then 5x5 for 10 s, 15 Throwing Grenades
|
Item Boosts
Gear that directly boosts each 4th job skill.
| Only One Bullet | ||
|
| Spiral Shooting | ||
|
| Magazine for One | ||
|
| Wild Fire | ||
|
| Wild Shot | ||
|
| Midnight Fallen | ||
|
| Basic Grenade | ||
|
| Hasty Fire in the Hole | ||
|
|
| Grenades Dropping | ||
|
|
Job Build Recommendations
The job splits into three gun families rather than three damage types. The pistol and rifle family lives on single-target critical shots and the aiming counter, the gatling and shotgun family lives on splash volume and the short burst buffs, and the grenade launcher family lives on ground-target explosions and elemental selection. This section is split by gear tier: Mid Game covers the pieces you can wear from Base Level 200 to 249, and End Game covers 250 and up, which is also where the SS and SSS tier instances open.
Mid Game
| Build | Recommendations |
| Revolver & Rifle Ranged Critical |
Skills to main: (MT) Only One Bullet Lv 5, (MT) Spiral Shooting Lv 5, Wild Shot Lv 5, (MT) Magazine for One Lv 5, (MT) Hidden Card Lv 10, Intensive Aim Lv 1, Tactical Repositioning Lv 1, P.F.I Lv 10 Gear to refine and grade: Damage cards: Stats and traits: CON first, because every one of these shots adds 5 x CON on top of its skill level ratio. CRT second, since (MT) Only One Bullet, (MT) Spiral Shooting and Wild Shot all crit. POW third for the flat ATK it feeds into P.ATK. Enchants and shadow: Combos: Consumables: Rotation: (MT) Hidden Card first, then Intensive Aim and stand still while the Aiming Counts bank up to ten. Spend them on (MT) Only One Bullet and Wild Shot, keep (MT) Spiral Shooting for a pack, and re-cast Intensive Aim after every Tactical Repositioning because the buff drops the moment the caster leaves the cell. Budget: Low to medium. Two guns and one crown carry the whole profile. Content: Base Level 200 to 249 field and dungeon content, below the 250 gate of the SS tier instances. |
| Gatling & Shotgun Ranged Physical |
Skills to main: The Vigilante at Night Lv 5, (MT) Magazine for One Lv 5, (MT) Wild Fire Lv 5, Midnight Fallen Lv 5, Heat Barrel Lv 5, P.F.I Lv 10 Gear to refine and grade: Damage cards: Stats and traits: CON first, since every shot in the kit adds 5 x CON, and it also feeds HIT so the gatling spread stays accurate. POW second for flat ATK. CRT only if you lean on (MT) Magazine for One. Enchants and shadow: Combos: Consumables: Rotation: Heat Barrel on the pull, (MT) Hidden Card for the ranged damage, then The Vigilante at Night into (MT) Magazine for One and Midnight Fallen while the buff holds. (MT) Wild Fire is the wide clear and the shotgun answer to a pack that spreads out. Budget: Medium. Two gun families means two ammo types in the bag. Content: Base Level 200 to 249 field and dungeon content, below the 250 gate of the SS tier instances. |
| Grenade Launcher Ranged Physical |
Skills to main: Mission Bombard Lv 10, Grenades Dropping Lv 5, Hasty Fire in the Hole Lv 5, Basic Grenade Lv 5, Grenade Mastery Lv 10, Grenade Fragment Lv 7, Auto Firing Launcher Lv 5, (MT) Wild Fire Lv 5, Midnight Fallen Lv 5 Gear to refine and grade: Damage cards: Stats and traits: CON first, since Grenade Mastery also adds CON directly and every grenade skill adds 5 x CON. POW second. Grenade damage is flat and does not crit, so CRT is a dead trait here. Enchants and shadow: Combos: Consumables: Rotation: pick the element with Grenade Fragment before the pull, keep Auto Firing Launcher up so Basic Grenade, Hasty Fire in the Hole and Grenades Dropping fire on their own, then layer Grenades Dropping over Mission Bombard and drop Basic Grenade into whatever is left standing. Budget: High. Grenades Dropping and Mission Bombard each eat fifteen Throwing Grenades per cast. Content: Base Level 200 to 249 field and dungeon content, below the 250 gate of the SS tier instances. |
End Game
| Build | Recommendations |
| Revolver & Rifle Ranged Critical |
Skills to main: (MT) Only One Bullet Lv 5, (MT) Spiral Shooting Lv 5, Wild Shot Lv 5, (MT) Magazine for One Lv 5, (MT) Hidden Card Lv 10, Intensive Aim Lv 1, P.F.I Lv 10 Gear to refine and grade: Damage cards: Stats and traits: CON to cap, because every shot adds 5 x CON and the trait also pays into P.ATK. CRT next for the crit rate and crit damage. POW last. Enchants and shadow: Combos: Consumables: Rotation: (MT) Hidden Card and Intensive Aim, bank the Aiming Counts, then (MT) Only One Bullet into Wild Shot and (MT) Spiral Shooting. On the Frigid Night Rifle the two Dimension Glaze cards auto-cast Wild Shot off every (MT) Only One Bullet, so the OOB cycle is the whole rotation. Budget: High. Both rifles want +12 refine and grade A before the tier feels worth it. Content: Base Level 250 and up, including the SS tier instances at 250 and the SSS tier at 270. |
| Gatling & Shotgun Ranged Physical |
Skills to main: The Vigilante at Night Lv 5, (MT) Magazine for One Lv 5, (MT) Wild Fire Lv 5, Midnight Fallen Lv 5, (MT) Hidden Card Lv 10, Heat Barrel Lv 5, P.F.I Lv 10 Gear to refine and grade: Damage cards: Stats and traits: CON to cap. POW second. The shotgun half gains nothing from CRT, so only build it if (MT) Magazine for One is on your bar. Enchants and shadow: Combos: Consumables: Rotation: Heat Barrel and (MT) Hidden Card, then The Vigilante at Night on the pack before Midnight Fallen goes down. (MT) Wild Fire with the shotgun is the wide clear and (MT) Magazine for One the short single target burst while the cooldowns run. Budget: Medium. Two guns, one ammo type and one crown. Content: Base Level 250 and up, including the SS tier instances at 250 and the SSS tier at 270. |
| Grenade Launcher Ranged Physical |
Skills to main: Mission Bombard Lv 10, Grenades Dropping Lv 5, Hasty Fire in the Hole Lv 5, Basic Grenade Lv 5, Grenade Mastery Lv 10, Grenade Fragment Lv 7, Auto Firing Launcher Lv 5, (MT) Wild Fire Lv 5, Midnight Fallen Lv 5, (MT) Hidden Card Lv 10 Gear to refine and grade: Damage cards: Stats and traits: CON to cap, then POW. Grenade Mastery adds CON on top, so it is the only passive on the page that raises the trait twice. Enchants and shadow: Combos: Consumables: Rotation: Grenade Fragment first, then Auto Firing Launcher, then Mission Bombard and Grenades Dropping stacked on the same cell so the secondary explosions overlap. (MT) Hidden Card before the burst keeps (MT) Spiral Shooting and Midnight Fallen on the Agent Launcher topped up. Budget: High. Fifteen Throwing Grenades per Mission Bombard and per Grenades Dropping makes this the most expensive profile on the page. Content: Base Level 250 and up, including the SS tier instances at 250 and the SSS tier at 270. |
General Damage Gear & Cards
The tables above list items that boost one specific skill. The pieces below raise damage in general, so they work with any build on that damage type and stack on top of the skill gear.
Physical
Mid Game
Base Level 200 to 249. Every gun skill reads ranged damage % and ATK %, so these are the slots that stack on top of whichever gun you are holding.
| Slot | Recommended | Main bonuses |
|---|---|---|
| Armor | ATK %, ranged damage %, P.ATK | |
| Garment | ATK %, ranged damage %, P.ATK | |
| Shoes | ATK %, ranged damage %, P.ATK | |
| Accessory | ATK %, P.ATK | |
| Head (Top) | ATK %, ranged damage %, P.ATK, damage to all sizes and elements, crit damage % | |
| Shadow set | ATK %, crit rate, ATK per refine, P.ATK and ignore DEF on the paired lines |
End Game
Base Level 250 and up. Shadow gear has no level gate, so the Mid Game shadow set carries over unchanged.
| Slot | Recommended | Main bonuses |
|---|---|---|
| Armor | ATK %, ranged damage %, crit damage %, damage to all elements | |
| Garment | ATK %, ranged damage %, crit damage %, P.ATK, damage to all elements | |
| Shoes | P.ATK, ranged damage %, crit damage % (refine and grade scaled) | |
| Accessory | ATK %, P.ATK, ranged damage %, crit damage %, damage to all elements | |
| Head (Top) | ATK %, ranged damage %, P.ATK, crit damage %, damage to all sizes |
Damage Cards
Universal: these apply to every target, so they are the safe default when you do not know what you are fighting.
| Card | Effect on physical damage |
|---|---|
| ATK % (refine scaled where applicable) | |
| ATK %, damage to Demon (refine scaled where applicable) | |
| P.ATK (refine scaled where applicable) | |
| ranged damage %, damage to Boss (refine scaled where applicable) | |
| ranged damage % (refine scaled where applicable) | |
| melee damage % (refine scaled where applicable) | |
| melee damage %, damage to Boss (refine scaled where applicable) | |
| melee damage % (refine scaled where applicable) | |
| crit damage % (refine scaled where applicable) | |
| crit damage % (refine scaled where applicable) | |
| crit damage % (refine scaled where applicable) |
Target specific: swap these in once you know the race, size, element or class of what you are farming.
| Card | Effect on physical damage |
|---|---|
| ATK %, damage to Demi-Human, Angel, Player (refine scaled where applicable) | |
| ATK %, damage to Brute (refine scaled where applicable) | |
| ATK %, damage to Demon (refine scaled where applicable) | |
| ATK %, damage to Undead (refine scaled where applicable) | |
| ATK %, damage to Dragon (refine scaled where applicable) | |
| ranged damage %, damage to Formless, Demi-Human, Player (refine scaled where applicable) | |
| ranged damage %, damage to all sizes, Water, Earth, Fire, Wind, Poison, Holy, Dark, Ghost (refine scaled where applicable) | |
| P.ATK, damage to Dark (refine scaled where applicable) | |
| ranged damage %, damage to Small, Large (refine scaled where applicable) | |
| ATK %, P.ATK, damage to Boss, Normal (refine scaled where applicable) |
Related NPC
|
Ammunition Merchant Department Store in main town |
|
|
| Gun | Price | Gun | Price |
| 1200000 | 1450000 | ||
| 1350000 | 1800000 | ||
| 1250000 | 1350000 | ||
| 1950000 | 1600000 | ||
| 2200000 | 2700000 | ||
| 2800000 |
|
| Ammo | Price | Ammo | Price |
| 1 | 5 | ||
| 5 | 5 | ||
| 5 | 5 | ||
| 5 | 10 | ||
| 5 | 5 | ||
| 5 | 5 | ||
| 5 | 5 | ||
| 5 | 15 | ||
| 30 | 1000 | ||
| 30 |
200 |
| Case | Material Cost | Case | Material Cost |
| - | - |
Wallpaper






