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                               Rage of Bahamut Faq
                                 For Android
                      Guide by cbradley27 (Christian Bradley)
                                 Version 1.0
               Contact the author via e-mail: cbradley27@hotmail.com
               This guide is Copyright (c)2012 Christian Bradley


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This guide is currently only allowed to be posted on the following sites

http://www.gamefaqs.com
http://www.cheathappens.com
http://www.neoseeker.com

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Table of Contents

I... Introduction                              [01]
II.. Choosing an Alignment                     [02]
III. Stats                                     [03]
IV.. The Tutorial                              [04]
V... Referral Codes                            [05]
VI.. Enhancing/Evolving Cards                  [06]
VII. Using Items                               [07]
VIII Joining an Order                          [08]
IX.. Quests                                    [09]
X... Battles                                   [10]
XI.. Events                                    [11]
XII. Trading                                   [12]
XIII Archive Bonuses                           [13]
XIV. Fellows                                   [14]
XV.. Friendship Points                         [15]
XVI. Card Skills                               [16]

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Chapter I - Introduction                               [01]

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Rage of Bahamut is a multiplayer collectable card game for Andriod. The game is
available as a free download from the Android Play Store. It follows the 
freemium business model: it's free to play, but has a store where in-game items
can be purchased for real-world money. Download, install, and run the app and
you will get some starter cards and be prompted to choose an alignment. 


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Chapter II - Choosing an Alignment                     [02]

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The game's three alignments are Man, Gods, and Demons. All cards in the game
are associated with one of the three alignments. Choose the one you like, they
all have plenty of good cards. Demon cards tend to be more aggressive, Gods 
cards tend to be more defensive, and Man cards tend to be more balanced.


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Chapter III - Stats                                     [03]

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Player Stats

Every player has three stats: Stamina, Attack, and Defense.

Stamina - Stamina allow you to do quests and some events. Every time you do a 
quest step you spend Stamina points. This is the only stat you'll need early 
in the game.

Attack - Attack allows you do fight other players and do some events. Every
time you attack another player you spend Attack points. Increasing your Attack
will not make each card's attacks stronger, it will just allow you to use more
and higher power cards when you attack a player.

Defense - Defense allows you to defend yourself from other players. Every time
you are attacked by another player, you spend Defense points.

Spending points in Stamina, Attack, or Defense increases the maximum amount of
points you can have in that category. All points recover over time up to your
maximum level at a rate of 1 point per minute (this rate can be improved, see
the Archive Bonuses section).

You get stat points to spend from leveling up, finishing quests, or adding 
Fellows.


Card Stats

In addition to the player stats, every card has three stats: Attack, Defense,
and Power Required.

Attack - A card's attack score determines how much damage it will do when you
attack using that card.
Defense - A card's defense score determines how much damage it will do when you
defend using that card.
Power Required - The number of player Attack or Defense points it will cost to
use this card in a battle.


How many much Stamina/Attack/Defense do I need?

The answer depends on what you want to do in the game. If you enjoy questing
and collecting lots of cards for trade, Stamina is where you want to invest.
If you want to be able to attack more often, put your points in Attack. If you
want to prevent people from winning in their attacks on you, you would want to
put more points in defense.

The amount of Attack and Defense points you need will also depend on your deck.
Attacking once spends the entire power cost of your attack deck (your five 
cards with the highest attack values). Defending only spends about ten percent 
of the power cost of your defense deck (your five cards with the highest 
defense values). A good rule for the minimum you want in Attack and Defense 
is enough Attack to use your best attack deck twice, and enough Defense to use 
your best defense deck a few times.


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Chapter IV - The Tutorial                              [04]

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The game will send you on a short series of quest steps in a tutorial. You will
level up quickly and be given points to spend on increasing your stats. Choose
Stamina. Stamina will allow you to do more quests, get more cards, and level up
faster.

At the end of the tutorial you will have a chance to enter a referral code,
this is your last chance to enter a referral code.

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Chapter V - Referral Codes                            [05]

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Entering a referral code when you finish the tutorial will give you 100,000
Rupees and a rare card. If you're reading this before you've past that point,
feel free to use my code (hac21833) or google for someone else's code. It
doesn't matter whose code you use, the bonus is the same no matter which code
you enter.

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Chapter VI - Enhancing/Evolving Cards                  [06]

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Cards in Rage of Bahamut can be Enhanced, which will increase the level of the 
card and increase the attack and defense value of the card, or Evolved, which 
will change the card into a more powerful version of itself and reset its 
level back to 1.

Enhancing

Enhancing a card allows you to sacrifice other cards to make one card stronger.
You'll want to enhance the best cards you have using the worst cards you have
as feeders. Each Enhancing session can consume up to ten cards. Cards can be 
enhanced up to a maximum level that is determined by their rarity:

Normal: 20
High Normal: 30
Rare: 40
High Rare: 50

and so on.

Using feeders that have been evolved increases the amount of experience gained
and allows you to enhance the target card with a lower Rupee cost than using
un-evolved feeder cards. Generally, you'll want to use the lowest cost cards 
you can find as feeders, so be prepared to revisit the quests in area 2 over
and over for the cheap cards you can pick up there.

Evolving

Evolving cards allows you to combine two cards of the same type to create a new
card. Most cards in the game have four stages of evolution, after which they
can't be evolved any further. For example, two Goblin cards can be used to 
create a Goblin+ card, a Goblin+ can be combined with a Goblin to make a 
Goblin++ card, and a Goblin++ can be combined with a Goblin to make an [Imp] 
Goblin card. The final form of a card will be one rarity level higher than the
base card, so a normal cards final form will be a high normal, a high normal's
final form will be a rare.

Evolving together cards that have been Enhanced will produce more powerful 
cards so there are many combinations of evolution and enhancement that will
produce a variety of results in how powerful the final card will be.

Evolution paths are often described using two numbers, the first number being
the total number of cards used to create the final card, the second number 
being the number of times cards used were enhanced to maximum. So a 4-0 
evolution means four cards were used, and none of them were enhanced. An 8-14
evolution (the maximum) means that eight cards were used, and every card was 
enhanced completely at every stage of the evolution.

Here are some popular evolution paths, using the Goblin as an example card:

4-0 (the feeder evolution)
Final card will be around 87% of maximum strength

Goblin combined with Goblin => Goblin+
Goblin+ combined with Goblin => Goblin++
Goblin++ combined with Goblin => [Imp] Goblin


4-2 (a good evolution for rares early in the game)
Final card will be around 95% of maximum strength

Goblin combined with Goblin => Goblin+
Goblin+ combined with Goblin => Goblin++
Enhance the Goblin++ and a Goblin
Enhanced Goblin++ combined with Enhanced Goblin => [Imp] Goblin


6-2 (a cheap but effective evolution)
Final card will be around 98% of maximum strength

Goblin combined with Goblin => Goblin+
Goblin+ combined with Goblin => Goblin++
Enhance the Goblin++
Goblin combined with Goblin => Goblin+
Goblin+ combined with Goblin => Goblin++
Enhance the other Goblin++
Enhanced Goblin++ combined with Enhanced Goblin++ => [Imp] Goblin


8-2 (another good value evolution)
Final card will be around 98% of maximum strength

Eight Goblins combined with each other => 4 Goblin+
Four Goblin+ combined with each other => 2 Goblin++
Enhance both Goblin++
Enhanced Goblin++ combined with Enhanced Goblin++ => [Imp] Goblin


4-6 (a good cheap evolution for high resale value)
Final card will be around 97% of maximum strength

Enhanced Goblin combined with Enhanced Goblin => Goblin+
Enhanced Goblin+ combined with Enhanced Goblin => Goblin++
Enhanced Goblin++ combined with Enhanced Goblin => [Imp] Goblin


6-6 (a stronger evolution, use as you approach the end game) 
Final card will be around 99.5% of maximum strength

Goblin combined with Goblin => Goblin+
Enhance the Goblin+ and a Goblin
Enhanced Goblin+ combined with Enhanced Goblin => Goblin++
Goblin combined with Goblin => Goblin+
Enhance the Goblin+ and a Goblin
Enhanced Goblin+ combined with Enhanced Goblin => Goblin++
Enhance both Goblin++ cards
Enhanced Goblin++ combined with Enhanced Goblin++ => [Imp] Goblin


6-10 (very close to the best evolution, 
makes a strong card with high resale value) 
Final card will be around 99.7% of maximum strength

Enhanced Goblin combined with Enhanced Goblin => Goblin+
Enhance the Goblin+ and a Goblin
Enhanced Goblin+ combined with Enhanced Goblin => Goblin++
Enhanced Goblin combined with Enhanced Goblin => Goblin+
Enhance the Goblin+ and a Goblin
Enhanced Goblin+ combined with Enhanced Goblin => Goblin++
Enhance both Goblin++ cards
Enhanced Goblin++ combined with Enhanced Goblin++ => [Imp] Goblin


8-14 (only use this on the highest cards in the game)
Final card will be 100% of maximum strength

Enhance Eight Goblins
Eight Enhanced Goblins combined with each other => 4 Goblin+
Enhance Four Goblin+
Four Enhanced Goblin+ combined with each other => 2 Goblin++
Enhance both Goblin++
Enhanced Goblin++ combined with Enhanced Goblin++ => [Imp] Goblin


There are some very good guides out there for evolution numbers, this isn't 
one of them. If you want the details go look them up. As a general rule, 
a 6-2 or 8-2 evolution is a good bet for rare cards. You may be tempted to use
a more powerful evolution on your rare cards, but keep in mind that the 
difference in power between the best evolution and the worst is only about 
15%, so for personal use it's just not worth it to spend the cards on doing a
high power evolution path unless the card you're evolving is a very, very good
one. Note that the evolution you use will strongly effect the cards resale 
value, so don't expect to get as much value when selling a weaker evolution as
you will get for selling a stronger one.


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Chapter VII - Using Items                              [07]

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Two items in Rage of Bahamut are Cure Water (CW) and Holy Powder (HP). CW fills
your stamina to maximum and HP fills your attack and defense to maximum. Don't 
use these early on, as they will be much more valuable to you
later. For example, if you use CW to fill your stamina when your maximum 
stamina is 20, you just got 20 minutes worth of stamina for your CW. If you use
it next week, when you have levelled up quite a bit and have a maximum stamina
of 200, you just received 3 hours and 20 minutes worth of stamina, a much 
better value.

More importantly, CW and HP are used as currency in trading. It's going to be
worth your while early on to trade some of your HP and/or CW for some good rare
cards, generally rares go for 1-2 HP or 2-3 CW. You'll also want to save up HP
early on so you can buy better cards later. See the section on trading for
more details.


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Chapter VIII - Joining an Order                        [08]

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An Order in Rage of Bahamut is a collection of players working together. It's
what other games would call a Guild or Clan. Finding an Order to join should be
easy, there's a tool for it built right into the game. You can also check out
sites like robforum.com where the more active guilds do recruiting. A big,
active Order will help you out, you can find people there to trade with and
during events you will get bonuses based on what your Order accomplishes.


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Chapter IX - Quests                                    [09]

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Quests are the basic way to get experience, cash, and cards. Finishing a quest
will give you a stat point to spend, and every battle in a quest will reward
you with some Rupees. Always make sure you have at least enough stamina to do
three battles in a quest before proceeding with it, as you get a card or 
treasure for doing three in a row (sometimes 4 or 5 in a row in later quests). 
Every quest will have three or four rewards available, one card from each
alignment and sometimes a piece of a treasure set. When you start the quest,
they'll all be shown as ? symbols, when you discover one it will show in the
quest list. Silver ? boxes are less likely to be awarded, and gold ? boxes are 
even less likely, so you may need to repeat the quest several times if you 
want to see what all the rewards are. 

Collecting all the pieces of a treasure set will award you a weak rare card
that can't be evolved.

Early quests (2-2 and 2-5) are good to revisit to pick up cheap cards for
enhancements. They can also be sold to other players as feeders if you're low
on cash, you'll get much more Rupees trading to other players than selling to 
the game, so never use the sell option.


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Chapter X - Battles                                    [10]

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Battling other players lets you steal their money or their treasures. Before
you start battling, you'll want to make sure you have five cards that are 
enhanced and that you have enough Attack to play all 5. Don't try to take on
players much higher level than you, you'll lose because they'll have better 
cards than you, and don't try to take on players much lower level than you, 
the game will make you lose automatically as punishment. Using cards that have
an alignment that matches your own will give them a little boost, and there are
lots of other ways to give yourself an edge (order bonuses, card skills, etc.)

Winning a battle will give you a portion of your opponents Rupies, up to a
maximum of 10,000 per battle. You can also target one of your opponent's quest
treasures, if you win you'll receive it along with their money. If your
opponent put a Magic Circle on the item, you'll automatically lose the battle,
so there's a higher risk in targeting treasures than in just attacking for cash.

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Chapter XI - Events                                     [11]

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Whenever there is an event going on, participate in it. The rewards are 
generally better than what you can get questing or battling. Events will reward
you for what you do and what your Order does, so participate as much as you can
and get prizes for you and your Order.


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Chapter XII - Trading                                   [12]

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The best way to find trading partners is using forums like the boards at 
GameFAQs.com or robforums.com. Post what you're offering or looking for and 
you'll usually get trade offers in game within a few minutes if your offer is 
reasonable. You can also look around at players in the game and see what 
they have on their wishlists and put cards you want on your wishlist, but 
you'll get what you want much faster using a forum.

Items are the common currency. Generally, the going rate for most rare cards is 
1-2 HP or 2-3 CW, but that may change depending on events going on increasing
the supply or demand of items. Some rares are worth less, some are worth more,
look around on the forums before you commit to anything to keep yourself from 
being exploited. High Rares and above vary widely in price and you should
check around before committing to a purchase or sale of one of these.

Here's a short list of some rares and high rares that are not standard value, 
be careful trading these:

Any card with square brackets [    ] in the name. These are lower rarity 
cards evolved up and not worth as much as cards with a higher base rarity.
Phoenix (R)
Pegasus Knight (R)
Guivre (R)
Dragon Rider (HR)
Verdandi (HR)
Ghost Rider (HR)
Alluring Angel (HR)
Scribe (HR)
Gold Dragon (R)

It's not a complete list, just do your due diligence and don't be in a hurry
to trade and you'll be fine. Also, look for the dots in the bottom right 
corner of the card, cards with these dots can be evolved normally, cards 
without them cannot be evolved and are worth much less.

These two rare cards are special and are usually worth more than a standard 
rare:

Angel Queen (R) - Big boost to experience when used in enhancing
Devil Queen (R) - Big boost to skill up chance when used in enhancing


Making the Jump - Rares to High Rares

There is a large gap in value between Rare and High Rare cards. It's very
difficult to arrange a trade directly from any number of Rare cards to any
High Rare. The best way to make the jump to the higher level of cards is to
sell your Rare cards for HP and collect enough HP to purchase the High Rares
you want.

Making Money

Making money by trading follows the basic rule of any market: buy low and sell
high. Watch the trading forums to see what people are offering to buy or sell
cards for and buy those cards when you see a good deal and resell them for a
profit. Currency value shift a lot depending on what events are going on or
coming up, so you can make or lose a lot of value by trading HP, CW, and Rupies
depending on when you buy and sell. If the event is a war that requires HP to
attack other players, expect HP to become more valuable. If the event involves
questing, expect CW prices to rise. If the event grants large prizes of Rupies,
get rid of your Rupies fast because their value is about to plummet.


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Chapter XIII - Archive Bonuses                          [13]

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There are two Archive Bonuses in Rage of Bahamut. The first lets you hold more 
cards, the second lets you recover Stamina/Attack/Defense faster. To get the 
first bonus, you'll need to discover new cards that you haven't held before.
Once you've held it, you don't need to keep it, it's in your archive and counts
for the bonus. Evolutions of cards count as well, evolving through all four 
stages of a card will count as discovering four cards.

To increase your recovery rate, you need to get your hands on fully enhanced
cards, once you've held a fully enhanced copy of a card, it counts towards
giving you a faster recovery rate. Once you've found 5 fully enhanced cards
you'll recover one point every 59 seconds instead of every minutes, once you've
found 20 fully enhanced cards you'll recover one point every 58 seconds, and so
on.


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Chapter XIV - Fellows                                   [14]

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When you level up, you'll sometimes get an extra slot to add another Fellow.
Add them, every one you add will give you 5 stat points to spend and they can
help you out during certain events. If someone sends you a Fellow request, go
ahead and accept it. You don't have to know them or be friends with them, and
you'll have plenty of slots open up as you level for everyone you actually want
in there.

You can also use removing and adding fellows to change around your stat points.
Removing a fellow will take 5 points from your highest attribute and adding a
new fellow will let you spend those 5 points as you please.


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Chapter XV - Friendship Points                          [15]

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Every day you get some a free card and Friendship Points for logging in and 
playing. You can get more Friendship Points for posting on twitter and for 
sending Support messages to other players. Don't worry about spamming people, 
everyone does it and no one minds.

Friendship points can be spent to get random cards in the game store.


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Chapter XVI - Card Skills                               [16]

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Some cards have skills like increasing attack power or decreasing your 
opponent's defense. These skilled cards are more valuable than regular cards
because they better for use in battle and they can be used to increase the
skill level of other skilled cards. When one skilled card is enhanced using 
another skilled card, there is a chance to increase the skill level on the
enhanced card. The chance increase when more and rarer cards with skills are
used in the enhancement. Note that the skill increase chance only increases 
for the current enhancement, so it's usually better to use several skilled 
cards at once to reduce the chance of failure (unless you like gambling, then
feel free to roll the dice over and over with a low chance each time).

Cards with skills trade for much more than unskilled cards because players 
with high level cards need them to increase their cards' skill levels. 
Evolution will reset the cards skill level back to 1, so make sure you only
use skilled cards to enhance cards that are at their maximum evolution level,
or the value of the skilled enhancer will be wasted when the card is evolved.

When you set cards in your deck, the order of the cards influences the 
likelihood of whether the skill will trigger in combat, so put your cards with
the best skills at the top of the list when you build your deck. Skill level
and which card is your leader can also increase the chance that the card will
use its skill in battle.

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This may be not be reproduced under any circumstances except for personal, 
private use. It may not be placed on any web site or otherwise distributed 
publicly without advance written permission.  Use of this guide on any other 
web site or as a part of any public display is strictly prohibited, and a 
violation of copyright.

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