GOLFING TIPS & CHARTS

This Link below is a Golfing guide. Download & try it.

https://www.box.net/shared/5399cuo21t

There is another online version of pin locations for Mastery Here.

 

 CHAT COMMANDS IN THE GAME

/ADD_F +username Add to friends list 
/DEL_F +username Delete friend 
/CHAT_B +username Block user chat 
/CHAT_O +username Unblock/allow chat 
/WCHAT_B +username Block private chat from user 
/WCHAT_O +username Unblock/allow chat 
/ACHAT_B Block /Ignore chat from all users 
/ACHAT_O Unvlock/allow chat from all users 
/AWCHAT_B Block/Ignore priv chat from all users 
/AWCHAT_O Unblock/allow priv chat from all users 
/GUILD_ANN Guild announcement (when/where available) 

====================================================================================================

 STATS ADVICE 

Stats can be a tricky business, as with everything else in this game there is no right and no wrong way, all players have their own personal preferences. 
 
Here are my recommendations. 
 
1st of all what does each stats do for my character? 
 
Power - This is pretty much self explanatory, power = distance 
 
Skill - Skill will increase spin, backspin, topspin, and sidespin (draw and fade). this is handy for shaping your shots around bends, this also gives you some extra distance. (beware lower levels too much spin can cause very wayward shots). 
 
Impact - Higher impact means you get a cleaner strike on the ball, this increases the height of the ball flight and most importantly accuracy. accuracy in this game is key, you wont score many birdies from the rough or sand. keep it on the fairway and the game becomes simple. 
 
Stamina - Stamina prevents fatigue from building up too quickly, high fatigue causes strange inaccurate shots. I, like most other players neglect stamina (mine is at 9). just keep plenty of drinks to hand to keep your fatigue low. 
 
Now we know what each stat does, what should we do with them. 
This will depend on what level you are at. 
 
Level 1 - 41+ (when you pass semi pro test) 
 
Stamina - 6-8 
 
Skill - 12-16 
 
Once at these levels stop adding and just add to power and impact. 
Keep power and impact either the same as each other (i.e if power 16 imp 16) or impact slightly higher (by 2-5 points). 
Having power above impact will produce more wayward shots. 
(Impact is MOST important at lower lvls, accuracy is always better than distance) 
 
Semi-Pro lvl 41 - 80 
 
At semi pro you can now start to increase your skill, this will add extra power and swerve much needed for courses like cadeiger. 
Skill - from 12-16 up to 20-30 
 
Power and impact - still increase but at a slower rate(throw 1 stat on each every few lvl's or so) 
 
Stamina - this can be left at 6-10 
 
Once power gets to 60-65 points any extra power points will have very little affect on your overall shot distance. having impact higher will help more with accuracy, keep increasing skill for that extra distance. 
 
Level 80 + 
 
Your the expert now its your decision. 
most high level players will opt to lower power and impact right down and increase skill to as high as possible. 
(to get the benefit from the distance very high skill can give, it needs to be in excess of 100 points) 
You can then reduce power and impact 
 
Power - 30-35 
 
Impact - 50-55 
 
Stamina - as low as is possible 
 
Skill- every other stat available. (if this is not now over 100 it is best staying with higher power and impact, as the high skill benefits wont be worth the loss in accuracy).
 

 =====================================================================================================

Clubs - A Comprehensive Guide 

-----Drivers-----

Aeolos (Emerald, Spinel, Tourmaline)

• Level Requirement: 0
• Bar Speed: Normal
• Distance: Slightly longer than Tempest but slightly shorter than Hurricane.
• Fitting Slots: 5
• Forgiveness: Normal
• Stats: Emerald is +5 power, +2 impact. Spinel is +6 power, +1 impact. Tourmaline is +7 power.
• Repair Cost: 200,000NG for 2000 shots. 100NG per shot.
• The only difference between the 3 drivers is the slight difference in stats. Tourmaline is approximately 2-3 yards longer than Emerald due to the power difference.

Bifrost (Sapphire, Amethyst, Olivine)

• Level Requirement: 0
• Bar Speed: Normal
• Distance: Slightly shorter than Aeolos, roughly the same as the level 49 NPC driver.
• Fitting Slots: 5
• Forgiveness: Normal
• Stats: Sapphire is +4 power, +2 impact. Amethyst is +5 power, +1 impact. Olivine is +6 power.
• Repair Cost: 200,000NG for 2000 shots. 100NG per shot.
• The only difference between the 3 drivers is the slight difference in stats. Olivine is approximately 2-3 yards longer than Sapphire due to the power difference.

CTL Legacy

• Level Requirement: 0
• Bar Speed: Slow
• Distance: Slightly shorter than Tornado, but very low ball flight.
• Fitting Slots: 8
• Forgiveness: Normal
• Stats: 0
• Repair Cost: 10,000,000NG for 500 shots. 20,000NG per shot.

Hurricane

• Level Requirement: 0
• Bar Speed: Normal
• Distance: About 8 yards shorter than Tornado, 7 yards longer than Tempest
• Fitting Slots: 8
• Forgiveness: Max
• Stats: 0
• Repair Cost: 7,500,000NG for 2000 shots. 3,750NG per shot.

Hybrid (United Cup)

• Level Requirement: 0
• Bar Speed: Slow
• Distance: Longest driver in the game (along with the the Tornado), is roughly 8 yards longer than Hurricane, 15 yards longer than Tempest.
• Fitting Slots: 5
• Forgiveness: Normal
• Stats: 0
• Repair Cost: Has 3 different repair costs. First Hybrid has 5,000,000NG for 500 shots, 10,000NG per shot. Second Hybrid has 10,000,000NG for 500 shots, 20,000NG per shot. United Cup driver has 10,000,000NG for 2000 shots, 5,000NG per shot.
• Note, this club, along with the Tornado, has the highest loft of any driver, meaning it has potentially more distance than other drivers.

Lakysis

• Level Requirement: 0
• Bar Speed: Normal
• Distance: Slightly longer than Gribador, same as Urd.
• Fitting Slots: 8
• Forgiveness: Max
• Stats: +1 all stats
• Repair Cost: 9,000NG for 500 shots. 18NG per shot.

Marcus Antique

• Level Requirement: 21
• Bar Speed: Normal
• Distance: Similar in distance to the Tourmaline Aeolos driver.
• Fitting Slots: 5
• Forgiveness: Normal
• Stats: +8 power
• Repair Cost: 400,000NG for 2000 shots. 200NG per shot.
• This is probably the lowest hitting driver in the game. While it goes almost the same distance as a Tourmaline on the range, on course it will actually probably fly shorter.

Tempest

• Level Requirement: 0
• Bar Speed: Slow
• Distance: About 8 yards shorter than Hurricane and 15 yards shorter than Tornado.
• Fitting Slots: 8
• Forgiveness: Normal
• Stats: 0
• Repair Cost: 10,000,000NG for 500 shots. 20,000NG per shot.

Tornado

• Level Requirement: 0
• Bar Speed: Normal
• Distance: Longest driver in the game (along with the the Hybrid), is roughly 8 yards longer than Hurricane, 15 yards longer than Tempest.
• Fitting Slots: 5
• Forgiveness: Normal
• Stats: 0
• Repair Cost: 5,000,000NG for 500 shots. 10,000NG per shot.
• Note, this club, along with the Hybrid, has the highest loft of any driver, meaning it has potentially more distance than other drivers.

Triton Peacock Green

• Level Requirement: 0
• Bar Speed: Normal
• Distance: Longer than Werdandi, similar to level 39 NPC driver.
• Fitting Slots: 5
• Forgiveness: Normal
• Stats: +4 power, +2 impact
• Repair Cost: 95,000NG for 2500 shots. 38NG per shot.

Urd

• Level Requirement: 0
• Bar Speed: Slow
• Distance: Slightly longer than Gribador, same as Lakysis
• Fitting Slots: 8
• Forgiveness: Normal
• Stats: +1 all stats
• Repair Cost: 9,000NG for 500 shots. 18NG per shot.

Werdandi

• Level Requirement: 21
• Bar Speed: Slow
• Distance: Slightly longer than Urd, slightly shorter than Peacock.
• Fitting Slots: 8
• Forgiveness: Normal
• Stats: +2 all stats
• Repair Cost: 60,000NG for 500 shots. 120NG per shot.

 

 

 

 


-----Fairway Woods-----

CTL Legacy

• Level Requirement: 0
• Bar Speed: Slow
• Distance: Longest, about 10-12 yards longer than Tornado
• Fitting Slots: 8
• Forgiveness: Normal
• Stats: 0
• Repair Cost: 8,000,000NG for 300 shots. 26,667NG per shot.

Hurricane

• Level Requirement: 0
• Bar Speed: Normal
• Distance: Long, slightly shorter than Tornado, same as Tempest, slightly longer than level 51 NPC clubs.
• Fitting Slots: 8
• Forgiveness: Max
• Stats: 0
• Repair Cost: 6,000,000NG for 300 shots. 20,000NG per shot.

Hybrid

• Level Requirement: 0
• Bar Speed: Slow
• Distance: Slightly shorter than Tornado, slightly longer than Tempest and Hurricane.
• Fitting Slots: 5
• Forgiveness: Normal
• Stats: 0
• Repair Cost: 10,000,000NG for 500 shots. 20,000NG per shot.

Lakysis

• Level Requirement: 0
• Bar Speed: Normal
• Distance: Slightly longer than Gribador, same as Urd.
• Fitting Slots: 8
• Forgiveness: Max
• Stats: +1 all stats
• Repair Cost: 9,000NG for 500 shots. 18NG per shot.

Pathos Antique

• Level Requirement: 21
• Bar Speed: Normal
• Distance: Slightly shorter than level 51 NPC clubs. Similar to level 49 NPC clubs.
• Fitting Slots: 5
• Forgiveness: Normal
• Stats: 3W is +5 power, +2 stamina, +3 impact. 5W is +5 power, +3 impact.
• Repair Cost: 3W is 200,000NG for 600 shots. 333NG per shot. 5W is 200,000NG for 500 shots. 400NG per shot.

Tempest

• Level Requirement: 0
• Bar Speed: Slow
• Distance: Long, slightly shorter than Tornado, same as Hurricane, slightly longer than level 51 NPC clubs.
• Fitting Slots: 8
• Forgiveness: Normal
• Stats: 0
• Repair Cost: 8,000,000NG for 300 shots. 26,667NG per shot.

Tornado

• Level Requirement: 0
• Bar Speed: Normal
• Distance: Long, slightly longer than both Hurricane and Tempest. Shorter than CTL Legacy.
• Fitting Slots: 5
• Forgiveness: Normal
• Stats: 0
• Repair Cost: 3,000,000NG for 300 shots. 10,000NG per shot

Triton Peacock Green

• Level Requirement: 0
• Bar Speed: Normal
• Distance: Same as level 39 NPC clubs.
• Fitting Slots: 5
• Forgiveness: Normal
• Stats: 3W is +6 power, +2 impact. 5W is +5 power, +2 impact.
• Repair Cost: 3W is 77,500NG for 700 shots. 111NG per shot. 5W is 72,500NG for 600 shots. 121NG per shot.

Urd

• Level Requirement: 0
• Bar Speed: Slow
• Distance: Slightly longer than Gribador, same as Lakysis
• Fitting Slots: 8
• Forgiveness: Normal
• Stats: +1 all stats
• Repair Cost: 9,000NG for 500 shots. 18NG per shot.

Werdandi

• Level Requirement: 21
• Bar Speed: Slow
• Distance: Slightly longer than Urd, shorter than Peacock
• Fitting Slots: 8
• Forgiveness: Normal
• Stats: +2 all stats
• Repair Cost: 65,000NG for 500 shots. 130NG per shot.


-----Irons-----

CTL Legacy

• Level Requirement: 0
• Bar Speed: Slow
• Distance: Longest, about 15 yards longer than Tornado/Hurricane/Tempest.
• Fitting Slots: 8
• Forgiveness: Normal
• Stats: 0
• Repair Cost: 15,000,000NG for 600 shots. 25,000NG per shot.

Hurricane

• Level Requirement: 0
• Bar Speed: Normal
• Distance: Long, same as Tornado and Tempest, slightly longer than level 51 NPC Irons.
• Fitting Slots: 8
• Forgiveness: Max
• Stats: 0
• Repair Cost: 11,250,000NG for 500 shots. 22,500NG per shot.

Lakysis

• Level Requirement: 0
• Bar Speed: Normal
• Distance: Slightly longer than Gribador, same as Urd.
• Fitting Slots: 8
• Forgiveness: Max
• Stats: +1 all stats
• Repair Cost: 25,000NG for 500 shots. 50NG per shot.

Luna Antique

• Level Requirement: 21
• Bar Speed: Normal
• Distance: Slightly shorter than level 51 NPC clubs. About the same as Level 49 NPC clubs.
• Fitting Slots: 5
• Forgiveness: Normal
• Stats: +3 power, +7 impact
• Repair Cost: 500,000NG for 3000 shots. 167NG per shot.

Peacock Green Caim

• Level Requirement: 0
• Bar Speed: Normal
• Distance: About the same as Werdandi. Same as level 33 NPC clubs.
• Fitting Slots: 5
• Forgiveness: Normal
• Stats: +4 impact, +2 skill
• Repair Cost: 125,000NG for 3500 shots. 36NG per shot.

Tempest

• Level Requirement: 0
• Bar Speed: Slow
• Distance: Long, same as Tornado and Hurricane, slightly longer than level 51 NPC Irons.
• Fitting Slots: 8
• Forgiveness: Normal
• Stats: 0
• Repair Cost: 15,000,000NG for 600 shots. 25,000NG per shot.

Tornado

• Level Requirement: 0
• Bar Speed: Normal
• Distance: Long, same as Hurricane and Tempest, slightly longer than level 51 NPC Irons.
• Fitting Slots: 5
• Forgiveness: Normal
• Stats: 0
• Repair Cost: 7,200,000 for 600 shots. 12,000NG per shot.

Urd

• Level Requirement: 0
• Bar Speed: Slow
• Distance: Slightly longer than Gribador, same as Lakysis.
• Fitting Slots: 8
• Forgiveness: Normal
• Stats: +1 all stats
• Repair Cost: 25,000NG for 500 shots. 50NG per shot.

Werdandi

• Level Requirement: 21
• Bar Speed: Slow
• Distance: About the same as Peacock and level 33 NPC clubs.
• Fitting Slots: 8
• Forgiveness: Normal
• Stats: +2 all stats
• Repair Cost: 137,500NG for 500 shots. 275NG per shot.


-----Wedges-----

CTL Legacy

• Level Requirement: 0
• Bar Speed: Slow
• Distance: Longest, about 10 yards longer than Hurricane.
• Fitting Slots: 8
• Forgiveness: Normal
• Stats: 0
• Repair Cost: 12,000,000NG for 500 shots. 24,000NG per shot.

Hurricane

• Level Requirement: 0
• Bar Speed: Normal
• Distance: Long, slightly longer than Tempest and Tornado.
• Fitting Slots: 8
• Forgiveness: Max
• Stats: 0
• Repair Cost: 9,000,000NG for 400 shots. 22,500NG per shot

Jeef Antique

• Level Requirement: 21
• Bar Speed: Normal
• Distance: About the same as Werdandi
• Fitting Slots: 5
• Forgiveness: Normal
• Stats: PW is +3 impact, +7 skill. AW is +2 impact, +8 skill. SW is +2 power, +2 impact, +3 skill.
• Repair Cost: 200,000NG for 2500 shots. 80NG per shot.

Lakysis

• Level Requirement: 0
• Bar Speed: Normal
• Distance: Same as Urd and Gribador.
• Fitting Slots: 8
• Forgiveness: Max
• Stats: +1 all stats
• Repair Cost: 18,000NG for 500 shots. 36NG per shot.

Peacock Green Caim

• Level Requirement: 0
• Bar Speed: Normal
• Distance: About the same as Werdandi. Same as level 33 NPC clubs.
• Fitting Slots: 5
• Forgiveness: Normal
• Stats: PW is +4 impact, +4 skill. AW is +3 impact, +5 skill. SW is +2 impact, +4 skill.
• Repair Cost: 60,000NG for 2700 shots. 22NG per shot.

Tempest

• Level Requirement: 0
• Bar Speed: Slow
• Distance: Long, slightly shorter than Hurricane but longer than Tornado
• Fitting Slots: 8
• Forgiveness: Normal
• Stats: 0
• Repair Cost: 12,000,000NG for 500 shots. 24,000NG per shot.

Tornado

• Level Requirement: 0
• Bar Speed: Normal
• Distance: Long, but shorter than Hurricane and Tempest.
• Fitting Slots: 5
• Forgiveness: Normal
• Stats: 0
• Repair Cost: 6,000,000NG for 400 shots. 15,000NG per shot.

Urd

• Level Requirement: 0
• Bar Speed: Slow
• Distance: Same as Lak and Gribador
• Fitting Slots: 8
• Forgiveness: Normal
• Stats: +1 all stats
• Repair Cost: 18,000NG for 500 shots. 36NG per shot

Werdandi

• Level Requirement: 21
• Bar Speed: Slow
• Distance: Slightly longer than Urd. Most noticeable difference in the 40-80% range
• Fitting Slots: 8
• Forgiveness: Normal
• Stats: +2 all stats
• Repair Cost: 60,000NG for 500 shots. 120NG per shot.


-----Putters-----

Algenib

• Level Requirement: 0
• Bar Speed: Normal
• Max Range: 38 yards
• Fitting Slots: 5
• Stats: 0
• Repair Cost: 32,500NG for 4500 shots. 7.2NG per shot.
• Same bar speed on and off the green

Blue Jade (Hesper)

• Level Requirement: 0
• Bar Speed: Normal
• Max Range: 30 yards
• Fitting Slots: 5
• Stats: +2 stamina
• Repair Cost: Free, 1000 shots.

Blue Jade (Dis)

• Level Requirement: 21
• Bar Speed: Normal
• Max Range: 38 yards
• Fitting Slots: 5
• Stats: +2 stamina
• Repair Cost: Free, 1000 shots.

Blue Jade (Siede)

• Level Requirement: 41
• Bar Speed: Normal
• Max Range: 38 yards
• Fitting Slots: 5
• Stats: +2 stamina
• Repair Cost: Free, 1000 shots.

CTL Legacy

• Level Requirement: 0
• Bar Speed: Slow
• Max Range: 38 yards
• Fitting Slots: 8
• Stats: 0
• Repair Cost: 40,000,000NG for 2000 shots. 20,000NG per shot

EXP Putters (Prometheus, Epimetheus, Clymene, Iapetos)

• Level Requirement: 0
• Bar Speed: Normal
• Max Range: 38 yards
• Fitting Slots: 5
• Stats: 0
• Repair Cost: 40,000,000NG for 2000 shots. 20,000NG per shot.

Fauna (Peridot and Hessonite)

• Level Requirement: 0
• Bar Speed: Normal
• Max Range: 38 yards
• Fitting Slots: 5
• Stats: +2 stamina
• Repair Cost: Unknown at this time, 3500 shots (according to website)

Gribador (Beginner)

• Level Requirement: 0
• Bar Speed: Normal
• Max Range: 30 yards
• Fitting Slots: 5
• Stats: 0
• Repair Cost: Free, 1000 shots.
• Does not shank from off the green

Hephaistos Antique

• Level Requirement: 21
• Bar Speed: Normal
• Max Range: 38 yards
• Fitting Slots: 5
• Stats: +8 stamina
• Repair Cost: 300,000NG for 4000 shots. 75NG per shot.

Hurricane

• Level Requirement: 0
• Bar Speed: Normal
• Max Range: 38 yards
• Fitting Slots: 8
• Stats: 0
• Repair Cost: 30,000,000NG for 2000 shots. 15,000NG per shot.

Lakysis

• Level Requirement: 0
• Bar Speed: Normal
• Max Range: 30 yards
• Fitting Slots: 8
• Stats: +1 all stats
• Repair Cost: 20,000NG for 500 shots. 40NG per shot.

Stereos (Apatite and Agate)

• Level Requirement: 0
• Bar Speed: Normal
• Max Range: 38 yards
• Fitting Slots: 2
• Stats: +3 stamina
• Repair Cost: 162,500NG for 3500 shots. 46.5NG per shot

Tempest

• Level Requirement: 0
• Bar Speed: Slow
• Max Range: 38 yards
• Fitting Slots: 8
• Stats: 0
• Repair Cost: 40,000,000NG for 2000 shots. 20,000NG per shot

Tornado

• Level Requirement: 0
• Bar Speed: Normal
• Max Range: 38 yards
• Fitting Slots: 5
• Stats: 0
• Repair Cost: 20,000,000NG for 2000 shots. 10,000NG per shot

Urd

• Level Requirement: 0
• Bar Speed: Slow
• Max Range: 30 yards
• Fitting Slots: 8
• Stats: +1 all stats
• Repair Cost: 20,000NG for 500 shots. 40NG per shot
• Does not shank from off the green

Werdandi

• Level Requirement: 21
• Bar Speed: Slow
• Max Range: 38 yards
• Fitting Slots: 8
• Stats: +2 all stats
• Repair Cost: 32,500NG for 500 shots. 65NG per shot


-----Cyclone Clubs-----

• Cyclone Clubs are unique in that repairable versions of the clubs do not exist, and that the woods, irons, and wedges/putter all have different playing characteristics. All clubs have 8 fitting slots as well.
o Driver: Identical to a Tornado driver. It has a 1000 shot durability and normal bar speed and forgiveness.
o Fairway Woods: Identical to Tornado Woods. They have a 300 shot durability and normal bar speed and forgiveness.
o Irons: Identical to Hurricane Irons. It has a 1000 shot durability, normal bar speed, but has maximum forgiveness.
o Wedges: Identical to Tempest Wedges. They have a 800 shot durability, slow bar speed, and normal forgiveness.
o Putter: Identical to a Tempest Putter. It has a 2000 shot durability with a slow bar speed. It does shank from off the green as well.


-----Halloween (Pumpkin) Clubs-----

• Released during Halloween of 2008, these clubs are identical Tempest clubs in every way except they have different repair costs.
o Driver: 7,500,000NG for 500 shots. 15,000NG per shot
o Fairway Woods: 6,000,000NG for 300 shots. 20,000NG per shot
o Irons: 11,250,000NG for 500 shots. 22,500NG per shot
o Wedges: 9,000,000NG for 400 shots. 22,500NG per shot
o Putter: 30,000,000NG for 2000 shots. 15,000NG per shot


-----Rudolph Clubs-----

• These are special clubs that are released around Christmas, whether in the Item mall or in some form of box. These clubs are currently always non-repairable and are identical to Tornado clubs, except there base stat is +5 power and have 5 fitting slots for use, making them the longest unfitted clubs in the game.


-----NPC Clubs (Salvador)-----

• NPC clubs all have 5 fitting slots, with normal bar speed and forgiveness. In general, drivers, fairway woods, and irons from Salvador hit farther as they progress in level, with exception to level 53 and 55 clubs, both of which hit shorter than level 51 clubs. Even though a level 30 driver has 5 power, a level 41 driver with no power added will hit farther.
• Level 59 clubs are the farthest hitting clubs you can buy from Salvador, but come with a high stamina cost to use. Therefore, the general consensus is that level 51 clubs are the best clubs that Salvador offers.
• Only the level 21, 27, 33, 36, and 39 Sand Wedges from Salvador have a slow bar in sand.
• The level 26, 30, and 44 putters have a normal bar speed when off the green, but can still shank.


-----Rare Clubs-----

This section lists rare clubs that I do not have access to, so information is limited. Some information comes from this thread. shotonline/viewtopic.php?t=19206&postdays=0&postorder=asc&start=0

Blue Jade Driver

• Level Requirement: (Unknown, I have seen a level 41 version however)
• Bar Speed: Normal
• Distance: (Unknown)
• Fitting Slots: 5
• Forgiveness: Normal
• Stats: 0
• Repair Cost: Free Repair

Freya Gold Driver

• Level Requirement: 0
• Bar Speed: Normal
• Distance: (Unknown)
• Fitting Slots: 5
• Forgiveness: Normal
• Stats: 0
• Repair Cost: 0NG for 1000 shots.
• I have heard that it is basically a Gribador driver but black and gold colored instead of black and silver.

Hesper Gulfaxi Putter

• Level Requirement: (Unknown)
• Bar Speed: Normal
• Max Range: (Unknown)
• Fitting Slots: 5
• Stats: (Unknown)
• Repair Cost: Free Repair
• Gold version of the Blue Jade putter, although I don’t know which level it is.

(HIO) Driver?

• Level Requirement: (Unknown)
• Bar Speed: (Unknown)
• Max Range: (Unknown)
• Fitting Slots: (Unknown)
• Stats: (Unknown)
• Repair Cost: (Unknown)
• Rumored to add +1 power to the club for every hole-in-one that person gets. Personally never even seen this driver.

Sarpanitu Putter

• Level Requirement: (Unknown)
• Bar Speed: Normal
• Max Range: (Unknown)
• Fitting Slots: 5
• Stats: (Unknown)
• Repair Cost: Free Repair
• Gold version of the Blue Jade putter, although I don’t know which level it is.


-----Notes-----

• I did not cover 2009 clubs, since they are basically the same as their original versions but in general hit slightly farther with every club except the putter. +1 power -1 impact base stats.
• All 2009 Tempest, Hurricane, and Tornado Clubs have the same repair cost as the original Hurricane clubs, except the driver, which is the same cost as the original Tempest driver.
• If a putter can shank from the off the green (I noted which putters do NOT shank), the maximum safest percent to hit from off the green with that putter is around 63%.
• Here is a link to a rather accurate putting chart, with credits to whoever created it (wasn’t me) https://www.garybuseyisgod.com/munkey/we ... _chart.txt
• Currently, the level 100 putter (Royal Player's) is the same as the Urd putter, but it can shank off AND on the green, so it is a bug that needs to be resolved. (Edit: level 100 putter no longer shanks while on the green, but still shanks off the green.)
• The Level 100 Driver (Royal Player's) has the distance and loft of a Tornado, the bar speed of the Tempest, and the forgiveness of the Hurricane. It has 5 fitting slots and the repair cost is 50,000NG for 500 shots, or 100NG per shot. It, along with the level 100 putter, are given to a player automatically upon reaching level 100.


-----TL;DR-----

Most Distance:

• Driver

1. Tornado and Hybrid (United Cup)
2. CTL Legacy
3. Hurricane
4. Aeolos (Emerald, Spinel, Tourmaline), Marcus Antique, and level 51 NPC Driver
5. Tempest and Bifrost (Sapphire, Amethyst, Olivine) and level 49 NPC driver
6. Triton Peacock, level 39 NPC driver
7. Werdandi
8. Urd and Lakysis


• Fairway Woods

1. CTL Legacy
2. Tornado
3. Hybrid
4. Hurricane, Tempest
5. Level 51 NPC clubs
6. Pathos Antique, level 49 NPC clubs
7. Triton Peacock Green, level 39 NPC clubs
8. Werdandi
9. Urd and Lakysis

• Irons

1. CTL Legacy
2. Tornado, Hurricane, Tempest
3. Level 51 NPC clubs.
4. Luna Antique, level 49 NPC clubs
5. Triton Peacock, Werdandi, level 33 NPC clubs
6. Urd and Lakysis

• Wedges

1. CTL Legacy
2. Hurricane
3. Tempest
4. Tornado
5. Jeef Antique, Peacock Green, Werdandi
6. Urd, Lakysis, and Gribador

Most Forgiveness: Hurricane, Lakysis, and Royal Player's

Slowest Bar Speed: CTL Legacy, Royal Player's, Tempest, Urd, and Werdandi

Below is a chart for the two putters, try it out.

EXP Putters, Werdandi | Gribador (default)
Almost Every Putter |
|
5y ........ 29% | 5y ........ 30%
6y ........ 32% | 6y ........ 33%
7y ........ 35% | 7y ........ 37%
8y ........ 38% | 8y ........ 40%
9y ........ 41% | 9y ........ 44%
10y ........ 44% | 10y ........ 48%
11y ........ 46% | 11y ........ 53%
12y ........ 48% | 12y ........ 57%
13y ........ 51% | 13y ........ 60%
14y ........ 53% | 14y ........ 63%
15y ........ 55% | 15y ........ 67%
16y ........ 57% | 16y ........ 70%
17y ........ 61% | 17y ........ 73%
18y ........ 63% | 18y ........ 76%
19y ........ 66% | 19y ........ 79%
20y ........ 69% | 20y ........ 81%
21y ........ 72% | 21y ........ 84%
22y ........ 74% | 22y ........ 87%
23y ........ 76% | 23y ........ 90%
24y ........ 79% | 24y ........ 94%
25y ........ 82% | 25y ........ 98%
26y ........ 84% | 26y ........ 101%
27y ........ 87% | 27y ........ 103%
28y ........ 90% | 28y ........ 106%
29y ........ 92% | 29y ........ 108%
30y ........ 94% | 30y ........ 110%
31y ........ 96% |
32y ........ 98% |-------------------------
33y ........ 100% |
34y ........ 102% | Every 0.2 up hill is 1 yard added
35y ........ 104% |
36y ........ 106% | Every 0.2 down is 1.5 yards subtracted
37y ........ 108% |
38y ........ 110% | *Werdandi/Nado can go up to 60% off green edge without shanking

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This is for Mastery mode on Cadeiger:

Pin Locations:

Hole 1
433.5 yds Front Middle
431.6 yds Front Middle
440.3 yds Left Rear
438.6 yds Middle

Hole 2
(You can see all the pins by panning the camera angle down)

Hole 3
537.3 yds Front
540.9 yds Front
566.3 yds Back
573.8 yds Back

Hole 4
368.8 yds Front Right
382.5 yds Middle
391.9 yds Far Right
395.6 yds Far Left

Hole 5
200.6 yds Front Middle
209.8 yds Front Right
223.6 yds Back Right
226.2 yds Back Left

Hole 6
450.7 yds Front
455.6 yds Far left
458.9 yds Back Middle
467.6 yds Back Right
475.9 yds Back Right

Hole 7
480.2 yds Front Left
482.4 yds Front Right
490.6 yds Back Left

Hole 8
298.6 yds Front Left
303.7 yds Front Left
308.0 yds Front Middle
320.6 yds Back right
322.6 yds Back right

Hole 9
383.6 yds Front Left
395.4 yds Front Right (Under 2nd tree)
399.9 yds Middle
402.6 yds Back Left Middle
413.6 yds Far Back

Hole 10
100.5 yds Front Right
108.4 yds Front Left
115.0 yds Back

Hole 11
483.0 yds Front Middle
493.8 yds Front Right
496.2 yds Middle
503.1 yds Back Left
508.3 yds Back Right (middle-ish)

Hole 12
451.2 yds Front Right
456.9 yds Front Left
462.5 yds Left Middle
481.7 yds Middle
512.0 yds Back Middle

Hole 13
378.4 yds Front Middle
383.7 yds Front Right
385.6 yds Middle
393.2 yds Back Left
396.2 yds Back Right

Hole 14
322.8 yds Left Middle
326.4 yds Front Right
329.6 yds Middle
335.2 yds Back Left
337.6 yds Back Right

Hole 15
522.9 yds Front Left Middle
535.2 yds Just short of Middle
542.5 yds Left Middle
551.2 yds Back Middle
559.3 yds Back Middle

Hole 16
(crappy green)
Pull up your putter on the tee to find the pin location.

Hole 17
434.7 yds Front Left
436.1 yds middle
434.7 yds Right Middle (Same distance)
(Pins are easy to see when you zoom out)

Hole 18
513.0 yds Front
515.2 yds Front
520.0 yds Back
(Be careful of the overhead wire above the green)


Hole 18

use spin because 2 pin spots are right under the cable, that cable is like a ball magnet....

I hope this helps, i probably made a few mistakes when it comes to left or right spots, it seem's sometimes i got 2 left's or right hand's, depending how tired the brain is

ps,

If you hit the "s" key you can zoom out, then right click and hold mouse and move, you can now see the green's on some downhill shots on cad's, helps a lot in mastery mode....

pps:

If you know any others that I don't have listed, feel free to add them and i will update as need be...

Happy Golfing......

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This works good for me, my skill is 119 atm but some have tried it with 136 skill and it's the same for them...

Put 1 dot sidespin on the ball, and then use the method below, for each club ( with 1 dot sidespin ) move that amount in clicks.

Pw = 12
9 = 10
8 = 9.5
7 = 8.5
6 = 8
5 = 8
4 = 9
5w = 9.5
3w = 9

Now for full sidespin, move that amount in clicks..

9 = 15
8 = 14
7 = 13
6 = 11
5 = 11
4 = 11
5w = 11.5
3w = 11
1w = 7.5

This helps me mostly when i know where the pin is located, give it a try if you like, i think it will help more then it will hurt.

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COURSE GUIDE TO FORNEUS


Forneus is probably THE most frustrating course on SO as it can be easy as pie or hard as hell depending on the weather. This walk-through is primarily for the TP test but the principles remain the same for all players. The general rule is to try and find the flattest part of the fairway to produce more accurate approaches to the pin. Spin use is EXTREMELY important,only on a couple of holes is b/s required as most fairways are slightly uphill or severely uphill in some areas. I hit -15 whilst writing this (and had a bogey going for glory and missing) so I think its pretty accurate. Tests will be done by our other resident TPs and amendments will be made on their advice. You need -12 which gives you 6 holes to par MAX, there are some difficult "par and run" holes so bird/eagle as many as you can. Bogey will SEVERELY dent your chances of passing.

 

Hole 1

Great opening hole. Easy par 5 with good eagle/birdie opportunities.

Aim for flat area of fairway on centre left past bunker. Don't go too far as up-slope awaits.
9 O Clock spin if extra distance required. Pin usually back left, back right or front right.
If pin back left use a little b/s as green slopes away from you. If pin back right use a little t/s as green severely slopes to right and aim more left so ball can roll to hole.
If front pin use more b/s and aim left to spin ball back to hole down slope. Hitting fairway with t/s an option but danger awaits if inaccurate. If on green in 2 trickle the eagle putt and GUARANTEE the bird. Or if not chip and putt for bird.

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Hole 2

Tricky par 3, easy par but occasional bird opportunity.

Ball tends to bounce hard on the green so aim a little shorter than normal. If pin at front hitting fairway with t/s a good option. If pin at back use a little b/s as green slopes away from you more than ALT G suggests.

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Hole 3

Tricky par 4 due to 2nd shot to pin.

Drive over bunker to penultimate part of fairway, 9 O Clock spin if distance required. DON'T be greedy as down-slope and rough await. Use full t/s on approach as green slopes severely towards you. Even with this amount of spin will produce backspin so aim a little long.
7I 60% no spin (roughly) an option if pin at back (like hole 10 Cads) but practice this b4 your TP test. An uphill putt will be easier to give you a birdie.

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Hole 4

Long par 4, difficult to bird. Par is fine here.

Use 9 O Clock spin and drive near to bunker on left. Beware of massive up-slopes if short especially if in bad weather. Aim short left if these cases. Green is VERY slopey with varying pin positions. AVOID bunker short of green at all costs. B/s needed to stick ball to green. Chip and putt for par and run if no birdie putt available.

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Hole 5

Nice par 3 - if you hit it correctly.

Flat green but slopes right to left. Try and curl ball towards flag with 9 O Clock spin to lessen effect of slope on pitching. Accuracy reaps rewards here.

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Hole 6

Nice par 4, good birdie hole.

Aim for middle of last part of fairway but DON'T be greedy. Green above you so watch for spin back. Using t/s works well here but so does hitting to back of green with b/s to pull it back to the pin.

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Hole 7

Nice par 5, easy eagle/birdie opportunities.

9 O Clock spin to drive to fairway on right of bunker. Avoid slopes in bad weather. Either hitting fairway 1st with t/s a good option here as is hitting long with b/s watch green for side slopes to gain maximum rewards. Again GUARANTEE the bird rather gamble on the eagle.

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Hole 8

Easy par 4, drivable green from tee shot.

Use 3 O Clock spin to bounce on fairway and jump up onto green. Even long drives give simple chip and putt for bird so go for it. Again, bird is better than eagle miss and par!

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Hole9

Again easy par 4 with drivable green. Bravery NOT stupidity reaps rewards.

Driving green possibility if good weather. Try and aim for the rough between gorge and green, yes its small but add an extra % or 2. Hitting green MUCH better than missing rough!!! (TP Test over) If going for fairway, aim way left and find flat spot. Short on fairway better than long in rough. Usually easy chip and putt for bird regardless of which method chosen but eagle putt available if tee shot makes green.

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Hole 10

Horrid par 3, especially in bad weather.

Aim left of pin due to green slope/ Short with t/s or long with b/s helps to get close to pin.
Par good here if wayward.

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Hole 11

Complete bitch of a hole - DON'T gamble take par unless everything perfect.

Use mid iron with 3 O Clock spin to fairway on right, try and avid the big up-slopes.
Bowl shaped green so pay attention to pin position. Shots often end up short here so either use t/s or hit long to guarantee birdie putt. Simple chip and putt for par if green missed.

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Hole 12

Short par 4, easy bird as green drivable.

Use 9 O Clock spin and aim for fairway short left of green. 2 putt or simple chip and putt for bird. DO NOT PAR THIS HOLE!!!!!

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Hole 13

Easy par 5, eagles and birdies a plenty here.

Drive to fairway on right either short or near end of 2nd section, NOT in the middle or right at the end as slopes await here. Green slopes right to left and has front to back and back to front slopes. Hitting back left with b/s best option to gain eagle chance. 2 putts for birdie and again GUARANTEE the return if putting for eagle.

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Hole 14

Cracking par 4, easy to bird.

Use 3 O Clock spin around trees to pitch on fairway and jump up onto green if conditions allow.
If not aim way short and left as fairway flat here. Either way simple chip and putt for bird or eagle putt if green hit from tee. DO NOT PAR THIS HOLE.

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Hole 15

Complete bastard of a par 3, take par and run.

Aim to hit green rather than fairway as difficult chip awaits. Use full b/s to pitch near pin and stop at back of green only option if birdie putt wanted. Only an EXCELLENT tee shot will give you a decent birdie chance though.

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Hole 16

Long par 4, horrid if weather bad.

Use 3 O Clock spin to maximize distance and drive up to bunkers. Check for fairway slopes and
adjust spin to alter approach distance. Green slightly slopes back to front and left to right so use t/s to hold ball on green. Birdie putt with care, GUARANTEE the par if uncertain.

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Hole 17

Tricky par 4 due to needing iron from tee.

ONLY in PERFECT conditions (sunny with > +2 wind) can you drive to 2nd island.
DO NOT GAMBLE else TP Test over!!!!! Shoot to near end of 1st fairway but DON'T be greedy.
Green slopes front to back so b/s required. Safe shot to centre of green preferable to
allow any decent uphill birdie putt.

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Hole 18

Easy par 5 if conditions nice. Eagles and birds a plenty here.

If weather good use 3 O Clock spin to drive as far as you can on fairway on left.
Depending on lie (up-slope, down-slope, rough) adjust club and spin accordingly. Green slopes SEVERELY from left to right so use some 3 O Clock spin to add extra distance and hold ball on green. Difficult eagle putt , GUARANTEE the bird or simple chip and putt for par. If weather not favourable drive up right side of right fairway to allow easier 2nd shot to green. Watch out for the trees as you will be using a wood probably on this shot. If in doubt aim for end of fairway short of green. If here use t/s as green now slopes SEVERELY from back to front.

 

 

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