ADVENTURE QUEST WALKTHROUGH

 

 

 

 

 

LIST OF INDEX

Legend:
[In Progress] => I'm still working on it
[Unfinished] => The quest is unfinished, the quest would be continued in the future

[Events] => Events Quest, for limited time only
[Guardian Events] => Guardian Server Events Quest, for limited time only
[Ballyhoo] => This Quest part of Ballyhoo Ads


CLASS MISSIONS


Beast Master
Berserker
Dracomancer Class
DragonSlayer Class
Fighter Class
Knight Class
Mage Class
Martial Artist Class [In Progress]
Necromancer Class
Ninja Class
Paladin Class
Pirate Class
Rogue Class
Scholar Class
Shapeshifting [In Progress]
VampireSlayer Class
Wizard Class


SUB RACE MISSIONS


Vampire Sub Race
WereWolf Sub Race
WerePyre Sub Race


OTHER MISSIONS


4-Leaf Clover Field [Events]
A Buggy Quest
Alnaphar
Ancient Machine
Animal Rescue [In Progress]
Arena Challenge
Attack Of The Bones [Events]
Autumnival [Events]
Blade Of Awe (BOA)
Blarney War [Events]
Bradakhan [Events]
Bully Fighters [Events]
Canyon of Lost Souls
Captain Frolgar
Cat-Astrophe [Events]
Clans In Chaos
Clans On Paxia
Crystal Cave
Custom Weapon [In Progress]
Dark Lands
Doc Sawbones [Events]
Doom Quake Cavern
DragonBane
Dragons Gone Wild [Guardian Events] [Events]
Dragoncats
Dragonclaw Island
Drakbots
Drakel Madness [Events]
Epic
Fairwind Spring
Frostval [Events]
Galanoth's Fate
Gatta Island
Grenwog Festival [Events]
Grogh Swamplands
Haunted House
Hour Glass (Nowhere) [Unfinished]
Hunt Those Orcs
Hybee Invasion
Isle d'Oriens Town
Jagged Peaks
Lair Of The Lava Drake
Maelstorm
Malinius Ring
MogBusters!
Mogloween [Events]
Monster Stampede [Events]
Mount Thrall
Mysterious Bridge
Necromancer Rescue [Events]
Nightbane Chronicles [Events]
Night Of The FunDead [Events]
NightReign [Events]
No Punk Can Beat The 'Munks! [Ballyhoo]
Paladin Halenro
Paxia Under Siege
Pirate vs Ninja [Events]
Plasma Dragons
Raid On Bludrut Keep
Raid On MetalFace Lair
Rescue Twilly [Events]
Rhubarb House Boat
Robina Monster Hunt
Sage Uldor
Safiria's Plea
Scout Mission into No Man's Land
Search For A Cure [Events]
Search For Red-Nosed ReinDragon
Sky Bridge
Smoke Mountain
SnuggleFest [Events]
Space Chimps Mission [Ballyhoo]
Spell Craft
Spell Scroll
Strange Portal (Evil From Future) [Events]
Talk Like A Pirate Day
Thalia
The Attic
The Cure
The Curse on Maurinelle
The Devourer [Events]
The Devourer Hidden Information
The Dragon King [Events]
The Frogzard Hunter
The Hunt For NightBane
The Mysterious Crater
The Moglo Habilis
The Mutant King
The Mutant King 2
The Official Talk Like A Pirate Day [Events]
The NerfLord of Order [Event April Joke]
The Protector
The Return of Riona Shadowgale
The Sea Fiend [Events]
The Seeker - The Dark Is Rising [Ballyhoo]
The Shaper And The Beast
The Space Girls
The Uneasy Peace between the DragonSlayers and Dracomancers
Thunder Mountain
Tomb Of The Dragon Emperor [Ballyhoo]
Transfarmers
Triple Challenge
Trophy Hunt
Trobble Quest [In Progress]
Undead Terror [Not Available Anymore]
Undead War [Events]
Unnatural Cause [Events]
Vampire and WereWolf Mega Battle [Events]
Vampire and WereWolf War ! [Events]
Vartai Secrets
War For Darkovia ! [Events]
War on Paxia: Big Mech Attack
War Of The Fangs
Warlic Portal
Water Lord Tears
Willow Creek
Wizard Games [Events]
Wrath Of Carnax [In Progress]
X Marks The Spot
Zorbak and Safiria Challenge
Zorbak's Apprentice
Zorbak's Hideout






Quest Beast Master Class: at Travel Map - Sail East - Dark Jungle

Initiate Task to join Beast Master Class: Save Wandy (fight, heal, fight, Charisma Stat Roll)
1st Level : Beast Claw: You have a 25% chance of critical strike for even more (30 MP)
2nd Level : Increase Elemental Resistance (All Defense Modifiers -5%)
3rd Level : Call Forth Beast: Bat [Dark], Dragon [Fire], Frog [Earth], Hawk [Wind], Shark [Water], Snake [Energy], Tiger [Light], Wolf [Ice] (40 MP)
4th Level : Beastial Skin: Gives you an addition -10% protection against your enemy's base element. (80 MP)
5th Level : Increase the damage of your pets and guest by 30%
6th Level : Beast Lore: Use your knowledge of beasts to flawlessly strike your enemies' weaknessess! Consumes mana based on damage done!

MP Cost: 5 MP + (0.4167777 * Damage)
Element: Element Seeking
Hits: 1

7th Level : Internal Beast: Increase All your stats by 10 (80 MP)
8th Level : Increase defense
9th Level : Beast Mastery: Call Forth two beasts to help you at once (90 MP)
3: Bat [Dark]
4: Dragon [Fire]
5: Frog [Earth]
6: Hawk [Wind]
7: Shark [Water]
8: Snake [Energy]
9: Tiger [Light]
10: Wolf [Ice]
+ Dismiss

This will function as a single guest. You cannot summon two of the same guest.

10th Level : Tame Beast Spirit: Capture A spirit of a beast to Aid you in Battle
Use the monster's element and attack power, which you had previously defeated in the attack.

1) Click the ability in the class skill menu.
2) This causes you to forfeit your turn, pets and guests still attack.
3) During the enemy's turn, you will "absorb" whatever attack it uses. If you change armors after "absorbing" an attack, you will lose it and will need to do steps 1-3 again.
4) After "absorbing" the attack, you must defeat the monster without changing armors.
Note: You will still keep the "absorbed" attack if you change armors in any battles after the battle you "absorbed" the attack.
5) During the next battle, or any after that, select the Lv 10 ability again. You will mimic the attack that you "absorbed". The specifics of what you will mimic are: Element, # of hits, Damage Type (Melee/Ranged/Magic), base and random damage, and BtH. Special effects, such as life drain or MP damage, are not mimicked. You can only use the mimicked attack once.

After reaching the 10th level, you must fight Tyrant King while Wandy assault Tyrant's Fortress.




Quest Berserker Class: at Eselgee, location: Northern Mountain (use Travel Map)
Armor Class: Berserker Hides
Stat Dice Roll: Strength

Upon reaching the the Northern Mountain, you'll be attacked by Eselgee. If you succeed, you'll automatically gain 1st level of Berserker Class

0 Level : Ticking Clock!
My love for you is ticking clock! The more you hurt the angrier you get and the more damage you do up to 3x normal damage!

Effect: Boosts the damage done by player attacks and certain other specific attacks based upon how much HP you have lost.
Damage Multiplier: 1 + [2 * (1 - (Current HP / Maximum HP))]

Mission: You'll automatically get this skill when using Berserker Hides


1st Level : Roar of Courage! (50 MP and 1 Point of Charge)
Bolster your courage with a shout that unleashes the primal power within!

Takes 1 Turn To Activate, Once Activated multiply your base and random damage by the following amounts for the duration of the combat. Using it again will change your multiplier to the one for your current HP (if this is better). Only things compatable with Ticking Clock qualify for the boost.

Effect:
Current HP is at most:
100% of your Maximum HP: x1 Base x1.5 Random
75% of your Maximum HP: x1.25 Base x1.5 Random
50% of your Maxmum HP: x1.5 Base, x1.75 Random
25% of your Maximum HP: x2 Base x2.25 Random
NOTE: Again this is the amount of HP you have at the time you use the skill, not your current HP!

Mission: Defeat Eselgee when you've first met with him


2nd Level : Bronze Skin
The extreme temperatures and constant battle have hardened your skin to damage!

Melee, Ranged, Magic: +5 each
Water, Wind, Earth, Energy: -5 each

Mission: Find and Defeat Sparkles
Reason: When Eselgee snuck up on Sparkles and tried to hack off a few bits of the ruby golem to give to a girlfriend who had broken up with him, Sparkles knocked him out cold


3rd Level : Crush! (60 MP and 1 Point of Charge)
Bash your enemies with a single massive blow that can weaken and incapacitate them!

All Crushes do 1 hit of 100% Base/Random/Stat.
All Crushes damage an enemy stat equal to 5 * Round(Ticking Clock Multiplier). (ie 5 (above 75% HP),10 (above 25% HP) or 15)
All crushes have the following Paralysis Chances unless otherwise noted:
Current HP is at most:
100% of your Maximum HP: 2 Turns: 0% 1 Turn: 10% (Total Chance: 10%)
75% of your Maximum HP: 2 Turns: 0% 1 Turn: 15% (Total Chance: 15%)
50% of your Maxmum HP: 2 Turns: 5% 1 Turn: 10% (Total Chance: 15%)
25% of your Maximum HP: 2 Turns: 5% 1 Turn: 15% (Total Chance 20%)
NOTE: Each crush can only be used against a given monster twice.

Gives you the choice of:
   a. Crush Head
     Costs 20 Extra MP
     Converts to Melee
     Damages Enemy INT Stat
     Paralysis Chance:
       100% of your Maximum HP: 2 Turns: 0% 1 Turn: 20% (Total Chance: 20%)
       75% of your Maximum HP: 2 Turns: 0% 1 Turn: 25% (Total Chance: 25%)
       50% of your Maxmum HP: 2 Turns: 10% 1 Turn: 15% (Total Chance: 25%)
       25% of your Maximum HP: 2 Turns: 15% 1 Turn: 15% (Total Chance 30%)

   b. Crush Leg
     Converts to Melee
     Damages Enemy DEX Stat

   c. Crush Arm
     Converts to Ranged
     Damages Enemy STR Stat

Mission: Find and Defeat Ol' Scarface
Reason: This old Frogzard has heavy battle scars that toughten its skin. He got those scars from Eselgee. Eselgee got many of his scars from this ScarZard. They hate each other quite a bit.


4th Level : Growl of Savagery! (60 MP)
Let forth a low, haunting growl of such savage ferocity that your enemy's mental focus is disrupted and his mana is diminished. The more breath you have, the stronger the shout.

Attack Class: Spell
Attack Type: Ranged
Attack Element: Wind
Compatable with Ticking Clock: Yes
Stat Bonus: No
Base Damage: Berserker Level * 2
Random Damage: Berserker Level * 6 + (Your Endurance/16 + Your Strength/16)
BtH: Endurance/16 + Strength/16 + Luck/20 (If your HP is 25% or below it becomes Endurance/8 + Strength/8 + Luck/20)
All damage is done to the opponents MP.

Mission: Find and Defeat Slasher
Reason: Slasher the legendary warrior wanted to start a band and approached Eselgee to be his bass guitarist. Eselgee wanted to be the frontman. When Slasher refused, Eselgee quit the band.


5th Level : Berserk! (30 Point of Charges)
You enter into a frenzy, losing the capacityfor precise skills and strikes but gaining great power!

For 5 Turns You Are Berserk. (Berserk ends if you win the battle, if you die or if your armor is forcibly changed by some means eg Werewolf or a weapon special that gives you an armor)
While Berserk you may not do anything other than Attack.
While attacking your normal attack is replaced by a 3 hit attack, with all hits converted to Melee
1 Hit of 150% Base/150% Random/100% Stat -15 BtH
1 Hit of 100% Base/100% Random/100% Stat -10 BtH
1 Hit of 200% Base/200% Random/100% Stat -25 BtH
There is a 20% Chance you take a hit (Signified by "Oww! My Head!")
15 times out of the 20 it is: 25% Base/25% Random/100% Stat Bonus +300 BtH Converts to Melee (The Base and Random used is yours but otherwise this counts as a monster attack)
5 times out of the 20 it is: 50% Base/50% Random/100% Stat Bonus +300 BtH Converts to Melee (The Base and Random used is yours but otherwise this counts as a monster attack)

Mission: Find and Defeat Doomtail
Reason: One day, Eselgee decided it would reduce greenhouse gases if he were to make Warbeasts extinct. Doomtail didn't like the idea and chase the Berserker out of his forest with a hundred of his closest friends


6th Level : Grisly Scream! (75 MP and 1 Point of Charge)
Let loose with a shout that rattles your enemy to its bones. The more breath you have, the stronger the shout.

Attack Class: Spell
Attack Type: Ranged
Attack Element: Wind
Compatable with Ticking Clock: Yes
Stat Bonus: No
Base Damage: Berserker Level * 3
Random Damage: Berserker Level * 5.5 + (Your Endurance/16 + Your Strength/16)
BtH: Endurance/16 + Strength/16 + Luck/20 (If your HP is 25% or below it becomes Endurance/8 + Strength/8 + Luck/20)

Mission: Find and Defeat Coldedge
Reason: As Tundra Reavers go, Coldedge is actually a rather nice fellow. So no one was suprised when he want to make friend with Eselgee. They were suprised when Eselgee claimed that Coldegde only want to eat him, and ran away


7th Level : Steel Skin!
Your skin has become even more impervious to damage, becoming as hard as any armor!

Melee, Ranged: +5 each
Fire, Ice, Light, Darkness: -5 each

Mission: Find and Defeat Splasher
Reason: Brakens have never really understood humans, so when Splasher squirted Eselgee playfully while he was swimming, he didn't expect the small, silly human to get medieval on his .... tentacles


8th Level : Blood Letting! (35 MP and 35 HP)
Drawing a small amount of your own blood, you call forth your own rage and sharpen your focus to smash your opponent senseless.

Effect: (Note that for skills that have HP cost you need to have at least 1 more HP than the required amount (the skill won't let you kill yourself)).
Contributes 2 Points of Charge.
You make a normal armor attack the base and random damage is multiplied by 2.

Mission: Find and Defeat Clubber
Reason: When Clubber the troll was but a wee lad, he played a prank on Eselgee that resulted in the Berserker stubbing his favorite pinky toe. Eselgee hasn't felt like a whole man ever since


9th Level : Nightmare visage! (100 MP and 1 Point of Charge)
Like a big black bear in the darkest hour of the night, you roar and growl as menacingly as something from your foes' nightmares and curdle the blood in their veins

Effect: Reduces all of the enemies stats by 5 * Round(Ticking Clock Multiplier). (ie 5 (above 75% HP),10 (above 25% HP) or 15)
Nightmare Visage can only be used twice against a given enemy.

Mission: Find and Defeat Brighteye
Reason: This Cyclops Chieftan once led his tribe into Eselgee's back yard on a week-long search for water. Much name-calling ensued, until Brighteye realized Eselgee might be insane, and ran away


10th Level : Ancestor Spirits! (50 Points of Charge)
You commune with the spirits of all Berserkers who have fallen before, tapping into an even deeper fury than possible on your own!

For 5 Turns You Are Berserk. (Berserk ends if you win the battle, if you die or if your armor is forcibly changed by some means eg Werewolf or a weapon special that gives you an armor)
While Berserk you may not do anything other than Attack.
While attacking your normal attack is replaced by a 5 hit attack, with all hits converted to Melee
1 Hit of 150% Base/150% Random/100% Stat -15 BtH
1 Hit of 100% Base/100% Random/100% Stat -10 BtH
1 Hit of 100% Base/100% Random/100% Stat -15 BtH
1 Hit of 150% Base/150% Random/100% Stat -20 BtH
1 Hit of 200% Base/200% Random/100% Stat -25 BtH
There is a 20% Chance you take a hit (Signified by "Oww! My Head!")
15 times out of the 20 it is: 25% Base/25% Random/100% Stat Bonus +300 BtH Converts to Melee (The Base and Random used is yours but otherwise this counts as a monster attack)
5 times out of the 20 it is: 50% Base/50% Random/100% Stat Bonus +300 BtH Converts to Melee (The Base and Random used is yours but otherwise this counts as a monster attack)

Mission: Find and Defeat Firemouth
Reason: When Eselgee forced Firemouth, at the threat of a beatdown, to barbecue a rack of ribs for him, Firemouth intentionally burned the ribs. Eselgee has never forgiven him


After you've reach level 10th, Eselgee inform you that Badger Tribe wants to destroy Willow Creek and stole everything from the people there. You must save them.

Upon reaching the Willow Creek, you must fight 2 enemies. Then you have a chance to get full heal. Fight 2 enemies. Then you have a chance to get full heal. Fight 3 badger berserkers, Then you have a chance to get full heal. Ater that Fight Bager Berserker Chieftain. If you manage to defeat him, all the townsfolk will thanks to you




Quest Dracomancer Class: at Cyrus, location: Dragonspine (use travel)
1st Level : Dragon's heart: Magic attack, very high bonus to hit and heal some MP (40 HP)
2nd Level : Dragon's claw: does 1,5 times fire damage (40 MP)
3rd Level : Resistance Bonus: Increase Elemental Resistance
4th Level : Dragon's Wing: 3 hits (80 MP)
5th Level : Summon Bob: Wyfern guest, ice attack (2 hits)
6th Level : Dragon's Fury: 2 hits (35 MP)
7th Level : Dragon Brood (90 MP)
8th Level : Great Dragon: may not follow your order (100 MP)
9th Level : Defense Bonus: Increase defense
10th Level : Half Drafon shapeshift: 10% chance of occuring as regular attack (150 MP)

After you've reach 10th level, you must confront Gausicus, a renegade Dragonslayer.




Quest DragonSlayer Class: at DragonStone (use map travel) OR teleporter at guardian tower
1st Level : Dragon Strike: Double damage to dragons, lizards and drakels [1,2x damage to normal monster] (5 MP)
2nd Level : Dragon Fire: Capable of doing up your level + 4 points of damage, 4 hits (50 MP)
3rd Level : Aimed Fang Strike: Give bonus of + 100 to hit Dragonkinds [+15 against normal monster] (5 MP)
4th Level : Armor Bonus: Increase Defense! +5 vs Melee, +5 vs Magic and resistance reduces all elemental attacks from Dragons to 92%
5th Level : Freeze DragonKind: Unresistable against dragons that do not like the cold [ice defense > 100%] (75 MP)
6th Level : Poison Dragon: Engulf your dragon foes with poison that will last 12 rounds dealing 5% life per turn. Uses guest spot (100 MP)
7th Level : Dragon's Blood: Steal 50% of the damage from your dragon foes to increase your health (55 MP).
8th Level : Summon Draykwing: Even can hurt fire dragon. 2 hits (15 MP)
9th Level : Armor Bonus: Increase Defense! +5 vs Melee, +5 vs Magic and resistance reduces all elemental attacks from Dragons to 82%
10th Level : Call Forth The Fire Dragon: 33% fire damage, min. 100 (Your charge meter starts at 60 at login, and increases by one every time you choose an attack from the DragonSlayer menu, except Dragon Fire and Summon Draykwing. Once it's at 90, it's all yours. When used, the meter drops to 0. Logging out or visiting Yulgar's shop would return the charge counter to the initial value of 60 though. Click on the button to see the current charge)




Quest Fighter Class: at BlackHawke, The Inn, Level 2 (upstairs)

Type: 1st Tier Class
Signature Ability: If your class title is "Fighter", the chance of Intense Focus being a Crushing Blow is increased by 1% per class level.
Starting Defenses: 25/20/20
Starting Resistances: 100% To All

Gets +5 BtH with Melee Player Attacks and -5 with Magic Spells (ie same affinity as Steel plate).

Base Attack 100/100/100 +0 BtH

1st Level: Weapon Proficiency (toggleable - converts all player attacks to melee (Costs 1 SP per round in which a conversion happens)
2nd Level: Defense Boost 1 (Earth and Water Resistance increase by 5%, Ranged Defense increases by 5);
3rd Level: Brutal Strike (Makes an Attack with 120% Base/110% Random/100% Stat Damage with -5 BtH) (10 SP)
4th Level: Intense Focus(toggleable => -5 to all defenses, all player attacks have thier base and random multiplied by 1.1 , there's a 10% chance the attack will be a Crushing Blow and multiply by 1.3 instead )
5th Level: Call Friend ( Calls a Friend, Has a 67 + Fighter Class Level% Chance of Attacking (Attack Rate is increased by 1% per 2 points of Charisma) Does 2 hits of Melee Earth Damage Each Hit hase Base: 2 + (Fighter Level/8) Random: 3 + (Fighter Level/2) and BtH of 5 + (Fighter Level/2) , If you're in (Fighter/Knight/ArchKnight armors the Base & Random are multilpied by 1.5) , if you're not in Fighter Armor the Friend costs 5 SP a round to maintain. (40 MP)
6th Level: Defense Boost 2 (Ice and Wind Resistance increase by 5% , Magic and Melee Defense increase by 5).
7th Level: Combat Expertise (passive => +5 BTH on melee player attacks)
8th Level: Double Attack 2 Hits Each of 75% Base/50% Random/100% Stat with -5 BtH (15 SP)
9th Level: Strength Boost Ability: toggle => +10 STR for duration of combat (15 SP)
10th Level: Power Attack: Does 1 Hit of 200% Base/200% Random/100% Stat with -5 BtH (20 SP)

After you've reach 10th level, you must face all of the challengers, which is Zuriga, Tarmac, Dracona and Zhilo (you'll get full heal after each fight)




Quest Knight Class: at BlackHawke, The Inn, Level 2 (upstairs)
1st Level : Fierce Offensive (40 MP)
2nd Level : King's Blessing: Attack boosted and even can heal MP (29 HP)
3rd Level : Resistance Bonus: Increase Elemental Resistance
4th Level : On Slaught: sacrifice you HP (30 MP)
5th Level : Mace Stun: Lower your enemy's melee and range defense (60 MP)
6th Level : Summon squirel (60 MP)
7th Level : Arrow Assault: Heavy wind damage to enemy (70 MP)
8th Level : Armor Ascent: Sacrifice hit bonus for 2 strong attacks
9th Level : Defense Bonus: Increase defense
10th Level : Cavalry Charge: 4 cavalary hits (80 MP)

After 10th level class, you'll receive special mission: fight, fight, fight, Tyranna




Quest Mage Class: at Warlic (Warlic Shop)

Type: 1st Tier Class
Signature Ability: If your class Title is "Mage" and Spiritfeeder is active you have a 1% chance per level of mage to get the reduced MP cost without reducing the power of the spell.
Starting Defenses: 20/20/25
Starting Resistances: 100% To All

Normal Attack is 90/90/100 +0 BtH
Gets +5 BtH with Magic Spells and -5 with Player Melee (ie same affinity as Cloth Robes).

1st Level: Elemental Sphere. (Creates an Elemental Sphere of an element of your choice, performs as a spell of 5 + 2 * Mage Class Level , and has a base cost of a spell of 10 + 2 * Mage Class Level [but you are then given a 10% MP Discount since you can only use it in Mage Robes], the cost is 5 levels higher than the performance because Elemental Sphere covers all 8 elements)
2nd Level: Defense Boost 1. (Light and Darkness Resistances increase by 5% , Ranged Defense Increases by 5%)
3rd Level: Summon Familiar. (Summons a Flying Eyeball guest.) (67 + Mage Class Level% Chance to Attack (Gains an extra 1% attack rate for every 2 points of Charisma), Does 1 hit of 2 + (Mage Level/4) Base and 4 + Mage Level Random with BtH: 5 + Mage Level/2 (restores MP equal to half the damage done) (If you're not in Mage Robes it costs 5 SP per turn to have out. If you're not in Mage/Wizard/Archmage robes it only heals half the above MP). (40 MP Cost)
4th Level: Spiritfeeder Stance. (reduces your spell to 75% Base/Random/Stat but costs only 75% of the MP)
5th Level: Empower Spell. (gives 20% Base/20% Random/20% Stat boost for 40% MP)
6th Level: Defense Boost 2. (Fire and Energy Resistances increase by 5%, Melee and Magic Defenses increase by 5)
7th Level: Focus Spell: gives an extra 5 + Half Mage Level BtH (30% MP)
8th Level: Stable Spell: 200% Base, 0% Random (150 MP)
9th Level: Intelligence Boost Ability: +10 Intelligence for the duration of the combat (15 SP)
10th Level: Wild Spell: 0% Base, 200% Random (150 MP)

Note that while Stable Spell is Active Wild Spell Cannot be Used and Vice Versa.
Note that all Metamagics only apply to Magic Spells.

After reaching the 10th level, Warlic will ask you to safe Xarymandias and defeat Sila




Quest Martial Artist Class: at Travel Map

Once you reach the area, you'll met Lady Akai. To reach the Hidden Temple, you must use White Gi Armor. After you buy the Armor from Lady Akai, then you must fight Lady Akai. After you've manage to defeat her, you must fight 5 enemies (after 3rd, 5th battle, you'll get full heal) to reach the Hidden Temple.


Crouching Frogzard
Master: Temple Guardian, Dadric
Focus: Basic skill of Martial Artist
Special Weapons: Fist of Fire, Fist of Water, Fist of Energy, Fist of Light, Fist of Wind, Fist of Darkness, Fist of Ice, Fist of Earth, Liuye Dao, Niuweidao Z, Niuwei Dao
Armor: White Gi



At the Hidden Temple, you'll fight the Temple Guardian. When fight him, you must use your White Gi armor while attack him, otherwise it doesn't harm him at all (include the attack from your spells didn't harm him). Well, anyway, just lose to him, and when you do that, he'll teach you The Claw Slash move.

1st Level: Claw Slash - Active
An open-handed Melee strike mimicking the clawing attack of the Zard.
Cost: 20 SP
Hits: 1
Type: Melee
Element: s Weapon
Damage:
**Base: [125 + 2*ClassLevel]%
**Random: [125 + 3*ClassLevel]%
Stats: Yes
BTH: [10 + 0.5*ClassLevel]%

After that, you must fight him again to enter the Temple. If you manage to defeat him, you'll met Dadric inside the Temple to mastering Crouching Frogzard style


2nd Level: Leaping Strike - Active
A leaping Melee strike, modelled after the leaping attack of the Zard!
Cost: 40 SP
Hits: 1
Type: Melee
Damage:
**Base: [140 + 2*ClassLevel]%
**Random: [180 + 3*ClassLevel]%
Stats: Yes
BTH: [5 + 0.5*ClassLevel]%

Mission: Help make this valley safe from bandits
Journey: Fight 5 enemies, then you must pass STR Roll Dice (Diff: 50) to track the gang's boss. If you pass the STR Roll Dice, then you must defeat Rusty Bakflipp (He is a ninja first and a Drakel second!)


3rd Level: Defense Boost - Passive
Improve your defensive stance!
Cost: Free!
NEW COMBAT DEFENCE (Melee: 35, Ranged: 30, Magic: 25)
NEW ELEMENT MODIFIER (Fire: 90%, Water: 90%, Wind: 90%, Ice: 90%, Earth: 90%, Energy: 90%, Light: 90%, Darkness: 90%)

Mission: Help make this valley safe from bandits
Journey: Fight 5 enemies, then you must pass STR Roll Dice (Diff: 55) to track the gang's boss. If you pass the STR Roll Dice, then you must defeat Mrs. Butterworth (She heard you beat up her gang-- Now she has come to kick butt and chew bubblegum, and she likes violence more than chewing)


4th Level: Chi Blast - Active
A basic chi technique that directs a magical blast at your opponent.
Cost: 30 MP and 30 SP
Hits: 1
Type: Ranged
Element: As Weapon
Damage:
**Base: [200 + 2*ClassLevel]%
**Random: [200 + 3*ClassLevel]%
Stats: Yes*
BTH: [10 + 0.5*ClassLevel]%

*Bonus to damage is INT/8. Bonus to BTH is [CHA/16 + INT/16 + LUK/20]

Mission: Help make this valley safe from bandits
Journey: Fight 5 enemies, then you must pass STR Roll Dice (Diff: 60) to track the gang's boss. If you pass the STR Roll Dice, then you must defeat Wang-Chung (Beware of Wang-Chung's deadly dance!)


5th Level: Zard's Bite - Active
A leaping 2-hit strike that symbolically represents the closing jaws of a Zard!
Cost: 70 SP
Hits: 2
Type: Melee
Element: As Weapon
Damage:
**Base: [110 + 2*ClassLevel]%; [120 + 2*ClassLevel]%
**Random: [110 + 2*ClassLevel]%; [120 + 2*ClassLevel]%
Stats: Yes
BTH: [15 + 0.5*ClassLevel]%; [10 + 0.5*ClassLevel]%

Mission: Help make this valley safe from bandits
Journey: Fight 5 enemies, then you must pass STR Roll Dice (Diff: 60) to track the gang's boss. If you pass the STR Roll Dice, then you must defeat Man in Very Dark Clothing (They call him the 'Man in Very Dark Clothing', because 'Man in Black' was taken...)


After mastering the Crouching Frogzard abilities, you can now train in one of 4 OTHER advanced schools of Martial Arts! They are:


Gogg Claw
Master: Lady Akai
Focus: Rapid flurries of blows, but weaker in defense than other advanced schools.
Special Weapons: Hook Blade, Hook Blade Z, Talon Blade
Armor: Swift Talon Gi



1st Level: Claw Slash - Active
An open-handed Melee strike mimicking the clawing attack of the Zard.
Cost: 20 SP
Hits: 1
Type: Melee
Element: As Weapon
Damage:
**Base: [125 + 2*ClassLevel]%
**Random: [145 + 3*ClassLevel]%
Stats: Yes
BTH: [10 + 0.5*ClassLevel]%


2nd Level: Leaping Strike - Active
A leaping Melee strike, modelled after the leaping attack of the Zard!
Cost: 40 SP
Hits: 1
Type: Melee
Damage:
**Base: [140 + 2*ClassLevel]%
**Random: [200 + 3*ClassLevel]%
Stats: Yes
BTH: [5 + 0.5*ClassLevel]%


3rd Level: Defense Boost - Passive
Improve your defensive stance!
Cost: Free!
NEW COMBAT DEFENCE (Melee: 22, Ranged: 20, Magic: 20)
NEW ELEMENT MODIFIER (Fire: 110%, Water: 100%, Wind: 105%, Ice: 95%, Earth: 100%, Energy: 100%, Light: 110%, Darkness: 110%)


4th Level: Chi Blast - Active
A basic chi technique thaht directs a magical blast at your opponent.
Cost: 30 MP & 30 SP
Hits: 1
Type: Ranged
Element: As Weapon
Damage:
**Base: [200 + 2*ClassLevel]%
**Random: [220 + 3*ClassLevel]%
Stats: Yes*
BTH: [10 + 0.5*ClassLevel]%

*Bonus to damage is INT/8. Bonus to BTH is [CHA/16 + INT/16 + LUK/20]


5th Level: Zard's Bite - Active
A leaping 2-hit strike that symbolically represents the closing jaws of a Zard!
Cost: 70 SP
Hits: 2
Type: Melee
Element: As Weapon
Damage:
**Base: [110 + 2*ClassLevel]%; [120 + 2*ClassLevel]%
**Random: [110 + 2*ClassLevel]%; [120 + 2*ClassLevel]%
Stats: Yes
BTH: [15 + 0.5*ClassLevel]%; [10 + 0.5*ClassLevel]%


Upon joining the school, you must find Lady Akai's shool. Fight 6 enemies (you only have 1 chance to rest to get full heal), then you achieve the 6th level of Gogg Claw class


6th Level: Rapid Strike - Active
A rapid series of punches imitating the fast paced Earthen bite attacks of a Gogg
Cost: 80 SP
Hits: 3
Type: Melee
Element: Earth
Damage:
**Base: [80 + 2*ClassLevel]% each
**Random: [80 + 2*ClassLevel]% each
Stats: 80% Damage and 100% BTH each
BTH: [10 + 2*ClassLevel]% each


7th Level: Lightning Kicks - Active
A series of 3 kicks infused with Energy
Cost: 90 SP
Hits: 3
Type: Melee
Element: Energy
Damage:
**Base: 70%; 60%; [120 + 3*Class Level]%
**Random: 60%; 90%; [100 + 3*Class Level]%
Stats: 80% Damage and 100% Stats each
BTH: [10 + 0.5*ClassLevel]% each

Mission: Help make the Northlands safe from bandits
Journey: Fight 5 enemies, then you must pass STR Roll Dice (Diff: 70) to track the gang's boss. If you pass the STR Roll Dice, then you must defeat Mr. Stick (A stealthy warrior, and very difficult to hit)


8th Level: Power Boost - Toggle
Focus your Chi to mimic the Gogg, increasing your chances to strike first and the amount of damage you do at the cost of your defences
Cost: Free!
While active: +20 LUK, All attacks from the armour deal 115% Base and Random damage.

NEW COMBAT DEFENCE (Melee: 22, Ranged: 15, Magic: 20), NEW ELEMENT MODIFIER (Fire: 115%, Water: 105%, Wind: 110%, Ice: 100%, Earth: 105%, Energy: 105%, Light: 115%, Darkness: 115%)

Mission: Help make the Northlands safe from bandits
Journey: Fight 5 enemies, then you must pass STR Roll Dice (Diff: 75) to track the gang's boss. If you pass the STR Roll Dice, then you must defeat Fran San Frisco (Karate is her middle name, and don't you forget it!)


9th Level: Flurry of Blows - Active
A highly inaccurate but powerful series of rapid Earth punches
Cost: 100 SP
Hits: 4
Type: Melee
Element: Earth
Damage:
**Base: [70 + ClassLevel]% each
**Random: [40 + 2*ClassLevel]% each
Stats: 80% Damage and 100% BTH each
BTH: +[5 + 0.5*ClassLevel]% each

Mission: Help make the Northlands safe from bandits
Journey: Fight 5 enemies, then you must pass STR Roll Dice (Diff: 80) to track the gang's boss. If you pass the STR Roll Dice, then you must defeat John Dumbo (Half-elf and half elephant! What will those pesky wizards think of next ?!?)


10th Level: Hundred Claw Strike - Active
Attack in a blinding blur of motion like the Gogg, quickly delivering 3 Energy kicks and 2 Earthen punches
Cost: 140 SP
Hits: 5
Type: Melee
Element: Energy; Energy; Earth; Earth; Earth
Damage:
**Base: [75 + 2*ClassLevel]%; [75 + 2*ClassLevel]%; 70%; 70%; 70%
**Random: [50 + ClassLevel]%; [50 + ClassLevel]%; 40%; 40%; 40%
Stats: 80% Damage and 100% BTH each
BTH: [0.5*ClassLevel]% each

Mission: Help make the Northlands safe from bandits
Journey: Fight 5 enemies, then you must pass STR Roll Dice (Diff: 80) to track the gang's boss. If you pass the STR Roll Dice, then you must defeat Wings Hauser (His idol is long-gone, and he may just be a wannabe, but he couldn't have chosen a better role model than the legendary Dragon!)



Slithering Sneak
Master: Drayson
Focus: Defensive martial arts and counter-attacks.
Special Weapons: Telescoping Fang, Telescoping Fang Z, Telescoping Sword
Armor: Serpent Fang Gi



1st Level: Claw Slash - Active
An open-handed Melee strike mimicking the clawing attack of the Zard.
Cost: 20 SP
Hits: 1
Type: Melee
Element: As Weapon
Damage:
**Base: [125 + 2*ClassLevel]%
**Random: [125 + 3*ClassLevel]%
Stats: 100%
BTH: [10 + 0.5*ClassLevel]% plus Stats
Stat Bonus to damage is [DEX/16 + STR/16]
Stat Bonus to BTH is [DEX/8 + LUK/20]


2nd Level: Leaping Strike - Active
A leaping Melee strike, modelled after the leaping attack of the Zard!
Cost: 40 SP
Hits: 1
Type: Melee
Damage:
**Base: [140 + 2*ClassLevel]%
**Random: [180 + 3*ClassLevel]%
Stats: 100%
BTH: [5 + 0.5*ClassLevel]% plus Stats
Stat Bonus to damage is [DEX/16 + STR/16]
Stat Bonus to BTH is [DEX/8 + LUK/20]


3rd Level: Defense Boost - Passive
Improve your defensive stance!
Cost: Free!
NEW COMBAT DEFENCE (Melee: 35, Ranged: 35, Magic: 35)
NEW ELEMENT MODIFIER (Fire: 90%, Water: 85%, Wind: 90%, Ice: 90%, Earth: 85%, Energy: 90%, Light: 85%, Darkness: 85%)


4th Level: Chi Blast - Active
A basic chi technique thaht directs a magical blast at your opponent.
Cost: 30 MP & 30 SP
Hits: 1
Type: Ranged
Element: As Weapon
Damage:
**Base: [200 + 2*ClassLevel]%
**Random: [200 + 3*ClassLevel]%
Stats: 100%
BTH: [10 + 0.5*ClassLevel]% plus Stats


5th Level: Zard's Bite - Active
A leaping 2-hit strike that symbolically represents the closing jaws of a Zard!
Cost: 70 SP
Hits: 2
Type: Melee
Element: As Weapon
Damage:
**Base: [110 + 2*ClassLevel]%; [120 + 2*ClassLevel]%
**Random: [110 + 2*ClassLevel]%; [120 + 2*ClassLevel]%
Stats: 100%
BTH: [15 + 0.5*ClassLevel]% plus Stats; [10 + 0.5*ClassLevel]% plus Stats
Stat Bonus to damage is [DEX/16 + STR/16]
Stat Bonus to BTH is [DEX/8 + LUK/20]


Upon joining the school, you must find Drayson's shool. Fight 6 enemies (you only have 1 chance to rest to get full heal), then you achieve the 6th level of Slithering Sneak class


6th Level: Counterattack - Toggle
Make an Earth Counter Attack whenever your opponent misses, the strike is so fast the opponent doesn't realize he's been hurt until the end of your next turn!
Cost: Free!
This applies after you attack, and only if this ability was toggled "on" during your last turn. If at least one of the monster's attacks missed last turn, you perform the following attack:

Hits: 1
Type: Melee
Element: Earth
Damage: 80% Base, 80% Random, 100% Stat
BTH: +10% plus Stats
Effect: If your current class is Martial Artist, you deal [100 + ClassLevel]% Stat Damage instead.
Stat Bonus to damage is [DEX/16 + STR/16]
Stat Bonus to BTH is [DEX/8 + LUK/20]


6th Level: Sneak Skin - Toggle
Focus your Chi into Snake Like Scales! Provides +5 Melee and Ranged Defence for 15 SP a Round!
Cost: 15 SP per round

While active, your Melee and Magic Combat Defences increase by +5 each.


7th Level: Defense Boost - Passive
Improve your defensive stance!
Cost: Free!

NEW COMBAT DEFENCE (Melee: 40, Ranged: 35, Magic: 40)
NEW ELEMENT MODIFIER (Fire: 90%, Water: 80%, Wind: 90%, Ice: 90%, Earth: 80%, Energy: 90%, Light: 80%, Darkness: 80%)

Mission: Help make the Skraeling Desert safe from bandits
Journey: Fight 5 enemies, then you must pass DEX Roll Dice (Diff: 70) to track the gang's boss. If you pass the DEX Roll Dice, then you must defeat Greenlips Williams (A stealthy warrior, and very difficult to hit)


8th Level: Coiled Sneak - Active
A 2 hit melee earth attack drawing on strength and dexterity!

Cost: 85 SP
Hits: 2
Type: Melee
Element: Earth
Damage:
**Base: [150 + ClassLevel]%; [120 + ClassLevel]%
**Random: [150 + ClassLevel]%; [120 + ClassLevel]%
**Stat: 100% each

BTH: [15 + 0.5*ClassLevel]% plus Stat each
Stat Bonus to damage is [DEX/16 + STR/16]
Stat Bonus to BTH is [DEX/8 + LUK/20]

Mission: Help make the Skraeling Desert safe from bandits
Journey: Fight 5 enemies, then you must pass DEX Roll Dice (Diff: 75) to track the gang's boss. If you pass the DEX Roll Dice, then you must defeat Viper (Karate is her middle name, and don't you forget it!)


9th Level: Improved Counterattack - Passive
Your counter attack increases in power!
Cost: Free!
You use the following stats for the Level 6 ability, Counterattack.

Hits: 1
Type: Melee
Element: Earth
Damage: 105% Base, 105% Random, 100% Stat
BTH: +15% plus Stats
Effect: If your current class is Martial Artist, the Stat Damage is [100 + ClassLevel]% instead.

Stat Bonus to damage is [DEX/16 + STR/16]
Stat Bonus to BTH is [DEX/8 + LUK/20]

Mission: Help make the Skraeling Desert safe from bandits
Journey: Fight 5 enemies, then you must pass DEX Roll Dice (Diff: 80) to track the gang's boss. If you pass the DEX Roll Dice, then you must defeat P. Noots (Half-elf and half elephant! What will those pesky wizards think of next ?!?)


10th Level: Poison Fang - Active
A 2 hit attack, a Melee Earth attack, followed by Melee Darkness attack that may poison your foe!

Cost: 120 SP
Hits: 2
Type: Melee
Element: Earth; Darkness
Damage:
**Base: 200%; 100%
**Random: 200%; 100%
**Stat: 100% each
BTH: +20% plus Stats; +50% plus Stats

Effect:
- If the second hit connects, there is a 40% chance of poisoning the monster. If your current class is Martial Artist, there is a [40 + ClassLevel]% chance instead.
- The monster gets a Save Roll. It gains a bonus equal to [It's END/5 + It's LUK/20 + It's Level/10], and it must roll equal to or higher than [61 + Your END/5 + Your LUK/20 + 0.4*ClassLevel + 0.5*P], where P is the number of "poison counters" it already has (if any). If it succeeds on the save, it gains one "poison counter". If it fails, it gets two "poison counters".
- During the monster's turn, it takes damage:

Hits: 1
Type: Poison
Element: Darkness
Damage:
**Base: 5*P
**Random: 10 * (P - 1)
Stat
BTH: 300%

- Before taking the damage, the opponent makes another Save Roll. It gains a bonus equal to [It's END/5 + It's LUK/20 + It's Level/10], and if it rolls higher than [51 + Your END/5 + Your LUK/20 + 0.4*ClassLevel + P/2], it loses a "poison counter".If it loses all its "poison counters", it doesn't take damage.

Stat Bonus to damage is [DEX/16 + STR/16]
Stat Bonus to BTH is [DEX/8 + LUK/20]

Mission: Help make the Skraeling Desert safe from bandits
Journey: Fight 5 enemies, then you must pass DEX Roll Dice (Diff: 80) to track the gang's boss. If you pass the DEX Roll Dice, then you must defeat Waaaaaah (His idol is long-gone, and he may just be a wannabe, but he couldn't have chosen a better role model than the legendary Dragon!)



Fist of the Troll Club
Master: Boog
Focus: Single, massive-damage strikes, but at a cost of accuracy.
Special Weapons: Orcish Katana, Orcish No-Dachi



1st Level: Claw Slash - Active
An open-handed Melee strike mimicking the clawing attack of the Zard.

Cost: 20 SP
Hits: 1
Type: Melee
Element: «As Weapon»
Damage:
**Base: [125 + 2*ClassLevel]%
**Random: [145 + 3*ClassLevel]%
**Stats: 100%
BTH: [5 + 0.5*ClassLevel]% + Stats


2nd Level: Leaping Strike - Active
A leaping Melee strike, modelled after the leaping attack of the Zard!

Cost: 40 SP
Hits: 1
Type: Melee
Damage:
**Base: [140 + 2*ClassLevel]%
**Random: [200 + 3*ClassLevel]%
**Stats: 100%
BTH: [0.5*ClassLevel]% + Stats


3rd Level: Defense Boost - Passive
Improve your defensive stance!

Cost: Free!
NEW COMBAT DEFENCE
Melee: 33
Ranged: 28
Magic: 28

NEW ELEMENT MODIFIER
Fire: 90%
Water: 90%
Wind: 95%
Ice: 90%
Earth: 85%
Energy: 90%
Light: 90%
Darkness: 90%


4th Level: Chi Blast - Active
A basic chi technique that directs a magical blast at your opponent.

Cost: 30 MP & 30 SP
Hits: 1
Type: Melee
Element: «As Weapon»
Damage:
**Base: [200 + 2*ClassLevel]%
**Random: [220 + 3*ClassLevel]%
**Stats: 100%
BTH: [5 + 0.5*ClassLevel]% + Stats


5th Level: Zard's Bite - Active
A leaping 2-hit strike that symbolically represents the closing jaws of a Zard!

Cost: 70 SP
Hits: 2
Type: Melee
Element: «As Weapon»
Damage:
**Base: [110 + 2*ClassLevel]%; [120 + 2*ClassLevel]%
**Random: [130 + 2*ClassLevel]%; [140 + 2*ClassLevel]%
**Stats: 100% each
BTH: [10 + 0.5*ClassLevel]% + Stats; [5 + 0.5*ClassLevel]% + Stats


Upon joining the school, you must find Drayson's school in the Augerthorne forest. Fight 6 enemies (you only have 1 chance to rest to get full heal), then you can achieve the 6th level of Fist Of The Troll Club class


6th Level: Crushing Blow - Active
Deliver a crushing Melee Earth blow that may daze your foe!

Cost: 80 SP
Hits: 1
Type: Melee
Element: Earth
Damage:
**Base: [280 + 2*ClassLevel]%
**Random: [280 + 2*ClassLevel]%
**Stats: [150 + 10*ClassLevel]%
BTH: [-5 + 0.5*ClassLevel]% + Stats
Effect:
- If the hit connects, the monster is dazed for [1 + 0.2*ClassLevel] rounds (rounded down). If your class is Martial Artist, the monster is dazed for an additional [0.2*ClassLevel] rounds (rounded down).
- While dazed, the monster takes -[5 + 0.5*ClassLevel]% BTH.
- If dazed again while already dazed, the two effects do not stack.


7th Level: Way of the Klonk - Active
Spend a turn in mediation, regaining health and then deliver a power Melee Earth strike on your next turn.

Cost: 90 SP
You heal [30 + 4*ClassLevel] HP. On your next turn, you automatically perform the following attack:

Hits: 1
Type: Melee
Element: Earth
Damage:
**Base: [300 + 5*ClassLevel]%
**Random: [300 + 5*ClassLevel]%
Stats: [200 + 5*ClassLevel]% Damage and 100% BTH
BTH: [-10 + 0.5*ClassLevel]% + Stats

Mission: Help make the Augerthorne Forest safe from bandits
Journey: Fight 5 enemies, then you must pass STR Roll DIce (Diff: 70) to track the gang's boss. If you pass the STR Roll Dice, then you must defeat Lizz Arden (A stealthy warrior, and very difficult to hit).


8th Level: Power Boost - Toggle
Focus your chi to mimic the troll, increase your base and random damage but decrease your accuracy

Cost: Free!
While active, all attacks from the armour deal 125% Base and Random damage, but take -10% BTH.

Mission: Help make the Augerthorne Forest safe from bandits
Journey: Fight 5 enemies, then you must pass STR Roll DIce (Diff: 75) to track the gang's boss. If you pass the STR Roll Dice, then you must defeat .....

9th Level: Fist of Fury - Active
Deliver a crushing Melee Earth blow that deals a percent of your opponent's HP in damage

Cost: 100 SP
Hits: 1
Type: Melee
Element: Earth
Damage:
**Base: {6.67 + 6.67*[30 + 4*ClassLevel - MonsterLevel]/[30 + 4*ClassLevel]}% of the monster's base HP (minimum 0)
**Random: 0
**Stats: 200%
BTH: -[5 + 0.5*ClassLevel]% + Stats


10th Level: Stunning Fist - Active
Make a single powerful Melee Earth attack, that has a chance to stun your opponent!

Cost: 130 SP
Hits: 1
Type: Melee
Element: Earth
Damage: 350% Base, 350% Random, 280% Stats
BTH: -5%
Effect: If the hit connects, there is a 50% of paralysing the monster for 1 round. If your current class is Martial Artist, there is a 60% chance of the paralysis instead.



Dragon's Breath
Master: O-Ebi-Sama
Focus: Use of "chi" strikes; channeling your energy (mana) into magical enhancements and attacks.
Special Weapons: The 8 Quans (Elemental Fists that regenerate SP each turn!), Fist of Legend (an Elemental Fist that does different damage depeneding on which Martial Artist armor you are wearing and regens SP each turn!)





Tournament
Once you train fully in one of the advanced schools, you will get invited to the ultimate Tournament of Martial Artists. See if you can beat this challenge!

At the Tournament, you must fight 6 enemies (you'll get full heal after each fight, except at 2nd and 4th battle).


In order to learn the abilities of a different advanced school. you will first have to remove the top 5 level abilities from your current class armor. You will keep the 5 Crouching Frogzard abilities, however. Then you can choose a new advanced school to train in and master that one!





Quest Necromancer Class: at Obsidia's Lair (use travel map)
1st Level : Undead Giant: Call forth an Undead Giant that to inflict over 5 times the damage single devasting attack at the cost of receiving no stat bonus! (MP Cost: 30)
2nd Level : Resistance Bonus: Increased elemental resistance!
3rd Level : Necro Heal!: Sacrifice 10% of your total HP to regain 10% of your total MP (MP Cost: 0)
4th Level : Death Dog!: Summon your familiar creature, a ferocious Death Dog. With each level you can summon a different version of the Death Dog. (MP Cost: 80).

You have the choice of Death Dog, Tail, Spines, Horns, Wings, and Doom Wolf. Each one includes the part from the previous one. Doom Wolf has burning red eyes and is bigger.

Death Dog => Hits: 1, Attack Type: Melee, Element: Darkness, Damage: 6 - 18, BTH: +10, Attack Rate: 80%
Tail => Hits: 1, Attack Type: Melee, Element: Darkness, Damage: 6 -24, BTH: +30, Attack Rate: 80%
Spines => Hits: 1, Attack Type: Melee, Element: Darkness, Damage: 6 -26, BTH: +30, Attack Rate: 80%
Horns => Hits: 1, Attack Type: Melee, Element: Darkness, Damage: 10 - 30, BTH: +30, Attack Rate: 80%
Wings => Hits: 1, Attack Type: Melee, Element: Darkness, Damage: 10 - 35, BTH: +50, Attack Rate: 80%
Doom Wolf => Hits: 1, Attack Type: Melee, Element: Darkness, Damage: 15 - 45, BTH: +50, Attack Rate: 80%

5th Level : Skull Swarm!: Summon a swarm of flying skulls to assail your enemy with a double-hit ranged darkness attack! (MP Cost: 60)
6th Level : Zombie Hands!: Zombie hands strike you enemy from the ground, dealing 5 hits and restoring 10% of your total HP (for 10% MP) at the same time! (MP Cost: 30)
7th Level : Fear!: Strike terror into your opponent and reduce all of their defenses-- ranged, melee, and magic! (MP Cost: 60)
8th Level : Defense Bonus: Increased defense!
9th Level : Undead Mutant!: Summon a savage undead mutant to deal five melee attack each of which do up to twice the damage of a normal attack at the cost of recieving no stat bonuses! (MP Cost: 125)
10th Level : Level 10: Become a Lich!: You now have a chance to become a powerful Lich when you die-- an undead master of other undead! Increased power and several attacks (MP Cost: 0). It just has to be charged to 10 first.

After you've fully charged and died, just click "become lich" button that appear. Wait until there's message that tell us to click Next

If you have become a lich:
Defense: Melee: 30, Ranged: 30, Magic: 40
Defense Modifiers: Fire: 115, Water: 110, Wind: 110, Ice: 90, Earth: 90, Energy: 110, Light: 90, Darkness: 65

After you have completed the 10th level, you'll last mission is to defeat High Priest Sanctus:
Heal, Fight, Fight, Fight, Fight, Fight, Fight, Sanctus




Quest Ninja Class: at Ninjutsu Temple (use map travel)
1st Level : Swift Slash: Increase damage and chance to hit (15 MP)
2nd Level : Defense Bonus: Increase defense
3rd Level : Dark Aura: Increase damage and dark attack, if your weapon is already dark, damage is increase even more (30 MP)
4th Level : Spin Tactics: spin through the enemy 4 times (60 MP)
5th Level : Dual Katanas: Cast out 2 sacred weapon, 2 hits ice and fire (60 MP)
6th Level : Summon Ninja Tortoise (60 MP)
7th Level : Ninja stars: cast upon enemy 4 deadly ninja projectile stars (70 MP)
8th Level : Elemental Armor Bonus: Increase Elemental Resistance
9th Level : Sui-Ka Cast: Use your enemy MP to freeze them, need 40 Enemy MP and enemy ice resistance > 100% (80 MP)
10th Level : Ninja Death Strike: Has 20% chance of a massive Element X attack (150 MP)

After 10th level class, you'll receive special mission: samurai, samurai, heal, samurai warlord, heal, elizabeth




Quest Paladin Class: at Paladin Order (use Travel Map), your character must have at least level 5th Knight and level 5th Mage
You must fight 2 enemies, after that there's Intelligence stat roll, if you succed, you'll met zorbak. Fight him and win, and you can begin training as Paladin
1st Level : Bless Weapon: Increase weapon power and increase chance to hit, Damage: 150% Base and 150% Random, BTH: 80% (30 MP)
2nd Level : Resistance Bonus: Increase Elemental Resistance
3rd Level : Holy Rage (40 MP): Hits: 1, Damage: 100% Base and 400% Random, BTH: 0%
4th Level : Summon Daimyo: Earth and light attack, also can heal you a little (80 MP)
5th Level : Summon Steed: 2 hits with greater base damage, Damage: 250% Base and 150% Random, BTH: 0% (60 MP)
6th Level : Lay On Hands: Once every so often, you can fully heal yourself (0 MP)
Requires 90 points of charge to trigger manually. Every time you open the paladin class menu, that charge increases by one. Once it is charged, it will remained charged (even if you switch armors) until you log out or use it. Being automatically resurrected (level 10 ability) reduces the charge to 0 (but can occur whenever the charge is 15 or greater), as does using the ability
7th Level : Holy Light: More damage to zombies and undead (80 MP)
Damage: 500% Base and 500% Random BTH: 20%, Element: Light, Attack Type: Magic

TRIGGER: Zombie and Undead, Hits: As normal with an extra hit of, Damage: 300% Base and 300% Random, BTH: 20%, Element: Light, Attack Type: Magic
8th Level : Defense Bonus: Increase defense
9th Level : Holy Might: Hit your enemy with up to 600 damage converted to light, with special stat modifiers (125 MP)
Damage: 400% Base and Random with a special stat bonus (effectively the sum of 4x the bonus you would recieve for your Intelligence and Strength scores). BTH: -5 + (((4*STR)+(4*INT))/16) + DEX/16 + LUK/20, Element: Light, Attack Type: As weapon except if ranged it is Magic, if Intelligence is greater than Strength otherwise Melee, Normal Stat Bonuses are not recieved.

TRIGGER: Zombie and Undead, Hits: 1, Damage: 600% Base and 600% Random with a special stat bonus (effectively the sum of 4x the bonus you would recieve for your Intelligence and Strength scores), BTH: -5 + (((4*STR)+(4*INT))/16)+ DEX/16 + LUK/20, Element: Light, Attack Type: As weapon except if ranged it is Magic if Intelligence is greater than Strength otherwise Melee, Normal Stat Bonuses are not recieved.

10th Level : Resurrect Yourself: Have a chance to fully heal and recover when your HP reach 0 HP... Resurrection (0 MP)
There is a proximity 15% chance of being resurrected automatically, and you must have at least 15 charge.

After you've succesfull gain 10th level of Paladin, you have a chance to face Sylith, a Necromantress. Before you met here, you must face 2 of her minions.




Quest Pirate Class: at Travel Map, Go to Pirate's Cove

Upon reaching the island, you'll met Captain Rhubarb. He'll then ask you to Find Krakathan. During sailing to Krakathan island, you'll met Sirens, and they will hipnotize all of you if you lose the roll dice (Charisma). If you manage to win the roll dice, you'll fight the sirens. If you manage to defeat sirens, then you will use roll dice (Dexterity) again to evade from something that beneath the ocean.

Then if you win the roll dice, Captain Rhubarb will begin to train you as a pirate

1st Level : Swab the Mob! (MP Cost: 32)
Hits: 2
Attack Type: Ranged
Element: Water

2nd Level : Summon Petey! (MP Cost:56)
3rd Level : Increased Defenses and Resistances!
4th Level : Keelhaul! (MP Cost: 72)
A double-hit attack that will show your enemies just who is the master of the high seas! This ability becomes more powerful at level 6!
Hits:2

5th Level : Cannon Fodder! (MP Cost: 88)
Bring out the big gun! Blast your enemy with a cannonball for good Wind damage and a chance of stunning your foe!
Hits: 1
Atack Type: Ranged
Element: Wind

6th Level : Jolly Rotten Roger! (MP Cost: 96)
Hits: 3
Atack Type: Magic
Element: Darkness

7th Level : Increased Defenses and Resistances!
8th Level : Grog n'Flog! (MP Cost: 104)
A flaming bottle of grog and a whip come to life to "grog 'n flog" your enemy! Fire and Wind Damage with a 32% chance of paralyzinf your foe!
Hits: 2
Atack Type: Ranged
Element: Fire, Wind

9th Level : DJ's Locker! (MP Cost: 112)
Hits: 4
Atack Type: Ranged, Melee, Melee, Melee
Element: Darkness, Darkness, Water, Water

10th Level : Plunder! (MP Cost: 152)
Every Pirate knows how to take what they want! Use this for a chance to get multiple potions from your enemies and to do extra damage based on an enemy's gold!
Hits: 1
Attack Type: Magic
Element: Water

After reach the 10th level, Captain Rhubarb ask you to get the last treasure at the Krakathan's Gullet. Before you fight Krakathan, you must defeat Rativer and Anchorhand (you'll get full heal after each of the fight). Then you'll fight Krakathan




Quest Rogue Class: at Krovesport via Robina, The Inn OR using travel

Type: 1st Tier Class
Signature Ability: If your class title is "Rogue" and you're making a Strike from Shadows the Sneak Attack Chance is increased by 1% per Rogue Class Level.
Blarney Variants
All Blarney Variants have 2 extra to each Defense, and 2% more resistance to each element. All attacks from the armor do 10/9 * base and random damage, and have +1 BtH.
Starting Defenses: 20/25/20
Starting Resistances: 100% To All

Gets +5 BtH with Ranged Player or Spell Attacks and -5 with Magic Spells (ie same affinity as Leather Armor).

Base Attack 90/90/100 +5 BtH

1st Level: Weapon Finesse: toggleable => converts all player attacks to ranged (Costs 1 SP per round in which a conversion happens)
2nd Level: Defense Boost 1: Fire and Darkness Resistance increase by 5%, Melee Defense increases by 5
3rd Level: Weapon Throw: Makes an Attack with 99% Base Damage/108% Random Damage/100% Stat Damage with +5 BTH and Converts the Attack to Ranged (10 SP)
4th Level: Hide In Shadows: toggleable => +5 to all defenses, normal attack becomes "Strike from Shadows" 72% Base/72% Random/100% Stat with +10 BtH, each "Strike from Shadows" has a 10% Chance of being a "Sneak Attack" which doe 108% Base/108% Random/100% Stat with +15 BtH
5th Level: Call Partner: Calls a Black Cat, For each monster attack there is a 67 + Rogue Class Level% (+1% per 2 points of Charisma) chance of being jinxed for a penalty to the BtH equal to your rogue level , if you're in Rogue/Deadeye/Ranger armors this penalty is increased by an additional half your rogue class level ("Strongly Jinxed), costs 5 SP per turn to have out if you're not in Rogue Armor (40 MP)
6th Level: Defense Boost 2: Earth and Wind Resistance increase by 5% , Ranged and Melee Defense increase by 5
7th Level: Combat Reflexes: passive => +5 BTH on ranged player attacks
8th Level: Dagger Vengeance 2 Hits Each of Ranged Wind damage each does Roge Level/3 Base & Roge Level/1.5 Random with 10 + Rogue Level BtH Ranged Wind (Counts as a player attack but is not effected by weapon triggers)(15 SP)
9th Level: Dexterity Boost Ability: toggle => +10 DEX for duration of combat (15 SP)
10th Level: Potion Power Shot: Does 1 Hit of 10 Base & 30 Random with 25 BtH, Ranged (Fire for HP potion, Water for MP Potion) Damage counts as a Player Attack, regens 75 of stat of the potion used (costs 1 Potion of Your Choice + 20 SP)

After reach 10th level, you must defeat Garrott Cutthroat.




Quest Scholar Class: at Travel Map, then sail to East 2 times.

Upon meet with Nel, he'll ask you to Visit Greenguard Forest and observe a tribe of warlike Orcs to study how they use their weapons. Before you go, he'll give you 3 healing potions that you can use after each of the battle you had encounter in your journey to the Orcs camp

At the Greenguard Forest, you'll see a Orcs footprints:

  1. If you choose wait in the bushes to observe them in secretly, you'll see Fnorc the Orc that will going to defecate. Seeing that, you instantly scream, then the Orc scream and follow by the bushes where you hide (well, it's actually ambushes Jr). Then you must fight Orc Archer, Footsoldier, Orc Mage, Orc Archer and then Glorg

  2. If you choose to follow the tracks into the Orcs Camp, you'll reach the Orc camp instantly. At the Orc Camp, you plan to regards the Orcs peacefully. When an Orc came, you open your dictionary and said a greeting in their language. Well, what you said is not a greeting actually, it's something about the Orc mother, and you make the Orc angry. Fight Orc Archer, Footsoldier, Orc Mage, Orc Archer and then Glorg

After defeating them all, you must pass the INT Roll dice (Diff: 20), to make sure that you've learn the Orcs use their weapon. If you pass the INT Roll Dice, you'll be accepted as Scholar


1st Level: Orcish Tactics
Having studied the ways of orcs -- and borrowed a few of their tools -- you can now channel your attack through different weapons!

Toggle Cost: Free!
Hits: 1
Attack Type: Melee/Ranged/Magic (Your choice)
Element: Same as your weapon
Damage: 100% Base and Random
BtH: +0

You can choose one of 3 attack style (Orcish Sword Style, Orcish Crossbow Style or Orcish Mage Style) by selecting Armor Skills then Orcish Tactics skill a few time according to the Style order (Normal as your weapon does, Melee, Magic, Range)


2nd Level: Zeelskin
You added some zeel hide to your robes, making them more resistant to the elements!

Melee, Ranged, Magic: +2 each
Fire, Water, Wind, Ice, Earth, Energy, Light, Darkness: -3 each

Mission: Enter a cave to study a Zeel firsthand. Learn how its skin absorbs attack damage. Bring back its hide any way you can, so that you may line your robes with it. Before you go, he'll give you 3 healing potions that you can use after each of the battle you had encounter in your journey to the Cave

Journey: Upon reaching the cave, you have to fight Dwakel, Whomp, Werebat, Frazzlhutch and Zeel. Then you must pass the INT Roll Dice (Diff: 25) to understanding what Nel intended from this quest


3rd Level: Lycan Boost
A small measure of the strength, speed, and health of a lycan are now yours -- without the side effect of hairballs!

Toggle Cost: 15 SP
Click to add: Str, Dex, End (+5 each). Lasted until the end of the battle or until you've change your armor

Mission: Go to Darkovia and observe how the curse of lycanthropy augments a werewolf's physical power. Before you go, he'll give you 3 healing potions that you can use after each of the battle you had encounter in your journey to the Darkovia

Journey: Upon reaching Darkovia, you must fight 4 Werewolf Warrior and Beta Werewolf. Then you must pass the INT Roll Dice (Diff: 30) to understanding what Nel intended from this quest


4th Level: Vampire's Charm
You now understand and can use some of the vampires' otherwordly charm and knowledge!

Toggle Cost: 15 SP
Click to add: Int, Cha, Luk (+5 each). Lasted until the end of the battle or until you've change your armor

Mission: Return to Darkovia and witness a Vampire in its castle. Study this creature of the night's behavior and see what you can make of it. Before you go, he'll give you 3 healing potions that you can use after each of the battle you had encounter in your journey to the Castle Darkovia

Journey: Upon reaching the castle, you must fight 4 Vampire Warrior and Master of the House. Then you must pass the INT Roll Dice (Diff: 30) to understanding what Nel intended from this quest


5th Level: Zard Prism
You can now emulate the MotherZard, applying the elements of any of her babies to your attack!

Toggle Cost: Free!
Hits: 1
Attack Type: Same as your weapon
Element: Fire, Water, Wind, Ice, Earth, Energy, Light, Darkness (Your choice)
Damage: 100% Base and Random
BtH: +0

After you activate the Skill, choose the element that you want to attack enemy with by choosing the color crystals (White: Light, Red: Fire, Black: Dark, Yellow: Energy, Gray: Wind, Green: Earth, Blue: Water, Light Blue: Ice). By doing so, you can change the elemental damage of your weapon into the element that you've just choose. It last until you've turn it off (By selecting the skill again) or when you've change your armor.

Mission: Visit the forest outside BattleOn to observe a brood of baby zards and see how a motherzard nutures her young to promote their different elemental tendencies. Before you go, he'll give you 3 healing potions that you can use after each of the battle you had encounter in your journey to the Forest

Journey: Upon reaching the forest, you must fight NightZard, ToadZard, BlizZard, StormZard and MotherZard. Then you must pass the INT Roll Dice (Diff: 30) to understanding what Nel intended from this quest


6th Level: Demon's Guard
You have erected a permanent (but weak) magical shield like the forest demon's, making yourself harder to hit!

Increase Melee, Ranged, Magic (+3 each)

Mission: Go to Greenguard Forest and observe the unusual protective abilities of the willy Forest Demon. Before you go, he'll give you 3 healing potions that you can use after each of the battle you had encounter in your journey to the Forest

Journey: Upon reaching the forest, you must fight Green Knight, Emerald Slime, Rat, Ghost? and Forest Demon. Then you must pass the INT Roll Dice (Diff: 35) to understanding what Nel intended from this quest


7th Level: Shifter's Smarts
The vast intelligence and iron will of the magi who turned themselves into the Shifters is now yours!

Toggle Cost: 40 SP

Click to add: Int, Cha, Luk (+ 10 each). Lasted until the end of the battle or until you've change your armor

Mission: Visit the Wizard's tower out in the plains of Dagin Fields and observe the cabal of shifters there firsthand, to study their intelligence, focus and dedication. Before you go, he'll give you 3 healing potions that you can use after each of the battle you had encounter in your journey to the Tower

Journey: Upon reaching the Tower, you must fight DarkShifter, IceShifter, DarkShifter, IceShifter and DarkShifter. Then you must pass the INT Roll Dice (Diff: 35) to understanding what Nel intended from this quest


8th Level: Draconic Might
You can now tap into the awesome might of a dragon!

Toggle Cost: 40 SP
Click to add: Str, Dex, End (+10 each)

Mission: A young light dragon has been wandering too close to the School of Thought on the plains. This is a perfect opportunity to not only help defent the School but observe a dragon firsthand and study the powerful muscles beneath its scaly skin. Before you go, he'll give you 3 healing potions that you can use after each of the battle you had encounter in your journey to find the Dragon

Journey: Upon reaching the clearing, you must fight Sneak, Harpy, Griffin, Orc Mage and Young Light Dragon. Then you must pass the INT Roll Dice (Diff: 35) to understanding what Nel intended from this quest


9th Level: Wailing Blow!
You can now damage your opponent's mana instead of health, just like the undead Banshee!

Toggle Cost: Free!
Hits: 1 (Attacks your opponen't MP)
Attack Type: Same as your weapon
Element: Same as your weapon
Damage: 100% Base and Random
BtH: +0

After you activated it, every hit of your weapon will decrease enemy mana point. Deactivate it by clicking at the skill again

Mission: Go to the Graveyard at Granemor. My research has shown me the origins of one of the more common sights there: the banshee Ailinora, an Elf maiden who died violently. She now keens the death knell for other creatures. See if you can put her soul to rest, while observing the way her screams drain your mental resolve as well as your physical. Before you go, he'll give you 3 healing potions that you can use after each of the battle you had encounter in your journey to the Granemor

Journey: Upon reaching the Graveyard, you can choose to try to think of something to remind her of her life OR just go in fighting!

   1. If you choose the option 1, then you must fight Skull Swarm, Grunt, Undead Paladin, Bone Knight. Then you must pass the CHA Roll Dice (Diff: 50) to persuade Ailinora. If you fail, you have to fight Alinora.

   2. If you choose the option 2, then you must fight Skull Swarm, Grunt, Undead Paladin, Bone Knight and Ailinora

Then you must pass the INT Roll Dice (Diff: 40) to understanding what Nel intended from this quest


10th Level: Gogg's Gift
You know the value of a strong defense -- and after you see what your opponent is going to do, you can prepare for the worst.

Cost: 30 SP, 1 turn of activation
Effect: Adds +10 Blocking to the attack type the monster attacks with next and -25% element defense to the element the monster attacks with next.

Mission: Go back underground and observe a small Gogg firsthand, to study the best ways to defend yourself from a foe's onslaught. Before you go, he'll give you 3 healing potions that you can use after each of the battle you had encounter in your journey to find Gogg

Journey: Upon reaching the cave, you must fight Troll, Emerald Golem, Kresh, Crystal Hound and Little Gogg. Then you must pass the INT Roll Dice (Diff: 40) to understanding what Nel intended from this quest


After reach 10th level, Nel told you that he found something interesting from the Drakel facility Drakath. It was a weapon that has been attacking towns and hurting people. It has a prototype shield that can shift to defend against each element

Upon reaching the destroyed town, you must fight Drakel Destroyer, Drakelon Steam Dragon Prototype, Drakel Power Armor, Drakel Destroyer and Spectrum Cannon Prototype




Quest Shapeshifting Class: at Travel Map, sail to the East, then at Gnuvain's Abode

Intro: Learn the art of shapeshifting from the master himself, Gnuvain! Unlock 11 forms as you level up, including Frogzard, Two-Bear, Calladus and even Gogg forms!

1st Level: FrogZard Form
Mission: Fight 7 Zards (you'll got full heal after each battle)

COMBAT DEFENSE: Melee: 22, Ranged: 22, Magic: 22
ELEMENT MODIFIER: Fire: 100%, Water: 100%, Wind: 110%, Ice: 100%, Earth: 90%, Energy: 100%, Light: 100%, Darkness: 100%

NORMAL ATTACK
Hits: 1
Type: As Weapon
Element: As Weapon
Damage: 100% Base, 100% Random, 100% Stat Bonus
BTH: 5%

CREDITS: In Media Res, DarkChris76, Izon, Aquadorian, Keno Chao


2nd Level: FireZard Form
Mission: Fight 7 Zards (you'll get full heal after each battle)

Level: 5

COMBAT DEFENSE: Melee: 15, Ranged: 20, Magic: 15
ELEMENT MODIFIER: Fire: 90%, Water: 100%, Wind: 100%, Ice: 110%, Earth: 100%, Energy: 100%, Light: 100%, Darkness: 100%

ATTACK 1
Hits: 1
Type: Ranged
Element: Fire
Damage: 120% Base, 120% Random, 100% Stat Bonus
BTH: 10%
Cost: 16 SP
Rate: Used automatically if you have 16+ SP

ATTACK 2
Hits: 1
Type: As Weapon
Element: As Weapon
Damage: 100% Base, 100% Random, 100% Stat Bonus
BTH: 5%
Rate: Used automatically if you have less than 16 SP

CREDITS: In Media Res, DarkChris76, Izon, Aquadorian


3rd Level: Sea Squirt Form
Mission: Fight 6 enemies (you'll get full heal after each battle)

Level: 15

COMBAT DEFENSE: Melee: 22, Ranged: 22, Magic: 20
ELEMENT MODIFIER: Fire: 100%, Water: 90%, Wind: 100%, Ice: 100%, Earth: 100%, Energy: 110%, Light: 100%, Darkness: 100%

ATTACK 1
Hits: 2
Type: Ranged
Element: Water
Damage: 50% Base, 50% Random, 100% Stat Bonus per hit
BTH: 10%, 10%
Cost: 32 SP
Rate: Used automatically if you have 32+ SP

ATTACK 2
Hits: 1
Type: As Weapon
Element: As Weapon
Damage: 100% Base, 100% Random, 100% Stat Bonus
BTH: 5%
Rate: Used automatically if you have less than 32 SP

CREDITS: In Media Res, Halcyon, Izon, Cin, Aquadorian


4th Level: Rock Golem Form
Mission: Fight 6 Golem (you'll get full heal after each battle)

Level: 25

COMBAT DEFENSE: Melee: 20, Ranged: 30, Magic: 20
ELEMENT MODIFIER: Fire: 100%, Water: 110%, Wind: 120%, Ice: 105%, Earth: 85%, Energy: 100%, Light: 100%, Darkness: 100%

ATTACK 1
Hits: 1
Type: Ranged
Element: Wind
Damage: 150% Base, 150% Random, 100% Stat Bonus
BTH: 15%
Cost: 46 SP
Rate: Used automatically if you have 46+ SP

ATTACK 2
Hits: 2
Type: Melee
Element: As Weapon
Damage: 50% Base, 50% Random, 100% Stat Bonus per hit
BTH: 0%
Rate: Used automatically if you have less than 46 SP

CREDITS: In Media Res, DarkChris76, Izon, Cin, Aquadorian


5th Level: Two-Bear Form
Mission: Fight 6 enemies (you'll get full heal after each battle)

Level: 35

COMBAT DEFENSE: Melee: 30, Ranged: 15, Magic: 10
ELEMENT MODIFIER: Fire: 130%, Water: 90%, Wind: 85%, Ice: 70%, Earth: 90%, Energy: 105%, Light: 100%, Darkness: 100%

ATTACK 1
Hits: 1
Type: Ranged
Element: Ice
Damage: 250% Base, 250% Random, 100% Stat Bonus
BTH: 15%
Cost: 58 SP
Rate: Used automatically if you have 58+ SP

ATTACK 2
Hits: 2
Type: Melee
Element: As Weapon
Damage: 75% Base, 75% Random, 100% Stat Bonus per hit
BTH: 5%, 5%
Rate: Used automatically if you have less than 58 SP

CREDITS: In Media Res, CACADEVACA, Izon, Cin, Aquadorian


6th Level: Raydius Dragon Form
Mission: Fight 6 enemies (you'll get full heal after each battle)

Level: 45

COMBAT DEFENSE: Melee: 25, Ranged: 25, Magic: 30
ELEMENT MODIFIER: Fire: 90%, Water: 90%, Wind: 80%, Ice: 105%, Earth: 95%, Energy: 90%, Light: 110%, Darkness: 95%

ATTACK 1
Hits: 1
Type: Melee
Element: As Weapon
Damage: 150% Base, 150% Random, 100% Stat Bonus
BTH: 15%
Cost: 72 SP
Effect: You heal HP equal to 2 * [(Your Level / 10) rounded down]. Healing caps at 20 HP.
Rate: Used automatically if you have 72+ SP

ATTACK 2
Hits: 1
Type: Magic
Element: As Weapon
Damage: 150% Base, 150% Random, 100% Stat Bonus
BTH: 10%
Rate: Used automatically if you have less than 72 SP

CREDITS: In Media Res, DarkChris76, Izon, Cin, ManoftheTrees, Hedning1390, Billy Bob, Aquadorian, Corey Edwards


7th Level: Trobble Form
Mission: Fight 6 enemies (you'll get full heal after each battle, except at 6th battle)

Level: 55

COMBAT DEFENSE: Melee: 25, Ranged: 30, Magic: 25
ELEMENT MODIFIER: Fire: 105%, Water: 120%, Wind: 90%, Ice: 105%, Earth: 95%, Energy: 75%, Light: 95%, Darkness: 100%

ATTACK 1
Hits: 7
Type: Ranged
Element: As Weapon
Damage: 20% Base, 20% Random, 50% Stat Bonus per hit
BTH: 5%
Cost: 88 SP
Rate: Used automatically if you have 88+ SP

ATTACK 2
Hits: 1
Type: As Weapon
Element: As Weapon
Damage: 200% Base, 200% Random, 100% Stat Bonus
BTH: 20%
Rate: Used automatically if you have less than 88 SP

CREDITS: In Media Res, nick00bot, Izon, Cin, Aquadorian


8th Level: Sun-Eater Form
Mission: Fight 7 enemies (you'll get full heal after each battle, except at 2nd, 5th and 7th battle)

Level: 65

COMBAT DEFENSE: Melee: 20, Ranged: 30, Magic: 30
ELEMENT MODIFIER: Fire: 95%, Water: 100%, Wind: 105%, Ice: 105%, Earth: 100%, Energy: 95%, Light: 75%, Darkness: 125%

ATTACK 1
Hits: 2
Type: Magic
Element: Light
Damage: 150% Base, 150% Random, 100% Stat Bonus per hit
BTH: 10%
Cost: 100 SP
Rate: Used automatically if you have 100+ SP

ATTACK 2
Hits: 1
Type: As Weapon
Element: As Weapon
Damage: 200% Base, 200% Random, 100% Stat Bonus
BTH: 20%
Rate: Used automatically if you have less than 100 SP

CREDITS: In Media Res, CACADEVACA, Cin, Aquadorian


9th Level: Calladus Form
Mission: Fight 8 enemies (you'll get full heal after each battle, except at 1st, 3rd, 5th battle)

Level: 75

COMBAT DEFENSE: Melee: 30, Ranged: 15, Magic: 35,
ELEMENT MODIFIER: Fire: 90%, Water: 100%, Wind: 105%, Ice: 95%, Earth: 110%, Energy: 110%, Light: 125%, Darkness: 75%

ATTACK 1
Hits: 2
Type: Magic
Element: Darkness
Damage: 150% Base, 150% Random, 100% Stat Bonus per hit
BTH: 25%, 25%
Cost: 108 SP
Rate: Used automatically if you have 108+ SP

ATTACK 2
Hits: 1
Type: Magic
Element: As Weapon
Damage: 200% Base, 200% Random, 100% Stat Bonus
BTH: 25%
Rate: Used automatically if you have less than 108 SP

CREDITS: In Media Res, Sir Draik, SmokeXIII, ssjgoku5, Aquadorian


10th Level: Pzycho Fiend Form
Mission: Fight 7 enemies (you'll get full heal after each battle, except at 2nd, 4th and 6th battle)

Level: 85

COMBAT DEFENSE: Melee: 25, Ranged: 25, Magic: 30
ELEMENT MODIFIER: Fire: 70%, Water: 110%, Wind: 95%, Ice: 130%, Earth: 95%, Energy: 95%, Light: 110%, Darkness: 95%

ATTACK 1
Hits: 1
Type: Melee
Element: Fire
Damage: 350% Base, 350% Random, 100% Stat Bonus
BTH: 15%
Cost: 112 SP
Rate: Used automatically if you have 112+ SP

ATTACK 2
Hits: 1
Type: As Weapon
Element: Fire
Damage: 250% Base, 250% Random, 100% Stat Bonus
BTH: 15%
Rate: Used automatically if you have less than 112 SP

CREDITS: In Media Res, Sir Draik, nick00bot, CACADEVACA, Yesmur, Aquadorian


11th Level: Gogg Form
Mission: In Progress (need Lvl 95)

COMBAT DEFENSE : Melee: 7, Ranged: 7, Magic: 7
ELEMENTAL MODIFIER: Fire: 125%, Water: 125%, Wind: 120%, Ice: 125%, Earth: 130%, Energy 130%, Light: 120%, Darkness: 125%

ATTACK 1 (Occurs when you have less than 250 SP)
Hits: 2
Attack Type: Melee
Damage: 100% Base and Random each
BtH: +5 each

ATTACK 2 (Automatically uses when you have at least 250 SP)
Hits: 7
Attack Type: Melee, Melee, Ranged, Melee, Melee, Ranged, Ranged
Element: (Converts third hit to water, otherwise same as weapon)
Damage:
...100% Base, Random, and Stat
...100% Base, Random, and Stat
...50% Base, Random, and Stat
...50% Base, Random, and Stat
...50% Base, Random, and Stat
...75% Base and Random, 50% Stat
...75% Base and Random, 50% Stat
BtH: +5%, +5%, +5%, +5%, +5%, +15%, +15%
.........NOTE: BTH receives full Stat Bonuses, regardless of amount applied to Damage.
SP Cost: 250

CREDITS: dna cupcake, In Media Res, ssjgoku5, Chii, OmniGuardian, jack90, Darkness Keeper, SonicBeam




Quest VampireSlayer Class: at Vampire Slayer "E", at Darkovia Forest (use map travel) OR teleporter at guardian tower
1st Level : Vampire Strike: 3 hits (2x or more damage) only to vampires, zombies and undead (40 MP)
2nd Level : Evil Proof Aura: Increase Defense (+5 vs melee, +5 vs magic, +5 vs range against vampires, undead and werewolves)
3rd Level : Hunter's Eye: Increase sucessfull attack againts vampires, undead and werewolves by 10%
4th Level : Werewolf strike: 3 hits (2x or more damage) only to werewolves
5th Level : Lift Curse: Gain the ability to cure or another vampirism or Lycanthrope
6th Level : Summon HuntDragon: Summon Vampdragon that was trained from birth to fight vampires and werewolves (90 MP)
7th Level : Stake & Shake: Gives bonus +100 to hit undead triple attack (200 MP)
8th Level : Ultra Strike: Unlocks 20% chance to do triple attack when using normal attack
9th Level : Turn Undead: 6 Light attack beam (75 MP)
10th Level : Vampire's Blood: take 50% from damaging enemy to your HP (100 MP)




Quest Wizard Class: At Warlic (Warlic Shop)

When Using Blue Wizard Robe, Red Wizard Robe, Dark Wizard Robe, Blood Wizard Robe, Spring Wizard Robe or White Wizard Robe
1st Level : Flame Wheel (2 hits, 20 MP): Damage: 60% base and random, BTH: 0%
2nd Level : Mana Morph: Transfer 10% of HP / 1 MP potion for 20% MP
3rd Level : Resistance Bonus: Increase Elemental Resistance
4th Level : Levitation: Different object will levitate towards enemy depending enemy environment (60 MP)
Type: All hits are magic

Earth/Wind/Energy/Fire/Water => Hits: 2, Damage: 10-30 damage per hit, with +50 BtH
Ice => Hits: 3, Damage: 7-20 damage per hit, with +50 BtH.
Light/ Darkness => Hits: 4, Damage: 5-15 damage per hit, with +50 BtH.

5th Level : Amplify: Cast 1 of 3 different water spells. The more turn you wait, the more powerfull the spell (80 MP)
If while wearing Wizard armour you cast a spell , use a special, drink a potion , make a normal attack or use any wizard class ability apart from Amplify your Amplify charge increases by 1.It starts at 0.

If the charge is < 11 then 1 hit of 5-20 +20 BtH
If the charge is >10 and < 30 then 3 hits of 10-25 +20 BtH
If the charge is >29 then 5 hits of 10-25 +20 BtH and the Amplify count is set to 0.

Each of the 3 options has a different animation.

What this basically means is this. For every turn you wear the Wizard Robes you charge one point. These points accumulate as long as you do not use Amplify. These points also accumulate across multiple battles. What this means is, if you fight a zard and it takes 3 turns, then you fight a Kresh and it takes 5 turns, at the end Amplify has charged 8 times. Once you have charged up Amplify to a point where you want it and you cast it the Counter returns to 0 and you must begin charging all over.

6th Level : Summon Minions: can summon earth rock, wind cloud or energy lightning monster (2 hits, 60 MP)
Rock => Hits: 2, Type: Melee, Element: Earth, Damage: 12-17 per hit, BTH: 5%
Cloud => Hits: 2, Type: Ranged, Element: Wind, Damage: 12-17 per hit, BTH: 5%
Lightning => Hits: 2, Type: Ranged, Element: Energy, Damage: 12-17 per hit, BTH: 5%

7th Level : Divine Magic: Increase the damage done for next spell (80 MP)
All hits of your next spell will have their base and random damage multiplied by 2.5. Stat bonuses stays the same. You need to wear the Wizard's robe for Divine Magic to improve your spell.

8th Level : Frost Bite: Freeze the enemy, may freeze them to the core if their magic defense 20 or less AND ice defense >= 100%. If a monster has 20 defense points for magic then you can freeze them for two turns. The 2 turn freeze only works once per battle (150 MP)
9th Level : Defense Bonus: Increase defense
10th Level : Elemental Explosion: Does 8 powerfull hits for each elements (175 MP)
Hits: 8, Type: Magic, Element: One hit of each element, Damage: 10-25 per hit, BTH: 0%


When Using Pyromancer's Robe
1st Level : Flame Wheel (2 hits, 20 MP): Damage: 60% base and random, BTH: 0%
2nd Level : Mana Morph: Transfer 10% of HP / 1 MP potion for 20% MP
3rd Level : Resistance Bonus: Increase Elemental Resistance
4th Level : Levitation: Different object will levitate towards enemy depending enemy environment (60 MP)
Type: All hits are magic

Earth/Wind/Energy/Fire/Water => Hits: 2, Damage: 10-30 damage per hit, with +50 BtH
Ice => Hits: 3, Damage: 7-20 damage per hit, with +50 BtH.
Light/ Darkness => Hits: 4, Damage: 5-15 damage per hit, with +50 BtH.

5th Level : Fire Amplify: Cast 1 of 3 different fire spells. The more turn you wait, the more powerfull the spell (80 MP)
If while wearing Wizard armour you cast a spell , use a special, drink a potion , make a normal attack or use any wizard class ability apart from Amplify your Amplify charge increases by 1.It starts at 0.

If the charge is < 11 then 1 hit of 5-20 +20 BtH
If the charge is >10 and < 30 then 3 hits of 10-25 +20 BtH
If the charge is >29 then 5 hits of 10-25 +20 BtH and the Amplify count is set to 0.

Each of the 3 options has a different animation.

What this basically means is this. For every turn you wear the Wizard Robes you charge one point. These points accumulate as long as you do not use Amplify. These points also accumulate across multiple battles. What this means is, if you fight a zard and it takes 3 turns, then you fight a Kresh and it takes 5 turns, at the end Amplify has charged 8 times. Once you have charged up Amplify to a point where you want it and you cast it the Counter returns to 0 and you must begin charging all over.

6th Level : Summon Minions: can summon Lava rock, wind cloud or energy lightning monster (2 hits, 60 MP)
Lava Rock => Hits: 2, Type: Melee, Element: Fire, Damage: 12-17 per hit, BTH: 5%
Cloud => Hits: 2, Type: Ranged, Element: Wind, Damage: 12-17 per hit, BTH: 5%
Lightning => Hits: 2, Type: Ranged, Element: Energy, Damage: 12-17 per hit, BTH: 5%

7th Level : Divine Magic: Increase the damage done for next spell (80 MP)
All hits of your next spell will have their base and random damage multiplied by 2.5. Stat bonuses stays the same. You need to wear the Wizard's robe for Divine Magic to improve your spell.

8th Level : Fire Wave: MP Cost: 100 MP, Hits: 2, Element: Fire, Damage: 30-110 per hit, BtH: +20%
9th Level : Defense Bonus: Increase defense
10th Level : Elemental Explosion: Does 8 powerfull hits for each elements (175 MP)
Hits: 8, Type: Magic, Element: One hit of each element, Damage: 10-25 per hit, BTH: 0%

After reaching the 10th level, you must defeat the Spider King Varnak. Before you met him, you must fight 3 enemies (you'll get full heal after each fight).




Quest Vampire Sub Race: at Vampire Castle, at Darkovia Forest (use map travel)
When you use Vamp Armor:
If you are not a Vampire: You'll always do one hit of 100% base and random damage with no extra BtH.
If you are a Vampiree: Chance to transform: T = 5 + (VampireLevel*3)
Chance to steal life: S = 5 + (VampireLevel*2)
(100-T)% of the time, you'll do one hit of 100% base and random with no extra BtH.
And S% of those (100-T)% (it means that you have { [S*(100-T)]/100 }% chances of it happening when you click on the attack button without having your weapon's special), you'll be healed by 1/4 of the damage you've done with your attack.
T% of the time, you will transform into a Vampire Lord for 6 hits:
- 100% base and random damage with +20 BtH
- 1-2 damage with +50 BtH
- 100% base and random damage with +20 BtH
- 1-2 damage with +50 BtH
- 1-2 damage with +50 BtH
- 1-2 damage with +50 BtH
Total: (200% + 4) base, (200% + 4) random and 600% stat damage.




Quest WereWolf Sub Race: at Werewolf King, at Darkovia Forest (use map travel)
When you use Lycan Armor:
If you are not a Werewolf: You'll always do one hit of 100% base and random damage with no extra BtH.
If you are a Werewolf: Chance to transform: T = 5 + (WerewolfLevel*3)
Chance to steal life: S = 5 + (WerewolfLevel*2)
(100-T)% of the time, you'll do one hit of 100% base and random with no extra BtH.
And S% of those (100-T)% (it means that you have { [S*(100-T)]/100 }% chances of it happening when you click on the attack button without having your weapon's special), you'll be healed by 1/4 of the damage you've done with your attack.
T% of the time, you will transform into an Alpha Werewolf for 6 hits:
- 100% base and random damage with +20 BtH
- 1-2 damage with +50 BtH
- 1-2 damage with +50 BtH
- 1-2 damage with +50 BtH
- 1-2 damage with +50 BtH
- 100% base and random damage with +20 BtH
Total: (200% + 4) base, (200% + 4) random and 600% stat damage.




Quest WerePyre Sub Race: at The Secret, Darkovia Forest (Travel Map)
fight, fight, WolfWing (if you choose to fight him and win OR if you choose to join WerePyre Sub Race, you can access workshop)
If you are a Werepyre sub race, you can use Vamp armor and Lycan armor and also use their special attack
When you use WerePyre Armor:
If you're not a Werepyre, it'll be one hit of 100% base and random damage with no BtH.
If you're a Werepyre, then it'll be two hits: The first does 75% base and random damage with +30 BtH, the second, 100% base and random damage with no BtH. You're healed by 5 HP with this attack.




Quest Canyon Of Lost Souls: At Travel Map, then travel to South (Canyon of Lost Souls)
Fight, fight, fight, Vrictus Spectre




Quest Warlic Portal: Go to Epic Quest (use travel map), and just click the light object left of Warlic picture
Fight, Fight, Heal, fight, fight, heal, fight, heal, Jackel Sano




Quest Willow Creek: at Aquella in the lounge, the inn
A. Talk to Aquella, ask "Willow Creek", and journey to Willow Creek
B. Go To The Church
C. Go To the right farm
D. Go to the bottom left farm
E. Go to the left most farm
F. Go to the upper left farm
G. Go to the bottom left farm
H. Go to the cave
I. Left caves, dead end
center caves, drakel dwarfs home
right caves. dead end
J. Back to church
K. Go to the bottom left farm, read the book
L. Back to the caves, search between the trees at left corner
M. Back to the church
N. Go to the bottom left farm, mission Success




Quest DragonBane: At Travel Map, then travel to South (Find DragonBane)
Kill 10 Bronze Dragon and collect 10 dragon bane. After you've accomplish the mission, you'll get access to shop




Quest Captain Frolgar: at Aquella in the lounge, the inn OR meet Captain Frolgar at Lolosia
A. Talk to Aquella, ask "What danger out a sea", and help captain Frolgar
B. Fight, treasure chest, fight, fight, fight, Ultra Giant




Quest Zorbak and Safiria challenge: at Stone Rule (use travel map and sail to east. After that click Zorbak, the blue mogglin carrying skull stick)
1. you must attack 4 cities
2. each cities,there will be:
fight, fight, fight, heal, fight, heal, fight, fight, fight, heal, fight, heal, fight, fight
If you success, you'll get access to weapon shops




Quest Zorbak's Apprentice: At Farm (use map travel)
1. If you success insert to SeaHawk house, then you'll get booby trap
2. If you success persuade SeaHawk to not training, you'll fight skrow, if you fail to persuade SeaHawk, you'll face zombie farms
If you success, you'll get access to zombie farms pet shop




Quest Paladin Halenro: at Cemetery, Granemor (use travel Map)
Go to cemetery, fight 3 dark monster, and you'll met Sir Halenro, do his tasks. After successfull, go to cemetery again, fight 3 dark monster, and you'll gain access to paladin shops




Quest The Return of Riona Shadowgale: at travel map, sail to east, click the Stonerule, click Artix, choose "To Stonerule", and choose "Take a closer look"
1. Let the enemy kill our character
2. Find a portal to cemetery and then to a dungeon
col 1 row 1: ocean/ocean
col 1 row 2: desert/desert
col 2 row 1: forest/forest
col 2 row 2: desert/dungeon
col 3 row 1: desert/desert
col 3 row 2: snowy/snowy
col 4 row 1: Lava/lava
col 4 row 2: cemetery
3. Fight the enemy and you'll met Riona
4. Face Ghost of Carnax




Quest Triple Challenge: Use Formula at Warlic Shop or through Guardian Tower Portal
The Formula to teleport to Triple Challenge or Talk Like A Pirate Day (every September of each year): Magma Leaf + Slattwob Dust + Mermazon Kelp
Fight continuously. Every time you win the battle, you'll get 1 Health Potion and 1 Mana Potion




Quest War Of The Fangs: At Darkovia Forest (use map travel)
1. Moglin Trouble: Fight, fight, fight, fight, heal, fight
2. Lycans: Fight, heal, fight, heal
3. War of the fangs: Fight, heal, fight




Quest Blade Of Awe (BOA): if you're a guardian, you can participate in this mission
Favorites places to look for all 5 part of BOA (The stonewrit, the sword gaurd, the handle, the blade, and the rune stones) : Haunted House in Granemor. If you have completed all the parts, bring it to Valencia to forge it, and you'll get Blade of Awe
Here's the statistic of these weapon:

Attack Type: Melee
Base Damage: 3
Random Damage: 13
BtH: 5

Level < 39: 3-16, +5 BtH
Level 40-69: 5-23 +7 BtH
Level 70-99: 8-30 +9 BtH
Level 100+: 9-31 +11 BtH

Base damage multiplied by 1.67 at level 40 , and then mulitplied by 1.6 at level 70 and then mulitplied by 1.13 at level 100.
Random damage multiplied by 1.4 at level 40 , then multiplied by 1.21 at level 70
Recieve 2 extra BtH at level 40, and an additional 2 BtH at level 70 and an additional 2 BtH at Level 100
The Special has a 1% Chance to Power Word Die, 49% Chance to Summon the Guardian Dragon, 10% Chance to Health Vampire , 10% Chance to Mana Vampire, 15% Chance to Spiral Carve, 15% Chance to Awe Blase.

NOTE: Maximum damage (ie that normally displayed after the - is Base + Random).
The scaling does not show in the menu but it does HAPPEN

The Special Stats:

Spiral Carve
Element: As Weapon
Type: Ranged
Hits: 3
Stats: No
Each Hit of
Level < 10: 50% Base/50% Random/0% Stat with +5 BtH
Level 10-39: 75% Base/75% Random/0% Stat with +8 BtH
Level 40-69: 125% Base/125% Random/0% Stat with +24 BtH
Level 70-99: 225% Base/225% Random/0% Stat with +39 BtH
Level 100+: 267% Base/267% Random/0% Stat with +45 BtH

Awe Blast
As Spiral Carve except Type is Magic.

Health Vampire
Element: Void
Hits: 1
Damage
Level < 10: 150% Base/150% Random/0% Stat with +5 BtH
Level 10-39: 225% Base/225% Random/0% Stat with +8 BtH
Level 40-69: 375% Base/375% Random/0% Stat with +24 BtH
Level 70-99: 675% Base/675% Random/0% Stat with +39 BtH
Level 100+: 801% Base/801% Random/0% Stat with +45 BtH
You then recover HP equal to 75% of the Actual Damage Done.

Mana Vampire
Element: Void
Hits: 1
Damage (note the below damage is to the enemies mana)
Level < 10: 225% Base/225% Random/0% Stat with +5 BtH
Level 10-39: 337.5% Base/337.5% Random/0% Stat with +8 BtH
Level 40-69: 562.5% Base/562.5% Random/0% Stat with +24 BtH
Level 70-99: 1012.5% Base/1012.5% Random/0% Stat with +39 BtH
Level 100+: 1201.5% Base/1201.5% Random/0% Stat with +45 BtH
You then recover MP equal to 75% of the Actual Damage Done.

Guardian Dragon
90% Chance to Summon the Guardian Dragon
10% Chance to Summon Guardian Dragon Jr

Guardian Dragon does
1 Hit
Type: Magic
Element: Void
Base Damage = (33 + Your Level - Monster Level)% of your enemies current HP, this % cannot go below 1% or above 100%. In addition there is a flat minimum damage equal to twice your level.
Random Damage = 0;
BtH = 300;

Jr Does
1 Hit
Type: Magic
Element: Enemies Base Element
Base Damage = 67% of what the Guardian Dragon would Have Done.
Random Damage = 0;
BtH = 300;
If the enemy has better than 75% resistance to its base Element Jr will Get Daddy who will do a Guardian Dragon attack.

Power Word Die
If the enemy is not immune or capable of reflecting POwer Word DIe
Does 5 hits equal to the enemies current HP in the Death Element to which all enemies have 100% with 300 BtH.
Otherwise if the enemy is immune
Does 5 hits each equal to 20% of a Guardian Dragon Attack in the Void Element.
If the enemy reflects PWD it kills you.




Quest Hybee Invasion: Encounter this mission at random battle
Stage 1: Larva: fight, fight, fight, fight, fight
Stage 2: Soldiers: fight, fight, fight, fight, fight
Stage 3: Queen: Queen Hybee
After successfull, you'll get access to shop




Quest The Cure: At Darkovia Forest (use map travel)
Fight, fight
Western passage: C Slayer
Souther Passage: T Slayer
Eastern Passage: V Slayer, cure, drink (to cure from vampirism or lycanthropy), fight




Quest Thalia: At Boog Tavern, upstairs, Granemor (use travel map)
1. Save Lucretia: If you success, Lucretia will become NPC at Granemor (look at potion shop)
2. Save WunEye Wife and baby: If you have completed the quest Sage Uldor until section D and you choose save his wife mission, you'll get the hint for section E at quest Sage Uldor. Here's the hint:
Count Sarkat "Suffice it to say that some of the Drakel people want to be in a position of power when the time of the Ominous Return comes.. and we are searching for a certain object that will help us either stop the destructive force that approaches... or endear us to it..."




Quest Sage Uldor: at Lounge, the Inn, 1 st level
A. Talk to Sage Uldor at Lounge, the inn, 1st level, to ask for task
B. Talk to Wiggly, ask rumors. Finish the task, and you can access Drakel Black Market at Sage Uldor in the Inn
C. Talk to Sage Uldor, ask what Drakel wants
D. Talk to Dewlok. at Granemor (use travel map), after completed it, cudgel will accompany you
E. This missions is related and continue in Devourer Quest (As it show in Special Cutscenet part 4 in Guardian Tower)




Quest Epic: at Travel Map
Part 1 Sage Uldor: Fight 2 monster

Part 2 The Red Fog: You must have great HP to withstand Red Fog (eg. i have 547 HP)

Part 3 Hairy Situation: if you use "Red Fog" word, you must great HP, or you can fight a werewolves (can heal automatically after few turns)

Part 4 Dark Sickness: Find 3 sneaks

Part 5 Big trouble in little Granemor: fight 3 vampire and find dewlok in roof

Part 6 The Vision: Fight, fight, fight, heal, fight, heal, fight

Part 7 DragonStone: Fight, fight, fight, heal, fight, heal, fight, heal, fight, fight, fight, heal, fight, heal, fight, heal, Death Star

Part 8 Into Fangmaw: if you take the garlic necklace, you'll not fight the vampires
Vampires: fight, heal, fight, heal, vampire lord, heal
Undead Ribber: fight, fight, heal, fight, Ribber

Part 9 Troll-o-Vision: Fight, heal, fight, fight, fight. After that, you'll access the shop

Part 10 Rogue City: Click the right front armored man, and fight 2 enemies. After that you'll be informed how to find your friends. Then you'll face Tank Knight enemy

Part 11 Sun and Sand: Fight, Fight, Fight, Heal a little (By taking a sip water from Hekara) or Heal full (if you steal from Hekara and pass the Dex rolls stat), Fight, Fight, and then if you choose fight, you'll be heal first and then fight the cyclops chieftain. After that, you can access Shops

Part 12 Something Happened on the Way to Mount Eigerbuld: Fight, then you'll met Mercuria and Sir Tathlin. Click at the right of Potions bag to enter the secret entrance.

Fight, Down, Fight, Down, Fight, Down, Fight, Down, Fight, Heal, Down, Fight, Meet with Sir Tathlin to access the 1st shop. After that Down, Fight, Heal, Down, Fight, Down, Fight, Down, Fight, Heal, Down, Fight, Down, Fight, Down, Fight, Heal, Down, Fight, Down, Fight Fenris

If you succeed, then you'll grant to access the 2nd shop

Part 13 Eigerbuld: Fight Nith the ShadowDragon with Artix

Part 14 Queen of Hearts: Elizabeth will ask you to find her remaining ninja troops
Fight, Fight, Heal, Fight, Heal, Fight, Fight, Heal, Fight, Heal

After that, you can choose the path to enter the castle:

Frontal Attack: Fight, Heal, Fight, Heal, Fight, Heal, Fight, Heal, Fight, Heal, Fight, Heal, Fight, Heal, Fight, Heal, Then you can choose search with Elizabeth if you want to.

Cross the river and attack from the rear: you'll not encounter enemies

After reaching the castle, you must find Naab:
Up to enter the castle, Right, Fight, Up, Fight, there's a bunch of HP potions there, Up, Fight, Up, Fight, Right, Up, Fight, Right, Up, Fight Gigorox, met Naab.

Upon met with Naab, you can buy Eye of Naab

Part 15 Shadow Master: [Thanks to Shreejal Rajopadhyaya for the information]
Sage Uldor will reveal the location of Eye of Naab to the enemies. You must prepare for facing them.

Fight, Fight, Heal, Fight, Heal, Fight, Fight, Heal, Fight, Heal
Go down to hole, Fight, Fight, Heal, Fight, Heal, Fight, Fight, Heal, Fight Giant Undead Ribber, Heal. After that, you'll be approach by Epheel, the true Shadow Master himself and he'll explain about what happened. Then you've a chance to buy items from him.


- TO BE CONTINUED In Devourer Quest




Quest Malinius Ring: at The Ring, use travel map
Details derived by awun.

Captain Rhubarb

~A~ 1) Eastern Dwarfhold Mountains, Troll, Valencia-A
~A~ 2) Western Dwarfhold Mountains, Frogzard, Robina Hood-C

~B~ 1) Jarmir Beach, Crabee, Robina Hood-F
~B~ 2) Jarmir Dive, Mermazon, Valencia-D

~C~ 1) Skraeling Desert, Brigling, Robina Hood-A
~C~ 2) Flamespring, Fire Cobra, Valencia-B

~D~ 1) Eastern Smoke Mountains,Fire Eater, Robina Hood-D
~D~ 2) Western Smoke Mountains,Fire Cobra, Valencia-B

~E~ 1) Eastern Reef, Mermazon, Valencia-D
~E~ 2) Lolosia Cemetery, Undead Skull Knight, Robina Hood-E

~F~ 1) Grandy Hills, Ring of Malinius, Krathan the Centocor
~F~ 2) Tundra, Weather Witch, Valencia-F

~G~ 1) Pirate's Cove, Mermazon, Valencia-D
~G~ 2) Foor of Mount Dhum, Small Treasure Chest, Robina Hood-B

Valencia

~A~ 1) Northern Lolosia Beach, Blecch, Captain Rhubarb-B
~A~ 2) Southern Lolosia Beach, Crabee, Robina Hood-F

~B~ 1) Reshan Valley, Cyclops, Captain Rhubarb-G
~B~ 2) Nalmo Gorge, Small Treasure Chest, Robina Hood-B

~C~ 1) Thraledor Hills,Griffin, Captain Rhubarb-E
~C~ 2) Thraledor Valley, Small Treasure Chest, Robina Hood-B

~D~ 1) Coraletta Trade Road, Lectro, Valencia-E
~D~ 2) Marpurh Valley, Chomper, Captain Rhubarb-D

~E~ 1) Southern Parhclip Valley, Griffin, Captain Rhubarb-E