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Monday, June 23, 2014

Byond Game: Dragon Warrior: Hero's Destiny Guide

Yet another guide for a byond game. Hub page can be located here.

This game is very similar to Shadows of Erdrick 2 with the same story and quests, with just a few minor exceptions. Therefore, you can use the SoE2 guide for an explanation on skills, quest location help and even use the maps with most of the same accuracy, just the maps will be in 16bit instead of 8bit like this game is.

Contents: To search the page, ctrl+f and input one of the terms below. (Search function may vary by browser or operating system). This should help you find what you are looking for a little easier instead of having to scroll down manually.

GUIDES
  • Personality Info
  • Classes
    • Soldier
    • Fighter
    • Pilgrim
    • Wizard
      • Chance Spell Effects
    • Goof Off
      • Goof Antics
    • Thief
    • Paladin
    • Ranger
    • Druid
    • Bard
  • Mercs 
  • Sidequests
  • Zenithian Equipment Locations
  • Orb Locations 
  • Crest Locations
  • Alchemy List
  • Drops List
  • Steal List
  • Mini-Medal Rewards
  • Silver Key Locations
  • Magic Key Locations (Places to go back to)
  • Gold Key Locations
  • Final Key Locations

PERSONALITY INFO
In the game, you can find books to change you character's personality, which influence its stat growth. Each class has its own normal stat growth while personalities add AND subtract from them. Everyone starts out as ordinary, which simply has no affect to your character's normal stat growth.

Example:
Say you are a wizard, and gain about 1 (str)ength, 3 (agi)lity, 5 (int)elligence,  3 (vit)ality, and 3 luck on average for each level up.
You then change your personality to Smart (-1 str, +3 int, -1 luck). 
Next level up, you're less likely to get any str, normal agility, up to perhaps 8 int, normal vitality, and a little less luck (or on average, 0 str, 3 agi, 8 int, 3 vit, 2 luck).

Try to find the personality that fits you best, or perhaps average out your stats to be well rounded.
Personality = Common | Personality = Rare | Personality = Rare with no drawbacks!

Agile > -1 Str, +2 Agi, -1 Vit  (Book of Dodging - Ghost)
Alert > -1 Str, +1 Agi, -1 Vit, +2 Int (Book of Sight Seeing - Poultergeists)
Amazon > +3 Str, -1 Agi, -1 Int, -1 Luck (Book of Amazon - Big Cobra)
Bully > +2 Str, -2 Int (Book of School Yard - Ozwarg)
Carefree > +2 Agi, -1 Luck (Book of Easy Living - Giant Moth)
Cowardly > -1 Str, -1 Agi, -1 Vit, +2 Int, +2 Luck
Diligent > +1 Str, -1 Agi, +2 Vit, -1 Int, -1 Luck (Book of Dilligence - Vamp Cat)
Defiant > -1 Str, +1 Agi, +1 Vit, -1 Int (Book of Defiance - Butterfly Dragon)
Eager > +1 Str, -1 Agi, +1 Vit, -1 Luck (Book of Eagerness - Goopi)
Fearless > -1 Str, +2 Agi, +2 Vit (Book of Bravery - Demighoul)
Foolish > +2 Agi, -1 Int, -1 Luck (Book of Fool - Rogue Whisper)
Gourmet > +1 Str, -1 Agi, +1 Vit, -1 Int (Book of Good Cooking - Flame)
Happy > -1 Str, -1 Vit, +3 Luck
Helpless > -1 Vit, +1 Int (Book of Giving In - Canivore Plant)
Honest > +1 Int, -1 Luck (Book of Truth - Druinlord)
Ironman > +1 Str, -1 Agi, +3 Vit, -1 Int, -1 Luck
Jock > +3 Str, -1 Agi, -1 Int, -1 Luck (Book of Sport - Lumpus)
Kindly > +1 Str, -1 Agi, +1 Vit, +1 Int, -1 Luck (Book of Kindness - Rabid Hound)
Ladylike > -1 Agi, -1 Vit, +1 Int, +4 Luck (Book of Etiquette - Lethal Armor OR Eliminator)
Lazy > +2 Str, -1 Agi, +2 Vit, -1 Int, +1 Luck (Book of Lazyness - Lyllipa)
Lewd > +1 Str, -1 Agi, +2 Vit, +1 Int, -1 Luck (Book of Lewd - Warlock)
Logical > -2 Str, +1 Agi, -1 Vit, +3 Int, -1 Luck (Book of Logics - Deadly Toadstool)
Lonesome > -1 Agi, -1 Vit, +1 Int, +1 Luck (Book of Silence - Bellzabble, Droll)
Lucky > +1 Agi, +5 Luck (Book of Luck - Pit Viper, Eliminator OR Wizard)
Macho > +2 Str, -1 Int, -1 Luck
Meddler > +1 Str, -1 Agi, +1 Vit, -1 Int (Book of Helping - Crescent Viper)
Naive > -1 Int, +1 Luck (Book of Naive - Man Eater Moth)
Quick > +4 Agi (Book of Speed - Skeleton)
Romantic > -1 Str, +1 Agi, -1 Vit, +2 Int (Book of Romance - Bangler)
Selfish > +1 Agi, -1 Luck (Book of Self - Wraith OR Drollmagi)
Sexy > +1 Str, +2 Agi, +1 Vit, +2 Int, +2 Luck (Book of Sexyness - King Metal Slime)
Sharp > +2 Agi, -1 Vit, +4 Int, -1 Luck (Book of Brain - Flamer)
Silly > +2 Agi, -1 Vit, +2 Int, +1 Luck (Book of Jokes - Avenger Raven)
Smart > -1 Str, +3 Int, -1 Luck (Book of Smartness - Big Horn)
Solitary > +1 Agi, +2 Vit, +1 Int, -1 Luck (Book of Solitary - Golem)
Stubborn > +2 Vit, -1 Int, -1 Luck (Book of Having Your Way - Dark Doriard)
Timid > +1 Str, -1 Agi, +2 Vit, +1 Int, -1 Luck (Book of Waiting - Master Necrodain)
Tomboy > +1 Str, +1 Agi, -1 Vit, -1 Int (Book of Boys - Vampire Bat)
Tough > +2 Str, -1 Agi, +4 Vit, -1 Int, -1 Luck (Book of Toughness - Basilisk)
Twisted > -1 Str, +2 Agi, -1 Vit, +1 Int, +3 Luck (Book of Wicked - Mage Monja OR Knight OR Demonite)
Vain > +1 Str, +1 Agi, -1 Vit, +1 Int, -1 Luck
Valiant > +4 Str, -1 Agi, -1 Int, -1 Luck (Book of Heroes - Executioner OR Axe Knight)
Weepy > -1 Str, -1 Agi, +1 Int, +2 Luck

CLASSES

Skills may be added or deleted as updates dictate.
Skills marked with a ~ before it means the skill is learned via a spell book drop.Spell books drop based off the level of the monsters. (Lv 40 spell = Lv 40 or higher monster can drop it)
DUE TO SPELL CHANGES, THIS LIST MAY BE OUT OF DATE AS TO WHAT AND WHEN A CLASS LEARNS A SKILL! I have put old info in green text for what is unconfirmed.

Soldier

(Lv 3) War Cry (Attempts to distract a group of enemies from attacking)
(Lv 7) Helm Splitter (Attacks and lowers the defense of a single target by 50%; shorter duration than SAP)
(Lv 12) Ram Attack (Reduces an enemy's HP to a low amount, but you take rebound damage similar to the HP lowered)
(Lv 14) Metal Cut (Increased accuracy and attack against metal enemies)
(Lv 16) Zombie Cut (Increased damage to a single zombie-type enemy)
(Lv 19) 2Edge Hit
(Lv 24) Evil Slash (Does large damage to a single target; 50% chance to miss; ineffectual on metals)
(Lv 28) Confu Hit (Attacks a single target while attempting to confuse them; works on bosses)
(Lv 35) Massacre (Attacks a random enemy, ally, or self with a high attack; ignored most of targets' defenses; does not work on metals)
(Lv 41) Axes of Evil (Attacks all enemies; set damage, slightly increased along with base levels)

Fighter

Fighters are the light cloth wearing bruisers in the party. Strength and vitality gains tend to be pretty high while agility averages out to be okay. Has a better base chance of critical hitting than other classes.

(Lv 2) Jump Kick (More damage to Fighter type enemies.)
(Lv 5) Leg Sweep (Attempts to distract a single foe)
(Lv 8) Punch (Attacks a single target with slightly more force than normal)
(Lv 11) Crag Throw (5-12 set damage against a group of enemies)
(Lv 16) Roundhouse (Attacks a group of enemies; strength based)
(Lv 24) Backflip (Upgrade to ROUNDHOUSE)
(Lv 30) Boulder Toss (50-70 set damage against all enemies; Int MAY increase its damage range)
(Lv 36) Multihit (Attack a target twice, or two enemies once; damage is slightly less than TRIHIT)
~(Lv 40+) Trihit (Attacks a single target three times; if enemy dies before all strikes hit, it re-targets)


Pilgrim

(Lv 1) Heal (Restores a small amount of HP to a single partymate; based on Intelligence; costs 2 MP)
(Lv 3) Upper (Increases the defense of a single partymate by 50%; costs 3 MP)
(Lv 5) Speedup (Increases the speed of the party by 50%; costs 3 MP)
(Lv 7) Surround (Attempts to inflict BLIND on all enemies to reduce physical damage; costs 5 MP) 
(Lv 11) Antidote (Cures Poison to a single party mate; costs 3 MP)
(Lv 12) Infernos (Does low Wind damage to a group of enemies; Does more damage to wind type enemies, less to earth; costs 4 MP
(Lv 13) Stopspell (Attempts to prevent a single target from casting spells; costs 6 MP)
(Lv 14) Healmore (Restores HP to a single target for more than HEAL; costs 5 MP)
(Lv 16) Increase (Increases the defense of entire party by 50%; costs 4 MP)
(Lv 22) Beat (Attempts to instantly kill a single target; costs 6 MP)
(Lv 24) Vivify (50% chance to revive a single fallen partymate at 50% health; costs 10 MP)
(Lv 26) Infermore (Does medium Wind damage to a group of enemies; Does more damage to wind type enemies, less to earth; costs 6 MP)
(Lv 28) Defeat (Attempts to instantly kill a group of enemies. Base success is range of user's int/3 to int/2 vs enemies' luck [between 100-150% applied] or uses enemy level if it has no luck; costs 6 MP)
(Lv 30) Healall (Restores a single partymate's hp to full; costs 7 MP)
(Lv 32) Barrier (Increases the party's resistance to spells; costs 6 MP)
(Lv 34) Healus (Restores a medium amount of health to entire party; Based on Intelligence; costs 12 MP)
(Lv 36) Infermost (Does medium-large Wind damage to a group of enemies; Does more damage to wind type enemies, less to earth; costs ? MP)
(Lv 38) Revive (Revives a single fallen partymate to full health; costs 20 MP)
~(Lv 55+) Gods Rage (Inflicts massive wind damage to a single target; more to earth enemies, less to wind; Costs ? MP)
~(Lv 45) White Star (Does massive Wind damage to a group of enemies; Does more damage to wind type enemies, less to earth; costs ? MP)

Wizard

Wizards are the fragile spellcaster types of the game with some good battle support. They are a party's answer to area of effect damage when in normal encounters, and party supporter when in boss battles. gets naturally high int to aid in spell damage and decent agility while its health tends to be quite low.

(Lv 1) Blaze (Inflicts low fire damage to a single target; Costs 2 MP)
(Lv 7) Fireball (Inflicts low fire damage to a group of enemies; costs 4 MP)
(Lv 8) Sap (Halves a single target's defense; Costs 3 MP)
(Lv 10) Outside (Transports a party out of a dungeon or tower; Costs 8 MP)
(Lv 11) Bang (Inflicts low ground damage to ALL enemies; costs 5 MP)
(Lv 14) Return (Transports user to a previously visited town; costs 8 MP)
(Lv 15) Firebane (Inflicts medium fire damage to a group of enemies; costs 6 MP)
(Lv 16) RobMagic (Steals MP from an enemy to recover the user's; amount stolen increases with int/levels)
(Lv 17) Blazemore (Inflicts medium fire damage to a single target; Costs 4 MP)
(Lv 18) X-Ray (Checks if a chest is a trap chest or not; costs 2 MP)
(Lv 20) Defense (Halves the defense of a group of enemies; costs 4 MP)
(Lv 21) Bikill (Doubles the target's attack; costs 6 MP)
(Lv 22) Sleepmore (Attempt to put a group of enemies to sleep; success based on 50-100% of caster's int vs 100-150% of targets'; costs 6 MP)
(Lv 23) Boom (Inflicts medium ground damage to ALL enemies; costs 9 MP)
(Lv 29) Firevolt (Inflicts medium-large fire damage to a group of enemies; costs 12 MP)
(Lv 36) Blazemost - (Inflicts large fire damage to a single target; Costs 10 MP)
(Lv 38) Explodet (Inflicts medium-large ground damage to ALL enemies; costs 18 MP)
(Lv 40) Chance (Random Spell Effects)
~(Lv 37+) Kaboom (Inflicts large ground damage to ALL enemies; costs 18 MP)
(Lv 45) Nova (Inflicts massive ground damage to ALL enemies; costs 20 MP)
~(Lv 45+) Demagic (Clears buffs of a single enemy)
~(Lv 45+) Firestorm (Inflicts large fire damage to a group of enemies; costs 18 MP)
~(Lv 45+) Flare (Inflicts very large fire damage to a single target; Costs ? MP)
~(Lv 55+) Hell Flame (Inflicts very large fire damage to all enemies; costs 20 MP)
~(Lv 65+) Hell Blast (Hits all enemies for more damage than HELL FLAME; costs 24 MP)

CHANCE SPELL EFFECTS
  • A great pit opens up and engulfs the monsters. (Kills all enemies)
  • The parties magic is broken. (Your party's MP goes to 0)
  • The monsters magic is broken. (Enemies' MP goes to 0)
  • A great giant comes out and attackes the monsters dealing 110 damage to them. (Exactly what it says. Damage pierces any defenses)
  • Nothing happens
  • Everyone is hit by a strong force for 200 points of damage. (Defense piercing damage to EVERYONE)
  • A great storm comes and whipes out the party. (Everyone, monsters and your party, dies instantly)
  • The party is healed for x points of damage. (x = random)
  • The monsters healed for x points of damage. (x = random)

Goof Off
The Goof-Off is generally the master of disaster... and distraction! All of its skills tend to lean towards making the enemy lose a turn. Whenever it attacks normally, it has a fair chance to end up goofing off instead. Luckily, skills, parrying, psyching, and items will always work as commanded. Its goofing can be quite beneficial at times, as it can inflict unique statuses or break through monster's defenses. List of the various goofs listed below the skills.

(Lv 5) Tickle (Chance to distract the target.)
(Lv 7) Whistle (Summons a battle instantly)
(Lv 8) Giggle (Lowers target's tension to 0)
(Lv 11) Quick Joke (Attempts to distract a group of enemies)
(Lv 16) Boxer Dance (Attempts to distract a group of enemies [Better than Quick Joke...?].)
(Lv 19) Odd Dance (Lowers the target's mp; stronger than ROBMAGIC.)
(Lv 26) Stampede (Summons a stampede to inflict damage (based on attack, affected by target[s] defense) 3 times on random targets; can fail if luck is not over 35)
(Lv 29) Puff Puff (Appears to attack a single target for set [41-91]damage; metals unaffected, can fail; unaffected by tension)
(Lv 34) Panic Dance (Attempts to confuse a group of enemies; works on bosses)
(Lv 38) KO Dance (Attempts to instantly kill a group of enemies. Base success is range of user's int/4 to int/3 vs enemies' luck [between 100-150% applied] or uses enemy level if it has no luck; Around 550 int should kill all available enemies 100% of the time)
(Lv 42) Mega Magic (Inflicts damage based on 2-3 times your remaining mp at an enemy group; costs ALL MP.)

GOOF ANTICS
As the goof levels, their pool of goofs expands, and some even disappear (presumably, the less useful ones)
[Goof] just sits there thinking - Wastes the user's turn. Eventually disappears
[Goof] goes to pinch someone. [Target] is pinched./is not pinched. - If the target is pinched, they get distracted for an unknown amount of turns (anywhere from the end of current turn to... who knows). The target can be anyone from monsters to the goof's party members, to even the goof themselves!
[Goof] goes to grab someone - If successful, either spins the target around, which may (or may not) cause it to attack itself or its allies, OR will simply grab the target, causing it to possibly to be distracted for awhile.
[Goof] gets in [Monster]'s way - Doesn't appear to do much, but annoy a target; presumably taunts the target into attacking the goof.
[Goof] makes a silly joke - Distracts the enemy, sometimes for multiple turns.
[Goof] kicks up some sand - Blinds the enemy, reducing their accuracy; similar to the SURROUND spell.
[Goof] Starts to goof off but decides to attack - Attacks an enemy for less attack power, but appears to be a defense-ignoring move, including against metals.
[Goof] drops a rock on [Monster]'s foot for [X] points of damage! - Inflicts weaker, flat-rate damage on an enemy.
[Goof] trips and throws their weapon with great force - Does defense-piercing damage to a single enemy, including through metals. More damage than the 'start to goof but decides to attack' goof.
[Goof] throws a boomerang - Hits all enemies like a boomerang.
[Goof] starts to sing - Raises the defense of the party, similar to INCREASE.
[Goof] starts to juggle balls. [Goof] loses control of the balls and they fly all over the place. - Randomly hurts ANYONE in battle, sometimes multiple times.
[Goof] begins to juggle a bunch of strange bottles. Luquid spills out of the bottles. - Randomly heals ANYONE in battle, sometimes multiple times.

 
Thief

(Lv 2) Big Trip (Attacks and attempts to distract a single target from attacking)
(Lv 6) Smell Treasure (Detects treasure within your view; already obtained treasure not included
(Lv 12) Side Step (Attempts to attack a single target for large damage; 50% chance to miss, less damage than EVIL SLASH)
(Lv 16) Steal (Attempts to steal an item from a single target;)
(Lv 22) Squal Hit (Seems to let the user go first, inflicting a weak but fast physical attack)
(Lv 25) Call Army (1/11 chance to hit all monsters with half your current level + str/3 base damage, 1/11 chance to attack random monsters 2-5 times with half your current level + str/2, 1/11 chance to call an innkeeper to heal entire party for a low amount, 1/11 chance to call merchants to heal random party members 3-6 times with herbs for a low amount, 7/11 chance to fail)
(Lv 28) Fish Net (Distracts a single target with better success than LEG SWEEP/BIG TRIP, ignores metal immunity)
(Lv 38) Thief Hit (Attacks a single target while attempting to steal from it)

Paladin

 (Lv 4) Heal (Restores a small amount of HP to a single partymate; based on Intelligence; costs 2 MP)
(Lv 7) Bird Slash (Increases damage on a single bird type target; Mad Raven, Infernavis, etc;)
(Lv 8) Flame Slash (Increased damage to a single ice type enemy)
(Lv 11) Ice Slash (Increased damage to a single fire type enemy)
(Lv 13) Bolt Slash (Increased damage to a single earth type enemy)
(Lv 16) Vacu Slash (Increased damage to a single wind type enemy, less to ground)
(Lv 17) Healmore (Restores HP to a single target for more than HEAL; costs 5 MP)
(Lv 19) Dragon Slash (Increased damage to a single dragon-type enemy)
(Lv 25) Falcon Slash (Attacks an enemy twice OR two enemies once with 70-80% of your attack on first hit, and 55-70% on second hit)
(Lv 38) Rain Slash (Hits all enemies; strength based)
(Lv 40) Guardian (Party's defense increases by 50% for a duration)
(Lv 42) Fairwind (Increases the party's resistance to spells)

 
Ranger

(Lv 3) Bark (Attempts to distract a single target from attacking)
(Lv 7) Rest (Puts user to sleep to recover a small amount of health & magic [19-34 hp, 8-11 mp])
(Lv 11) Berserker (Halves the user's defense to double attack)
(Lv 17) Medic (Heals self by a low amount [36-45])
(Lv 21) Cure (Cures self of status effects)
(Lv 28) Ultrahit (Deal a large amount of damage to a single enemy; costs 20 MP)
(Lv 38) Sword Dance (Attacks an enemy 4 times; usually does more damage than your normal attack)
(Lv 44) Gigaslash ()

Druid

(Lv 1) Heal (Restores a small amount of HP to a single partymate; based on Intelligence; costs 2 MP)
(Lv 5) Icebolt (Inflicts low ice damage to a single target; slightly stronger than BLAZE. Costs 3 MP)
(Lv 8) Speedup (Increases the speed of the party by 50%; costs 3 MP)
(Lv 10) Outside (Transports a party out of a dungeon or tower; Costs 8 MP)
(Lv 11) Antidote (Cures Poison to a single party mate; costs 3 MP)
(Lv 13) Return (Transports user to a previously visited town; costs 8 MP)
(Lv 14) Healmore (Restores HP to a single target for more than HEAL; costs 5 MP)
(Lv 16) Slow (Halves the speed on a group of enemies; costs 3 MP)
(Lv 19) Stepguard (Neutralizes damage tiles for a certain amount of steps; costs 2 MP)
(Lv 20) Snowblast (Inflicts medium ice damage to group of enemies; Costs 12 MP)
(Lv 24) Vivify (50% chance to revive a single fallen partymate at 50% health; costs 10 MP)
(Lv 25) Bounce (Has a chance to reflect any spell targeted at caster; costs 6 MP)
(Lv 26) Blizzard (Inflicts large ice damage to a group of enemies; inflicts more damage than FIREBANE; costs 12 MP)
(Lv 30) Healall (Restores a single partymate's hp to full; costs 7 MP)
(Lv 31) Lightning (Inflicts large lightning damage to a group; more damage to ground element, less to wind; Costs 20 MP; Better damage range than Snow Storm, but does MUCH less damage if target resists magic comparably)
(Lv 32) Snow Storm (Inflicts large ice damage to a group of enemies; costs 12 MP; weaker than Lightning but does MUCH more damage on magic-resistant enemies comparably)
~(Lv 40+) Zap (Inflicts low lightning damage to a single target; more damage to ground element, less to wind; Costs 8 MP)
(Lv 44) Thordain (Inflicts large lightning damage to all; more damage to wind element, weak to ground type enemies; Costs ? MP)
~(Lv 50+) Alldain (Inflicts large lightning damage to all; more damage to wind element, weak to ground type enemies; Costs ? MP)

Bard
(Lv 9) Wake Song (Wakes up any sleeping party members)
(Lv 12) Curse Song (Identical to DEFENSE; attempts to halve the defenses of a group of enemies)
(Lv 13) Frigid Air (Damages all enemies [15-29]; set damage, but INT may increase its damage range)
(Lv 14) Mist Song (Attempts to prevent a group of enemies from casting spells)
(Lv 17) Fire Air (Damages all enemies [15-40]; set damage, but INT may increase its damage range)
(Lv 22) Sleep Song (Attempts to put a group of enemies to sleep; 1/3 chance of success, checks for whole group [Either whole group falls asleep or none])
(Lv 23) Blaze Air (Damages all enemies [14-72]; set damage, but INT may increase its damage range)
(Lv 25) War Song (Increases the party's resistance to spells)
(Lv 26) Ice Air (Damages all enemies [35-87]; set damage, but INT may increase its damage range)
(Lv 28) Hustle (Heals party [55-60]; less than the power of a sagestone, not affected by tension)
(Lv 30) Tsunami (Damages all enemies [45-91]; set damage, but INT may increase its damage range)
(Lv 32) Ram Song (Attempts to put a group of enemies to sleep; better chance than SLEEP SONG; checks for whole group [Either whole group falls asleep or none])
(Lv 34) Fire Tower (Inflicts damage on a single enemy [66-144]; set damage, but INT may increase its damage range)
(Lv 36) Hurricane (Damages all enemies [41-151]; set damage, but INT may increase its damage range)
(Lv 38) Angel Song ()

MERCS
Mercs (short for 'mercenaries') are companions you can recruit to join your party in lieu of actual people.You now find mercs in the Town of Benford at the Bar, where you can create any human class you would like. Monsters can be found VERY late in the game in the castle north of Evallice of the Sky World.

 You can find most human types in town while most monster types in caves, towers, and dungeons.

Hobble - Alyssa (Wizard) found at the inn.
Benford - Galand (Thief) found at the bar, Ravin (Ranger) found in locked room near item shop.
Thief Tower - Hori (Slime monster) found in same room as Hat of Wind.
Thief Cave - Drakee (Monster) found in a dead end cooridor.
Linden - Kenji (Fighter) found near the well.
Westhaven - Braxus (Soldier) found in the castle with all the pots.
Hamlin - Natalia (Pilgrim) found in church, Lorana (Paladin) located in the pub
Canford - Sasha (Goof-Off) found in building across the item shop.
Canford Well - Healer (Monster) found down the first stairs left of the well.
Lofton - Iris (Druid) found in building above item shop)
Azaria - Tristen (Bard) found in the castle on the right of the shops.
Mage Tower (Southwest-ish from Azaria) - Bengal (Monster) found in the middle of 2nd or 3rd floor)
Cave of Tantegal - Mini-Demon (Monster) found in a dead end.
Rainbow Drop Cave - Mad Clown (Monster) found at bottom of cave near Small Medal chest.
Fairforth Cave - Leaonar (Monster) found in upper right corner of dungeon's first floor.
Dwarf Cave - Dragon (Monster) found just before the cave/tower split in lower left corner.

SIDEQUESTS
The game now features NPCs that will give you sidequests to help you with leveling or equipment hunting. This section will be updated as more are found.

Note that sidequests aren't anything too special, just meant to be supplementary while one is grinding. Completing them all does not guarantee the best gear or anything in particular, just unique gear that may or may not be better than what you can buy.

Hobble
  • Quest: This guard wants a Slime Skin (Dropped by Slimes outside Hobble) REPEATABLE
Benford
  • Quest: This kid wants a Dive Rat Wing (Dropped by Dive Rats outside Linden and other locations) REPEATABLE
Linden
  • Quest: This old man wants Mage Cloths (Dropped by Magicians located in cave north of West Haven and other locations) REPEATABLE
  • Quest: This purple woman wants an Iron Ant Eye (Dropped by Iron Ants outside Linden, Westhaven, and other locations) REPEATABLE
Westhaven
  • Quest: This man wants a Red Slime Skin (Dropped by Red Slimes) REPEATABLE
Valenook
  • Quest: The Queen of Valenook wants Ozwarg Gems (Dropped by Ozwargs in Sage's Cave of Light World)
  • Quest: This merchant wants Babble Guts (Dropped by Babbles outside Valenook/Linlan/Hamlin)
Porthaven
  • Quest: This merchant wants Giant Worm Skins (Dropped by Sand Masters south of Danton in Light World)
Timerlin
  • Quest: This Nun wants a Metal Slime Skin (Dropped by Metal Slimes in the Pyramid of Light World AND some locations in Dark World.)
Danton
  •  Quest: This man wants a Poison Toad Skin (Dropped by Poison Toads South of Azaria)
Karia
 Quest: This blue guy wants a Mummy Heart (Dropped by Mummy Man in the Pyramid of Light World.)
  • Quest: This woman wants the Book of Sortia (Found in chest in Light world Pyramid)
Old Hut Dungeon
  • Quest: This monster wants Meat (Found in assorted chests/pots in game [Dark World Pyramid, Ashford, Evalice]) REPEATABLE

Cantlin
  • Quest: This guard wants a Werewolf Heart (Dropped by Werewolf)
Tantegal Castle
  • This old man wants a Shadow Mist (Dropped by Shadows in Zenithia Tower AND Dwarf Cave)

Kol
  • Quest: This lady wants Druin Brains (Dropped by Druins in Princess Cave of Dark World)
Ashford
  • Quest: This old man wants 'some' Dark Cloth (Dropped by Beastan OR Wraith)

Vashon
  • Quest: This guy wants a Demon Cloth (Dropped by Demonite)

Nomaly
  • Quest: Find this man's friend who went to world of light, warrior that wears a notable ring.
  • Quest: Bring this man a Flawless Scale (Dropped by Red Dragons in Final Dungeon of dark world)
Volcano Cave
  • Quest: This dragon wants Metal Babble Guts (Dropped by Metal Babbles located in Zenithia Tower, Drought Tower, and Slime Island)

Kavish
  • Quest: This bard wants to see 50 Green Dragon kills in your beastiary. (Located in Asaro's castle.)
    Reward: Flail of Destruction (95 attack, Soldier/Monster)

Washburn
  • Quest: This man wants a Golden Challice (Dropped by Gold Bashers located in Sphinx east of Valenook.)

Pikastan
  • Quest: Bring this man in blue a Marine Slime Shell (Dropped by Marine Slimes at Sea)
  • Quest: Bring this man in blue a Lava Doll Idol (Dropped by Lava Dolls in Dwarf Cave of the dark world.)
Mawki
  • Quest: Bring  the man in blue a Wraith Knight Bone (Found from Wraith Knights in Zenithian Tower in the dark world)
ZENITHIAN EQUIPMENT LOCATIONS
The full set of Zenithian Equipment is needed in your inventory to enter the Zenithian Tower.
  • Zenithian Helmet - Inside Orochi Cave, located south of Phale.
  • Zenithian Shield - Find the Silver Statuette (Located in the Mirror of Ra Cave) and give it to the king of Azaria. He'll hand you the shield and hint at where the sword if.
  • Zenithian Sword - Go to the top of the tower southeast of Lofton with the Elder's Letter and Erdrick's Token in your inventory. A voice tells you to talk to Elder in Hobble. When you do, he hands you the sword.
  • Zenithian Armor - Located in monster shrine way southeast of Noraburg, or east of Ashford. Requires having the Staff of Change in your inventory.
    • Staff of Change - After you get the Mirror of Ra (Located in its cave northwest of Nomaly), head to Nomaly's throne-room and talk to the king. Defeat him and he'll hand you the Staff.
  NOTE: Equipping all of the Zenithian gear (on you or your pet) will increase critical hit rate by a substantial amount, but sometimes causes pets to attack your party when attacking disjointed groups.

ORB LOCATIONS
The Orbs are needed to gain access to Ramia, your flying transportation.
  • Red Orb In UNDERGROUND VOLCANO on Light World Map (West of Soyo, South of Hamlin). Deep in the dungeon.
  •  Blue Orb - In WATERFALL CAVE. Requires Stone of Drought to enter.
    • Stone of Drought - located in DROUGHT TOWER, east of Old Hut.
  •  White Orb - Inside Snow cave. Requires Nook Grass to enter.
    • Nook Grass - You get this from Marta in SNOWMANTLE after talking to her, then picking up a package for her from WASHBURN.
  • Silver Orb - Inside SPHINX, east of Valenook.
  • Green Orb - Inside ORISA TOWER; Use Flute of Uncovering on upper right side of Tower, infront of the cut-off tree.
    • Flute of Uncovering - Acquire after showing a girl in SOYO a Mad Clown merc.
  •  Yellow Orb - Acquire in MALROTH CAVE. Requires Eye of Malroth to find the cave.
    • Eye of Malroth - Inside ship cave (Southwest most island in world of light).
CREST LOCATIONS
The crests are needed for getting into the bonus dungeon.
  • Moon Crest - Found in MAGE TOWER in the Light World, south west of Azaria.
  • Sun Crest - Found in ASAROS CASTLE in the Dark World, south of Fairforth through the shrine.
  • Star Crest - Found in ZENITHIA TOWER along the way up.
  • Water Crest - Found inside WATERFALL CAVE, north of Timerlin.
  • Life Crest - Found in FINAL DUNGEON a little before boss on a pedestal.

ALCHEMY LIST
Medical Herb + Medical Herb = Healing Water
Magic Herb + Magic Herb = Magic Potion
Gold Ring + Luck Seed = Luck Ring (+20 Luck)
Gold Ring + Mystic Acorns = Wisdom Ring (+20 Intelligence)
Gold Ring + Agility Seed = Agility Ring (+20 Agility)
Gold Ring + Strength Seed = Strength Ring (+20 Attack)
Hat of Wind + Wing of Wyvern = Hermes Hat (10 Defense, can use it as a Return spell; Equipable by All)
Leather Helmet + Wing of Wyvern = Feather Hat (+8 Defense)
Silk Robe + Agility Seed = Cloak of Evasion (Halves physical attacks half the time)
Cloak of Evasion + Agi Ring = Robe of Serenity (33 Defense, Immune to Sleep, Resist wind/boom spells, weak to lightning; Pilgrim/Wizard/Goof-Off/Fighter/Thief/Ranger/Druid/Bard)
Wizards Wand + Antidote Herb = Staff of Antivenom (Cure party of poison in battle/Cure one party member outside of battle)
Wizards Wand + Healing Water = Staff of Healing (Heal 40HP in battle)
Silk Robe + Leaf of the Word Tree = Angels Robe (35 Defense, Wind element, Immune to Defeat spells, weak to Boom [ground] spells)
Wizard Ring + Lifeforce Nutes = Life Ring (10 Defense, Recover HP as you Walk)
Magic Armor + Dragon Scale = Dragon Mail (45 Defense; Soldier/Monster/Paladin; Fire element, weak to ice)
Silver Shield + Dragon Scale = Dragon Shield (30 Def, Soldier/Monster/Paladin)
Miracle Sword + Magic Armor = Miracle Armor (44 Def, heals about 10% max hp per round in battle; Soldier/Paladin)
Saint's Ashes + Zombie's Mail = Dragon Mail (45 Defense; Soldier/Monster/Paladin; Fire element, weak to ice)
Saint's Ashes + Hades Armor = Metal Babble Armor (95 defense; Soldier/Pilgrim/Monster/Paladin/Bard)
Saint's Ashes + Unlucky Hat = Silver Helm (43 Def, Soldier/Paladin)
Saint's Ashes + Noh's Hat = Mysterious Hat (1 def, Reduces MP cost by half; Pilgrim/Wizard/Goof-Off/Fighter/Monster/Ranger/Druid/Bard)
Saint's Ashes + Demon Armor = Sword Edge Armor (55 Def, Reflects part of physical attack back on occasion; Soldier/Monster/Paladin)
Magic Armor + Demon Axe = Sword Edge Armor (55 Def, Reflects part of physical attack back on occasion; Soldier/Monster/Paladin)
Agility Ring + Orichalcum = Metorite Armband (30 Def, 60 Agi)
Dew of the World Tree + Orichalcum = Sages Stone (Heals party about 60-80 hp each; int MAY help its power)
Dew Yarn + Silver Loom = Water Flying Clothes (40 Def, immune to damage floors, Wind element; Pilgrim/Wizard/Goof-Off/Thief/Fighter/Monster/Ranger/Druid/Bard)
Silver Shield + Life Ring = Shield of Strength (40 defense; used as an item in battle heals 100hp; Soldier/Paladin)
Shield of Strength + Agility Seed = Aeolus Shield (50 defense; Soldier/Paladin)

DROPS LIST
The way the drop system work is monsters have three sorts of drops: common (50%), uncommon (30%), and rare (20%). These %s are what you have a chance of getting IF the game warrants a drop for you. Base % of drops is 5%. Your luck can help increase the drop rate. For every 20 luck, you get +1% chance to drop. However, this only applies to players and not their mercs.

You can further increase this by being a thief. Thieves have a natural +5% chance drop bonus if you are playing one. Partying other players also helps increase the drop rate for you all by a flat 4% per actual player.

For a quick run down:
Non-thief player by themselves or with merc = minimum drop rate 5%
Thief player playing by themselves: 10% minimum
Non-Thief with 3 other players = 17% minimum
Thief player with 3 other players = 22% minimum

-Equipment-
Pot Lid [Def 2; Equippable by All] - Arrop, Big Slug
Silver Shield - Lava Basher

Elven Shirt (resists Ice, weak to Fire) - Rogue Knight
Mythril Chain Mail - Saber Lion OR Bengal OR Grizzly
Robe of Wise - Mage Monja OR Demonite
Magicians Robe - Demonite

Gold Ring - Clay Doll
Cloak of Shadows [Acc; 20 DEF] - Shadow
Goddess Ring [+20 Def, MP Recovery as you walk, Acc] - Avenger Beak Prize only in bosses or Parcheesi runs
Shadow Medallion [+40int, Accessory] - Leapan Maskan
Cloth Cloak [+1 Def]
Elven Cloak [+5 Def] - Voodoo Shaman
Ruby of Protection [+5 Def, Prevents instant Death attacks] -  Lumpus OR Drakeema


Bunny Hat - Elerat
Lucky Band [12 Def Helmet, boost exp from battles by 50%; wearable by all] - Metal Babble

Golden Crow - Lyllipa OR Metal Scorpion OR Werewolf
Slime Knight Sword [85 atk; Soldier/Monster/Paladin/Ranger] - Infurnus Knight OR Golem
Sacred Bow [40 atk; Thief/Ranger/Druid/Bard] - Ferocial
Elven Bow [61 atk; Thief/Ranger/Druid/Bard] - Giant
Life Staff [Casts Vivify] - Blood Mummy

-Etc-
Parchis Ticket - Hork, Rogue Knight OR Ant Eater, Mage Monja, Drakeema OR Demon Ant Eater, Venom Zombie, Bison Bear OR Blue Beak, Ghoul
Leaf of World Tree [Revives one party member] - Terror Shadow, King Metal, Granite Titan, Phantom Knight
Saint's Ashes - Evil Mage
Golden Challice [Quest item]- Gold Basher
Wizard Ring [Use to restore mp, may break after use; more mp is recovered if used in battle than out of battle] - Razor Wind, Mummy, Sold in Elf Village if disguised as an Elf/Dwarf/Dog
Elfin Elixir [Restores ALL MP] - Arch Mage, Gas Cloud OR Dragonit OR Leaping Maskan
Life Stone [Prevents an instant death move ONCE, prevents Weak spell from working] - Demonite, Pit Viper, Silver Batboon, Gold Batboon


STEAL LIST
Baboon, Berserker, Caterpiller, Demon Anteater, Dive Rat, Grizzly, Healer, Iron Ant, Monjar, Rogue Knight,  - Medical Herb
Arrop, Canivore Plant Licklick, Lumpus, Ozwarg - Magic Herb
Big Cobra, Droll Magi, Graboopi, Poison Toad, Rogue Scorpion, Viper - Antidote Herb
Bluebeak, Dive Rat, Drakeema, Killer Bee, Star Wyvern  - Wing of Wyvern
Silver Batboon - Magic Water
Butterfly Dragon - Fairy Water
Demonite, Gold Batboon, Man Eater Chest, Mystic Doll, Pit Viper,  - Life Stone
Hunter, Red Slime - Healing Water
Man Eater Chest, Mimic - Magic Potion 
Man Eater Chest - Leaf of the World Tree
Mimic - Saint's Ashes
Iron Ant - Iron Ant Eye
Red Slime - Red Slime Skin
Big Cobra - Book of Amazons
Vampire Bat - Book of Boys
Butterfly Dragon - Book of Defiance
Vamp Cat - Book of Diligence
Goopi - Book of Eagerness
Rogue Whisperer - Book of Fool
Dark Doriard - Book of Having Your Way
Crescent Viper - Book of Helping
Flame - Book of Goof Cooking
Rabid Hound - Book of Kindness
Deadly Toadstool - Book of Logics
Droll - Book of Silence
Druinlord - Book of Truth


CARRYING NOTHING: Armored Knight, Army Ant, Avenger Raven, Bangler, Barog, Beleth, Bengal, Bison Bear, Blaze Ghost, Blizag, Blue Dragon, Bull Basher, Clay Doll, Crabus, Cyclops, Dancing Jewel, Demighoul, Dool Snake, Druin, Duke Malisto, Eiger Horn, Elerat, Eliminator, Evil Mage, Ferocial, Flama Dog, Flamapede, Flamer, Froggore, Fury Face, Ghost, Ghoul, Giant, Giant Moth, Giant Octopus, Gold Basher, Goldman, Golem, Green Dragon, Holo Ghost, Hork, Infurnus Knight, King Healer, King Slime, Knight, Lava Basher, Lava Doll, Lethal Armor, Lyllipa,  Mage Monja, Marine Slime, Master Necrodain, Metal Hunter, Mini Demon, Ogre, Phantom Knight, METAL BABBLE,  Metal Scorpion, METAL SLIME, Mummy Man, Poultergeist, Razor Wind, Red Cyclone, Scorpion, Shadow, Skeleton, Stone Man, Terror Shadow, Troglodyte, Troll, Vamp Dog, Venom Zombie, Were Tiger Werewolf, Witch, Wizard, Wraith, Wraith Knight


Mini-Medal Rewards
  • 8 Mini Medals = Wizard Ring (Can restore up to 50 MP multiple times, but a chance to break with every use.)
  • 15  = Silver Harp (Instantly summons a battle, identical to Goof's Whistle.)
  • 23  = Magic Bikini (Def 40; Fighter/Goof-Off/Thief/Ranger/Monster/Bard/Druid)
  • 30  = Saint's Ashes (Used in Alchemy)
  • 38  = Miracle Sword (82 Atk, Heals a little with each swing; Soldier/Paladin)
  • 45  = Gringham Whip  (80 Atk; Thief/Goof-Off/Monster/Bard/Ranger)
  • 53  = Orichalcum (Used in Alchemy for Sage Stone OR Meteorite Armband)
  • 60 = Metal Babble Helm (50 Def; Soldier/Monster/Paladin/Bard)
  • 67 = Staff of Life (In battle casts Vivify on partymates)
  • 75 = Staff of Divination (25 Atk, In battle, can heal hp, restore mp, or do NOTHING randomly; Pilgrim/Wizard/Druid)
  • 80 = Metal Edge Boomerang (62 Atk, Hits all enemies and hurts metals more than normal weapons; Thief/Ranger/Goof-Off)
  • 90 = Thor Sword (175 Atk, casts EXPLODET if used in battle; Soldier/Paladin)
  • 99 = Dragon Cloak (90 Def, earth element; equippable by ALL)

Silver Key Locations
  • The cave between West Haven and Hamlin have doors on the right which leads to a small medal chest.

Magic Key Locations (Places to go back to)
  • WestHaven - Make a left just before throne room. (Fairy Water, 100 gold, Medical Herb, 84 gold, Magic Herb, small medal)
  • Valenook - West side of castle has an oldman who can give you a hint about an orb. East side has a locked room with a small medal in a drawer.
  • Canford - On east side of town, the library has a locked room with two pots containing 1 lifeforce nuts each
  • PortHaven - Above the inn is a locked room. 2/3 drawers has a poison needle and a medical herb.
  • Timerlin - Go upstairs of the inn, left room locked with a woman who speaks of the king owning a "strage" shield. Drawers contain a small medal.
  • Tantegal - East of throne room has a magic key door. There's a shop that sells Magic Potions and Healing Water outright instead of having to make them it.
  • Ashford - Inside castle west of throne room, first door of the treasury is sealed with a magic key. Second door requires the final key however
    -Inside castle on the northwest corner are stairs leading to the prison. Go down and follow it until you see a magic door, leads to two hidden chests (Lifeforce Nuts and Magic Map)
  • Southwest of Ashford - The shrine you came in from had magic key doors, one leading to the parchisi track.
  • Noraburg - Southeast house has a room with a chest locked in it.
Gold Key Locations
  • Shrine West of Noraburg - Has two chests containing Mystic Acorns and a Small Medal.
  • Shrine near Asaros castle - One Gold Key Door chest containing 435 Gold
  • Shrine southwest of Mysteria - Two Gold Key Doors with 1 drawer each holding Small Medals (2 total)
  • Statue near Valenook - Just for access.
 FINAL KEY LOCATIONS
  • Valenook Castle - Room right of throne room. Chests contain Silver Shield, Ice Blade, small medal x 2, Ortega's Helmet [28 Def; Paladin], 10,000 Gold, Agility Ring, Luck Seed, Fighter's Ring. One of the Barrel's contains an additional Small Medal.
  • Ashford Castle - Inside castle west of throne room, first door of the treasury is sealed with a magic key first, final key second. Chests contain medical herb, magical herb, small medal, 55 gold, and 300 gold. Other chest is just empty.
    - Inside the jail, a drawer near the guard contains a small medal.
  • Shrine near Asaro's Castle - Chest behind jail door contains 1000 gold.
  • Soyo - Upper right corner of town, one jar contains a small medal.
  • Mawki - North of town contains a casino behind jailed doors, where you can play blackjack or slot machines.
  • Taian - Left side of town there are pots behind a jail door. One pot contains a small medal.
  • Edora - At the inn, one room behind a jail door holds a chest with a small medal.
  • Pyramid north of Karia - Left side of first floor has a jail door with two chests. Chests contain Aeolus Shield [50 defense; Soldier/Paladin] and Armor of Radiance [65 Def, auto-stepguard + heal walking; Paladin]
  • Old Hut Cave - After going downstairs, there are two jail doors leading to a room with two chests containing Sword of Kings (120 attack; Paladin) and Demon Armor (60 Def; Soldier/Monster/Paladin; Cursed gear best used for alchemy)

Friday, September 20, 2013

Dragon Warrior: Shadows of Erdrick - Quest Info

The guide has been split up to lessen load times and be a little more organized.

CURRENT AVAILABLE QUEST GUIDES
-- Pet Staff Quest
-- Shadow Medallion Quest
-- Boat Quest Part 1/Yaston Shard
-- Wells Fargo Quest/Boat Quest Part 2
-- Pet Staff Quest 2: First Upgrade!
-- Bards Notes, Compass and Boat Quest 3
-- Iron Safe/Leaf of World Tree Quest
-- Armor Gilder Quest
-- Liquor-Maker Quest
-- Cloak of Wind and Beacom Quest
-- Boat Quest 4: The Final Two Items
-- Cave of Trials (Floor Key + Statue Pattern ONLY)


QUESTS (Q102)

Standard Key-Runweld Basement Quest
 In Runweld, there's this armored man who took the liking to blocking people! To get him out of the way and earn a standard key, we must go through a bunch of talking sequences. After talking to the guard, head over to the right to talk to a cooking wench.


Next we head to Yaston!


Can't get in where we need to! Need to talk to... THIS GUY!


 After this, we have a little chat with a Captain!


A second chat with him reveals we can now pass by those guards that gave us trouble. Once past them, head west for the prison and chat with this guy.



Now we head back to Runweld and talk to the guy blocking the way again. This time he's a little more talkative.


After he lets you pass, you must "talk" to the statue. You get the message above in your chat then head back to the guard.


Back to Yaston to talk to this lady.


...And back to the guard.


And one last time back to the lady.


KEY GET! Now you can go back to Runweld where the guard was guarding, inspect some bushes and have access to the basement. Just know that the monsters can be tough, but it's a good place to level from 10-30s or so.

Pet Staff Quest

1. In Runweld, go into the larger gray building. You'll find a room similar to above. talk to the man, he is looking for An Erdrickian tablet. One just so happens to be in the cave to left outside town!

2. Go to the cave and go north through the doors (you'll see them as you enter the cave a little). Find your way to the chest shown in picture 2 and bring them back to the man in picture 1.

3. Man will give you the pet staff! With it, you can capture some monsters in battle by using it in battle and selecting a monster. Some monsters won't be catchable until you upgrade the staff, and some monsters won't be catchable at all! For now, some recommended monsters you can catch are:

-Sizarmage located in the first floor on Thenton Tower (Casts Blazemore)
-Eyegazer in Runweld Basement lower levels (Gazes at enemies that sometimes makes them lose a turn. Works on bosses!)
-Avenger Raven far east from Yaston (Attacks twice)
-Swamp Thug in Katon; only obtainable when you or a partymember that is leading is in the middle of a quest he is involved for (Mainly a tank, attacks decently)

Note that some of these areas I mentioned might be difficult depending your level, so if you think you might die, use the bank in Yaston before proceeding to head to these areas. Also there are other pets around that can be useful too, and the pet staff doesn't fill up either. Just, the menu may get crowded if you pet everything. :P

Shadow Medallion Quest

1. Head to Evil World's town, D'taka, and talk to the old man by the well. He'll give you evil poison water, and tell you to infect someone's water source.

2. Go to Yaston (Neutral World) and go to their well. Use the Poisoned Fairy water on the well. Sometimes, the well is already poisoned from other players. You can check on the status of the well by talking to the woman at the well. If she goes on about it having the sweetest well water, poison away! If it's poisoned, you may need to get the Blue Fairy Water (or ask a player to do so). For reference, the Blue Fairy Water is on the top of Thenton Tower where players need to jump off; the water is on a tile next to the stairs, just search/hit center when standing on it.

3. After Poisoning the well, head back to D'Taka and talk to the old man. he'll tell you great job for being an asshole, and then direct you to bring the now empty bottle to the mystic. The Mystic is located down the stairs north of the man. Follow the corridor down to another set of steps (passing an NPC that sells monk weapons), and in the gray house. 

The Mystic will often change forms and rearrange the house, so if you see an NPC different then from the one above, no worries, and if you get stuck in the house, just relog. The mystic will tell you to get 2 red slime skins, 2 slime skins (blue), and 2 green slime skins.

-Blue slimes can be found just outside Runweld in Neutral World.
-Red slimes can be found outside D'Taka in Evil World
-Green slimes can be found in the upper levels of Thenton Tower AND in Runweld basement's lower levels.

You also can buy these skins in AvLynyss's Item shop (located in Good World), but they cost 7500 gold EACH. You probably could just ask some players to see if they may sell them to you cheaper (or the more generous may give to you for free).

4. After you gather all the skins and return them to the Mystic, s/he will give you the Shadow Medallion. What that does is when equipped, your attack power will increase! Originally it was 15% but apparently can give 50% now. In the past, it was also only for Pilgrims, Wizards, Goofs, and Sages, but an update at the time of this post was made so all classes could wear. There's an upgrade of this medallion in the Sky Tower as well.

Boat Quest Part 1/Yaston Shard

Some of this will be repeating from the Runweld Guard quest.

1. Go to Yaston and talk to this bard guy, who mentions boats to you. He says if you bring him a compass, he'll let you know where you can get a boat.

2. Head to the Captain, located on the west side of Yaston's town and talk to this man. He will offer free nautical lessons if you retrieve his logs from a man named Mhuk. He hands you a letter, tells you to go find Mhuk. You can now enter south Yaston past the guards.

2.5 You may want to deposit gold at this point, as unless you came from good world, this is probably your first bank stop ever! Also, using this bank to deposit/withdraw things is needed for a later quest.

3. You will need to rent a raft in order to get to Mhuk (and other places you might want to visit, such as the king, queen and princess!). You can rent a raft from the fellow in the upper left corner in picture 3. You also might be able to get a ride from a friend who already owns a boat (which I did). Mhuk is located in the pub, the blue man in lower right corner of picture 3. It looks like he is inaccessible, but stand below the wall that I marked with a yellow square and hit center, it opens like a door! Make sure the letter to Mhuk is still in your inventory and talk to him. He will throw a hissy fit, refusing to return the logs unless the Captain give him a translation of the logs.

4. Head back to the captain (picture 2), who mentions the decoder is in the swamp behind his old house. Where's his house? In Katon!

5. Head to Katon and you'll find the swamp here. The logs are located where the yellow square is but... You have to fight for it! A swamp thug will appear when you go on that square, so be prepared! (make sure in your party, someone on this quest is in the lead  or else he will not appear!) You may want to be in a party for this or be at a decently high level (with a party, i killed it at 15-20s, but that's not necessarily the required level). Upon defeat, swamp thug will drop the decoder.

You may want to try to capture swamp thug if you have the pet staff. He is not required, but isn't a bad pet; attacks decently and survives well.

6. Return to Mhuk (guy in pub). Before talking to him, be sure to have room for two items! He will end up giving you a shard (required for a MUCH LATER quest) and the cap'n's logs. Deposit the shard at the bank for now, as you won't need it for awhile. 

7. Return the logs to the captain, who in turn will give you the rusty old compass, AND offer you a free nautical lesson!

8. Return to the first guy (Picture 1) and give him the rusty old compass. He mentions he might need some lessons to sail his boat, but he bought his boat in a town north of Thenton (Neutral World). Talk to him again to learn he will be joining you to take the nautical lessons from the Captain.

9. Talk to the captain, and he teaches you his first lesson. In order to sail a boat, you need 5 things:
-A compass (like the one you just gave your bard friend)
-A sextant
-A telescope
-Sailor Logs
-A boat (duh!)

10. Go back to your bard friend who says all that sounds too hard and gives up on sailing. He says he will give you the compass, but wants some sheets of music in return. this will be covered in another quest.

Wells Fargo Quest/Boat Quest Part 2
If you do not have access past the guards, you may want to complete Boat Quest Part 1/Yaston Shard first.

 1. Start off by renting a boat or hitching a ride on someone's boat to the King and Queen of Yaston. talk to the King and Queen (and anybody else around there you feel like talking to). The king mentions a band of thieves that ruined this town, so he asks you to stop them! The queen says the band troupe is known as Wells Fargo and has taken a toll on the King. 

2. Go down the stairs above the thrones to find the Princess's room! Have a chat with her, and says she may have an errand for you to run if you make her mother happy! Back to the queen!

3. After you spoke with the princess, the queen changes her tune, and hands you a note, instructing you to read it later. Just read it now! In the chatbox, the queen's note mentions how the king has dramatically changed. The Queen believes the Wells Fargo group has put a spell on the king or poisoned him to make him acts so bad, and wants you to investigate into this! She wants you start by meeting her agent in Ranva, who should be at the Inn. If you don't know where Ranva is, check the maps section of the site I provided way above.

If the queen does not hand you a note, but instead tells you to investigate the bank, that means you need to make a deposit/withdrawal at the Yaston Bank first, and then talk to her.

4. Upon arriving in Ranva you may notice it is kind of... destroyed! Head inside the inn, which should pretty much be straight in front of you. Head to the tile I marked with a yellow square (picture 3); this is important for the game to recognize that the town is destroyed and the queen's agent isn't here.

Note that Ranva does not have a return spot, so you may want to go to Manarch (castle next door) just so you have a spot to return to later, not to mention it is rather important to this quest!

5. Head back to Yaston and talk to the queen. She'll be devastated. (have to devastate her in order to continue :P )

6. Head back to Manarch and talk to the old man in the northwest corner of the Inn (picture 4), who mentions how grateful he was the King of Manarch had taken in the survivors of Ranva.

7. Sail back AGAIN to the Queen of Yaston to let her know. Her hope is restored a little and requests you to find her agent. She describes the guy as always burying his head in a book.

8. Back to Manarch, you'll find a purple guy next to a bunch of bookcases. Make sure you have the queen's letter with you and chat with him. He informs you that he thinks the bankers at Manarch might be the same scammers from Yaston. He tells you to wait by the bank and listen in on the bankers.

9. Head to the bank and go to the tile I marked with a yellow square (Picture 5). If in a party, know that only the leader will get this, so just take separate turns. From here, you need to sit still for roughly 1-5 minutes without moving, chatting, or fiddling with the menus. I recommend taking a bathroom break, grab a snack, some water, or whatever. Whenever you return, a message box should pop up with the banker's conversation, where they brag about their scam and mention that a member of Wells Fargo killed the real king of Yaston and has been playing as him all along.

A boss fight will be coming up, so before you do the next step, I recommend gathering a party or level up some before continuing. There is a small window where people can join you if you already skipped ahead, but it's easier to just gather the party now than later.

10. Head back to purple guy in library and tell him what he heard. He flips his shit, accuses you of being corrupted by the evil bankers and summons guards to take you away! You get warped to Yaston in front of the King and Queen, where the guards accuse you of Treason. Your character speaks up to the queen, king sentences you to death, queen halts it, blah blah blah, you land in prison.

11. At the prison, you will notice there's a crack in the wall (also marked with a red square in picture 1). It opens like a door does, so do that and follow the path down till you see a man. Talk to him and he explains he's the real king, survived because the servant in the prison is deaf and didn't hear the orders not to feed him, they think he's dead, blah blah blah. After done talking with him, chat once more and then head back to your cell. The queen should be waiting for you. make sure your party is at full health by now!

12. Talk to her, then the real king comes barging in, they have a "omg you/I'm alive" moment, then take you to confront the impostor king for BOSS TIME! He mainly is physical, but i think he may have a blaze spell, not sure. If you die, you can always retry by going back to the spy in Manarch I believe... Or talking to the king if that fails to work. After defeating the troupe leader, The king makes him tell us where his group is supposed to meet up, and then sends you there; Behind the Yaston Pub (above our old friend, Mhuk)!

You may note that you are kind of stranded at the king and queen's little island there. If you don't have a wing of wyvern or the return spell, just relog and you'll be sent to the entrance of Yaston.

13. Sail over to behind the pub (picture 2), and speak to the group (the guy below the carriage pushes things forward, the others just make comments). The group tries to run, but guards from nowhere apprehend them.

14. Sail back to the king, who rewards you with 10,000 gold! he then advises you to go back to the carriage the thieves left behind and see if they have some of Manarch's possessions. Then recommends returning them to the king as he is sure to give you some sort of reward!

15. Sail back to above the pub, and "talk" to the carriage (press center when facing it). You'll receive the Crate of Stolen Goods. Return to Manarch!

16. Head back to Manarch and talk to the king. (picture 3) He gives you the golden sextant, one of the items needed for a boat! if you talk to him again, he'll send you on another quest, but that will be covered in a separate area. This quest is now complete!

Pet Staff Quest 2: First Upgrade!
Previous Quest required: Pet Staff Quest


1. Go to this lady (Picture 1) in Phoenix Knights castle (Neutral world, located above Manarch). She will talk about upgrading your pet staff and how it's in a forest valley.

2. Head to Runweld Cave. Go left (passing the double doors where you went to get tablet for pet staff in first place) and then north. Follow the path until you exit outside in an area that looks like picture 2. The little patch of grass to the left is a balloon station that can take you to good world, but isn't what concerns us in this quest.

3. Head as far right as you can until you come across the scene in picture 3. The tablet to upgrade your staff is located right where I marked a red square.

4. Return to Phoenix Knights and talk to the lady in picture 1. She'll take the tablet and upgrade your staff. You now can catch slightly better pets! Some recommendations include:
-Spectet located somewhere below Warlocks in Thenton Tower (Gaze at an enemy in hopes of losing a turn; GREAT for boss monsters!)
-Ozwargs located in the higher floors of Thenton Tower (Cast Blazemore and have good health compared to other caster pets)
-Warlocks located in levels just one below Ozwargs in Thenton Tower (Slightly less health than Ozwarg, but casts fireball and blazemore)
-Mad Clown in Beacom Cave beginning (Essentially are upgraded Ozwargs)
-Hork on second floor of Beacom Cave (Great attack power for now)

There's definitely other valid monsters to join you, but these are the ones on top of my head.

Bards Notes, Compass and Boat Quest 3
~it's recommended that you do the first part if the Iron Safe/Leaf of World Tree Quest in conjunction with this so you don't have to return to Ranva again.
1) This starts from step 10 in Boat Quest Part 1. For a refresher, after you finished part 1, you should have spoken to your bard friend in Yaston (picture 1) again where he says he'll give you the compass back if you give him music to drown his sorrows. This is required to get this part started.

2) Head to Manarch and talk to THIS BARD now (picture 2) located behind the Inn. He lost some sheets of music of his during the invasion of Ranva and wants them back. You either volunteer for them or he volunteers you automatically... To Ranva!

3) Maybe sometime I'll map this entire place, and if so, check a maps section if it exists at this time. Otherwise just follow my directions. The notes are located in north-east most house. When you see one that looks like picture 3, check in the corner marked with a yellow square. That's where the bards notes are.

4) Head back to Manarch bard and hand him the notes, and he'll give you a sheet of music. Guess where we go next?

5) Back to the Yaston bard! Give him the sheet of music and he'll give you the compass back! He said it's no longer rusty because he shined it for you. Ain't that swell. You now got another item for your boat!

Iron Safe/Leaf of World Tree Quest
~It is recommended that you do the first part of this quest along with the Bards Notes, Compass and Boat Quest 3 so you won't have to go back into Ranva again. This quest will not be absolutely finish-able until you have your boat however, but getting it started certainly saves time.
~This quest is unable to be completed until you get your boat. To get your boat, you will need to complete Cloak of Wind and Beacom Quest, and Boat Quest 4: The Final Two Items



1) Start off by talking to the merchant in Manarch shown in picture 1. He mentions he left his safe behind in Ranva during the invasion but hired some mercenaries to take care of the job, so he won't need your assistance.

2) Go inside Ranva and head to the northwest-most house where you'll see a female monk just like in picture 2. Talk to her. She was one of the mercenaries sent out to recover the safe, but they got greedy, beat her up and ran off with the iron safe.

3) Back to Manarch merchant, he gets all sad, crying for his safe. After this, you need to wait to get your boat to complete this journey.



4) You have your boat by now, right? Head to Agotrop, which is located east of Runweld. You need to sail to it through one of the rivers that go through the continent. You can go under bridges, btw, which threw me off when I first played and got a boat. :P

5) When you enter Agotrop, search for this woman towards the south of town. Talk to her and she tells you she heard about a group of mercenaries living at the inn lugging an iron safe around. HMM! They apparently didn't stay long and took off with it however. You tell her it was stolen. She says she can help if you do something for her though. She wants you to go through the cave nearby to a city of elves and retrieve a leaf of the world tree.Bring it to her and she'll tell you where the mercenaries ran off to.

6) Head into Agotrop cave and take the exit out of the cave to reach a small island with a tree (I might have a map of Agotrop cave in the maps section, I might not) Go inside the tree and have fun navigating this maze. I will NOT map this one, but if any kind souls wish to make direction or maps to this, feel free. It's a bit of a mapping nightmare. Best recommendation I have for you is once you leave the first tree and are walking on limbs, take the first north and right limb. After that, you are on your own.

7) Once you make it up top, you'll be in a village full of bratty ass elves that hate you. Screw them and go talk to the queen (picture 2). She'll first send you away, but then have a change of heart and say go into her secret chambers (picture 3) for a Leaf of the World item. It can revive a party-mate outside of battle. When you use it up, you can get another one here, but only one can be held per person. Great for travel!

8) Return to the lady in Agotrop with the leaf. The game says she takes the leaf, but she actually doesn't. She tells you the mercenaries left the inn but didn't take the safe with them, and there's a hole in their room you probably could sneak into to take back the safe.

9) Go to the inn and up the stairs. Not giving you a pic clue for this one cause it's simple enough. Go all the way right and south through the wall. Inside the house, go fart left and head to the safe and pick it up.

10) Return to the Manarch merchant from way back when and hand over the iron safe. Talk to him again and he'll give it back to you (after he grabbed his possessions out of it). You can use it as a personal bank if you buy a house. This really isn't that thrilling compared to the Leaf, but hey, quest finished!
Armor Gilder Quest
This is an optional side quest.

1) Talk to this guy in Manarch, located on top of the castle walls (if you can't find it... EXPLORE A LITTLE!). He mentions he was a blacksmith back in Ranva before the monsters came, but he lost his tools. if you help him out, he will imbue your armor with a stat buff! The items he needs are:
-1 metal slime skin, dropped off of metal slimes. These can be found near Canthus Castle, on the island that surrounds the castle's island. (Neutral World) This place is marked with ???? on the neutral world map located here. If you know a Goof Off with transmute skin skill, they can take 2 green slime skins and attempt to make them into metal.
*He actually says 10, but then changes his mind when you talk to him again, stating 1.
-1 Lava Doll Idol, dropped by lava dolls. They are in Runweld Cave past the stairs that lead to Evil World.

2) After giving him those, he gives you a choice of what you want to imbue your armor with in exchange for a certain monster part.
-Yellow Slime Skin, only obtainable via transmute skin ability, increases defense a little.
-Giant Worm Skin, dropped by Giant worms outside of Runweld, add 30 hp.
-Diverat Wing, dropped by near Yaston, increase agility a little.
-MagiDrakee Wing, dropped by Magidrakees inside Runweld Cave, add mp.

He can only one of these imbues at a time per armor, so don't think you can stack these on. Also, it is highly advised that unless you don't mind grinding for parts or have extras, wait awhile before imbuing armor. I don't know the values of any of the besides hp, because hp seems to be the most worth it. This is not a required quest, btw, just a small additive.

Liquor-Maker Quest
This is an optional sidequest.

1) In Manarch on the castle walls, talk to THIS guy. He can make liquor for you that restores MP as you walk, but first he needs a few items. 
-1 metal slime skin, dropped off of metal slimes. These can be found near Canthus Castle, on the island that surrounds the castle's island. (Neutral World) This place is marked with ???? on the neutral world map located here. If you know a Goof Off with transmute skin skill, they can take 2 green slime skins and attempt to make them into metal
-1 Wraith Knight Bone - Dropped off of Wraith Knights in Smack's cave (evil world past B'Nda), a few floors in. 
-1 Thevro Flame Sac - dropped off of Thevros far east of Yaston.
-1 Magi Babble gut - Dropped by babbles located in B'Li cave (Evil world intersection cave that can lead you to D'Taka, Neutral World, or B'Li)

2) Once you gather all of the ingredients, he will give you 5 free samples of Magi Babble Brew, which restore mp as you walk for a period of time. You can have him make more by bringing him more magibabble guts.

This quest is not required to be done, but only a small additive.

Cloak of Wind and Beacom Quest
Quests required to be completed: Wells Fargo Quest/Boat Quest Part 2


1) After finishing Wells Fargo Quest/Boat Quest Part 2, talk to the king of Manarch again (picture 1 lol). This would be after he gave you the Golden Sextant. He says since you helped in the past he wishes to ask you for help again getting boat trade up again. The king used to do trade with the town of Beacom, but they haven't been sailing over lately, so he wants you to investigate. He then directs you to his regent, adviser or whatever to get more info.

2) Talk to the blue dude! (picture 2) He says Beacom is on an island past Thenton Tower, but the only way to get there without a boat is jumping off of the tower! Normally that would kill a person though, so  you may want the cloak of wind. Unfortunately... they already gave the cloak to some other guy that hasn't returned. Adviser dude thinks the guy might still be in the tower so if he's there, alive or dead, just take it off him (how lovely). And if you can't do that, then he says he'll try to figure another solution out (but he won't).

3) Head to Thenton tower, located northwest of the town of Thenton. At the time of writing this, I do not have a map readily available of Thenton Tower. When I eventually make a maps section, I'll direct you to there, but for now, best advice I can give is walk on the outer edges of the tower to find the correct path upward. You'll eventually find a guy that looks like in picture 3. You'll fnd out this guy has been slacking off and getting high like a jackass. he says he has some serious "thinking" to do, but gives you the cloak of wind to go away. Ta da!

4) Continue making your way up until you see a scene like in picture 4. be sure to have your cloak of wind equipped then jump off the ledge!You won't be able to jump without it on.

Also fun fact, the blue fairy water that is sometimes needed to clear the well in Yaston is located on the yellow square. Just thought I'd let you know. It's not related to this quest at all!

5) Leap on off and go north and east liek direction towards the cave. You'll need to go inside and navigate through this cave. I recommend going to the map section now and opening the Beacom maps in new tabs/windows so there's less hassle.

-The first right has a long path that has a chest containing the Light Sword, a decent free weapon for bards, rangers, and soldiers. It also sells pretty well, so worth getting if you are poor.

6) After bracing the cave and arriving into Beacom, talk to the man in picture 5. He's on the far east side of Beacom. He said boats haven't returned here too, economy gone dead... blah blah blah. He'll point you in on where to go on the next boat quest. This quest to Beacom guide is complete, next tone will pick up from where we left off here.

Boat Quest 4: The Final Two Items
Quest required: Cloak of Wind and Beacom Quest


1) As we last left off, have a chat with this guy (picture 1) again. He asks us to search along the boat trade routes for missing ships. The route extends from Phoenix Knights to Manarch coast lines.

2) Return to Manarch, get outside and go east till you see the coast. Hug the coast and continue north until you see a boat in a scene similar to picture 2. Be warned a boss fight is coming so you may want some company.

3) Enter the ship. You can chat with the sailors for more background talk, but if you want to cut to the chase, go south till you see the ship's steering wheel. Right above it is the door to the boss fight (you can't see it, just walk towards it). Enter the door, go down, and you'll start overhearing a conversation of how the first mate and captain plan to kill their crew to split all the money they scammed posing as a captain for trade ships and such. You then get to mess things up by making noise and they go fight ya.

Funny fact, I've actually had the first mate run away in this battle, which makes this boss fight even more of a joke than it is.

4) After defeating them, be sure to check the drawers on the left that I marked with a yellow square in picture 3. This contains the telescope, which should be your third to last boat piece!

5) Return to Beacom and tell that guy from picture 1 what happened. He'll thank you, make some arrangements and then give you the cabaret ticket. He says it'll be awhile before ships start coming in so you should go enjoy the cabaret and even rest at the inn here. 

6) The cabaret is west of the guy in picture 1, you really can't miss it. If you want to just get this plot done with, simply talk to the head dancer (marked with a red square in picture 4) and head back to the guy in picture 1. He asks if you enjoyed the cabaret, says ships aren't ready yet, and recommend you take a night at the inn.

7) Go sleep at the inn. You must be the one that talks to the innkeeper by the way; can't have someone else pay for it to progress this.

8) Return to the guy in picture 1 and he thanks you for all your help in this. Ships are now being sold! He says to be sure to have the 4 required ship items! If you have been following this guide down and in order, you should have 3 of the 4 required items. He offers to make the missing item for you in exchange for:
-1 Green Slime Skin - dropped by green slimes in the upper levels of Thenton Tower and in the lower levels of Runweld Basement. You can also buy them in AvLynyss Item shop for 7500 gold.
-1 Mage Cloth - dropped by Sizar Mages and other mages in first floor of Thenton Tower (but Sizar Mages I've actually seen most often). You can also buy them in AvLynyss Item Shop for 40,000 gold.

9) Once you have the required items, turn them into the guy and he'll give you the sailing logs! You now (SHOULD) have all the items required to buy a ship! Feel free to buy a ship of your choice! I recommend EVENTUALLY getting the Frigate (the four-person boat) because you never know when you'll want to carry four people.
Congratulations, you have your boat! I recommend

-Scroll back up in this guide and finish Iron Safe/Leaf of World Tree Quest now that you can
-Explore the world! Get Hillock's save spot or check out Canthus Castle with the metal slimes that spawn around it.
-Check out Agotrop Cave, has a lot of goodies!

Cave of Trials (Floor Key & Statue Pattern ONLY)