Spoiler note: This guide explains how the guild works — the quest board, the skills it teaches, the bounties, and what each quest objective involves. Specific scene reveals and bounty boss outcomes are kept generic. Discover those in-game.
What the Guild Is
The Fighters Guild is a faction in the Medieval Era — a prestigious organization where warriors gather to hone their skills and seek employment. It's located in the King's Demesne and open from 10 AM to 8 PM every day.
Like the Bards Guild, you don't have to be "recruited" — the doors are open. What you have to earn is reputation (clout) by accepting and completing contracts from the guild's quest board.
The faction has three pillars:
- Skill training — three combat skills can be learned at the guild
- Combat potions — two consumable potions are sold here
- The Quest Board — twenty-five progressive contracts spanning the entire game's combat content
What You Can Do at the Guild
Skills Taught
- Power Strike — $200, 180 min, -50 energy / -30 calm. Requires Strength 15.
- Combat Leadership — $300, 220 min, -60 energy / -40 calm. Requires Charm 15.
- Weapon Mastery — $400, 250 min, -100 energy / -60 calm. Requires Ability 18.
All three are one-time learn actions with the standard skill-learning hidden-after-learned mechanic.
Combat Potions
- Power Elixir — $300 + 1 epic ingredient. Combat damage buff.
- Shield Elixir — $300 + 1 epic ingredient. Combat defense buff.
Both are consumable buffs you can stockpile for tough dungeon runs and boss fights.
The Quest Board
The Quest Board is the guild's central system. It offers 25 sequential contracts — you can only have one active at a time. Accept the current quest, complete the objective, return to the guild, claim your reward, and the next quest unlocks.
There are 5 quest types. Quests 1-20 rotate through them in a predictable pattern; quests 21-25 are a final run of escalating bounties. Once you understand each type, you understand the whole chain.
Quest Types Explained
Hunt (Kill) — Defeat a specific number of a target enemy in the dungeon. Special enemy tiles spawn within the floor range while the quest is active (2 guaranteed per floor), so kills are easy to find. Random encounter kills also count.
Search (Find Alley) — Find a lost catgirl named Mittens in the medieval Back Alleys. Each Search action in the alleys has a 30% chance of triggering the Mittens encounter while the quest is active.
Retrieve (Find Dungeon) — Collect ore samples from specific dungeon floors. Ore tiles spawn at a 50% chance per floor in range. Step on the tile, trigger a brief encounter, and the ore is added to your count.
Defend (Protect) — Travel to the Caravan Rest Stop in Village Outskirts between 9 PM and midnight. A scripted multi-battle plot fires automatically. Defend Lyra (the centaur merchant) from waves of bandits.
Bounty — Hunt a specific named boss within a floor range. The boss has a 15% chance to spawn per step on those floors. When it spawns, the fight is a boss fight — no fleeing. After defeat, the bounty is complete.
Full Quest List
- Goblin Infestation (Hunt) — Kill 10 goblins on Dungeon floors 1-10. Reward: 100g, 2 clout.
- Lost Kitten (Search) — Find Mittens in Back Alleys. Reward: 75g, 1 clout.
- Iron Ore Sample (Retrieve) — Collect 5 iron ore on Dungeon floors 6-10. Reward: 150g, 2 clout, 1 Crystal.
- Caravan Defense (Defend) — Defeat bandits (3 fights) at Caravan Rest Stop, 9 PM - midnight. Reward: 200g, 3 clout, +10 Lyra.
- Bounty: Grimfang (Bounty) — Defeat Grimfang the Hobgoblin on Dungeon floors 12-14. Reward: 300g, 5 clout, Lucky Coin Pouch (maid item).
- Orc Extermination (Hunt) — Kill 10 orcs on Dungeon floors 8-18. Reward: 200g, 3 clout.
- Lost Kitten II (Search) — Find Mittens (again) in Back Alleys. Reward: 150g, 2 clout.
- Mithril Ore Sample (Retrieve) — Collect 5 mithril ore on Dungeon floors 16-20. Reward: 250g, 3 clout, 1 Crystal.
- Caravan Defense II (Defend) — Defeat bandits (5 fights, includes captain) at Caravan Rest Stop, 9 PM - midnight. Reward: 350g, 4 clout, +10 Lyra.
- Bounty: Vex the Shadow (Bounty) — Defeat Vex the Assassin on Dungeon floors 22-24. Reward: 500g, 7 clout, Mentorship Manual (maid item).
- Succubus Infestation (Hunt) — Kill 12 succubi on Dungeon floors 22-30. Reward: 400g, 5 clout, 1 Sylph.
- Lost Kitten III (Search) — Find Mittens (third time!) in Back Alleys. Reward: 250g, 3 clout, 1 Sylph.
- Adamantine Ore Sample (Retrieve) — Collect 5 adamantine ore on Dungeon floors 22-28. Reward: 400g, 4 clout, 2 Crystals.
- Caravan Defense III (Defend) — Defeat bandit warlord's army at Caravan Rest Stop, 9 PM - midnight. Reward: 500g, 6 clout, 1 Sylph.
- Bounty: The Succubus Queen (Bounty) — Defeat Maize on Dungeon floor 30 only. Reward: 800g, 10 clout, 2 Sylphs, special outcome.
- Verdant Plague (Hunt) — Kill 12 venus flytraps on Dungeon floors 31-35. Reward: 550g, 6 clout, 2 Sylphs.
- Lost Kitten IV (Search) — Find Mittens (she isn't even pretending anymore). Reward: 350g, 4 clout, 1 Sylph.
- Jade Ore Sample (Retrieve) — Collect 5 jade ore on Dungeon floors 31-35. Reward: 550g, 5 clout, 2 Crystals.
- Caravan Defense IV (Defend) — Defeat the warlord's fanatical successor and her tamed monsters at Caravan Rest Stop, 9 PM - midnight. Reward: 700g, 7 clout, 2 Sylphs, +12 Lyra.
- Bounty: Krax the Verdant Tyrant (Bounty) — Defeat Krax on Dungeon floors 31-35. Reward: 1000g, 12 clout, Thorns (monster taming tool).
- Bounty: Gorgeroot, the Starved Bloom (Bounty) — Defeat Gorgeroot on Dungeon floor 35. Reward: 14 clout, 2 Crystals, Sleep Spores.
- Bounty: Nhalos, the Empty Edge (Bounty) — Defeat Nhalos on Dungeon floor 38. Reward: 16 clout, 3 Crystals, The Dark Sheath.
- Bounty: Nihil, the Last Absence (Bounty) — Defeat Nihil on Dungeon floor 40. Reward: 18 clout, 4 Crystals, The Null Shroud.
- Bounty: Aegiron, the Titanium Bulwark (Bounty) — Defeat Aegiron on Dungeon floor 43. Reward: 20 clout, 5 Crystals, Titanium Plating.
- Bounty: Omnifex, the Final Assembly (Bounty) — Defeat Omnifex on Dungeon floor 45. Reward: 22 clout, 6 Crystals, 200 Components.
Total Quest Board Rewards
If you complete all 25 quests:
- 7,775 gold
- +184 Fighters Guild clout
- 26 Crystals
- 10 Sylphs
- 2 maid items (Lucky Coin Pouch, Mentorship Manual)
- 1 monster taming tool (Thorns)
- 4 unique combat key items (Sleep Spores, The Dark Sheath, The Null Shroud, Titanium Plating)
- 200 Components
- +42 Lyra relationship (across 4 caravan defenses)
- A unique outcome from quest 15 — see below
Quest Type Details
Hunt Quests (1, 6, 11, 16)
When a Hunt quest is active, special enemy tiles appear in the dungeon within the floor range — 2 guaranteed enemy tiles per floor. Stepping on one forces a battle with the target enemy. The tile converts to a normal floor tile after the kill.
Random encounter kills also count — if you fight a goblin during a normal random encounter while the quest is active, the kill registers. This means you don't have to seek out the special tiles, but they're a reliable way to fast-track progress.
Floor scaling matters. Quest 1 (goblins, floors 1-10) is doable from the start of the game. Quests 11 and 16 (floors 22-30 and 31-35) require endgame combat strength — those floors apply heavy enemy scaling.
Search Quests (2, 7, 12, 17)
Each Search quest has the same target — Mittens, the lost catgirl who keeps wandering off. The mechanic is simple: use the Search action in Back Alleys while the quest is active. Each search has a 30% chance of triggering the Mittens encounter, which fires before the normal random encounter pool — so when Mittens hits, no other encounter rolls that turn.
These are the lowest-effort quests in the chain. If you're already running back-alley searches for thieves clout or street pickpocketing, you'll find Mittens incidentally.
Bonus: every back-alley search also has an independent 2% chance to grant +1 Luck — applies whether or not Mittens triggers, and whether or not any quest is active.
Retrieve Quests (3, 8, 13, 18)
When active, an ore tile spawns in the dungeon with a 50% chance per floor in the quest's range. When the roll succeeds, exactly one ore tile is placed on that floor. Stepping on it triggers a short narrative scene where you mine the ore, then it converts to a normal floor tile.
Plan for multiple dungeon runs. With 1 ore per successful floor and 50% per-floor odds, the math works out to ~2-3 ore per dungeon run on average:
- Iron — floors 6-10 (5 floors → ~2.5 ore expected per run)
- Mithril — floors 16-20 (5 floors → ~2.5 ore expected per run)
- Adamantine — floors 22-28 (7 floors → ~3.5 ore expected per run)
- Jade — floors 31-35 (5 floors → ~2.5 ore expected per run)
You'll need 2-3 full dungeon descents to collect 5 of each. Plan accordingly.
Each retrieve quest awards 1-2 Crystals — Crystals are a premium currency used for things like extending the doomsday timer, learning Dark Magic, and resource boosts. Worth doing for that alone.
Defend Quests (4, 9, 14, 19)
These are different — they happen outside the dungeon. To trigger one:
- Accept the quest at the Fighters Guild
- Travel to Village Outskirts → Caravan Rest Stop
- Arrive between 9 PM and midnight
The plot fires automatically when conditions are met. Each Defend quest is a multi-battle scripted sequence:
- Caravan Defense (Quest 4) — 3 fights, ending with a Bandit Brute. Mid-game enemy scaling.
- Caravan Defense II (Quest 9) — 5 fights, ending with a Bandit Captain. Late-game enemy scaling.
- Caravan Defense III (Quest 14) — 6 fights: 2× Bandit Rogues → 2× Bandit Brutes → Bandit Lieutenant → Bandit Warlord. Endgame scaling, the warlord at floor 24 difficulty.
- Caravan Defense IV (Quest 19) — 6 fights: 2× Bandit Zealots → a Tamed Flytrap → a Heavy Bandit Brute → a Tamed Mantis → the Bandit Successor. The warlord's fanatical heir has recruited monsters from the overgrown depths — the deepest-scaled defend fight in the game. Awards +12 Lyra instead of the usual +10.
Each Caravan Defense awards Lyra relationship to the centaur merchant. After Caravan Defense, she'll mention she runs the Village Market and invite you to visit.
Bounty Quests (5, 10, 15, 20-25)
Bounty quests pit you against named boss enemies that spawn randomly while you walk through the dungeon. The boss has a 15% chance to spawn per step within its specific floor range. When it appears, the fight is a boss fight — no fleeing, even if you manage to put it to sleep. You finish it or you die.
All nine bosses have meaningful mechanical differences. Coming in with the wrong build will get you killed even on the easier ones. Full breakdown below.
Absorption notation: An absorb percentage is the chance that a spell of that element is absorbed. On a successful roll, the boss heals for the spell's full resolved damage; it is not the percentage of damage healed.
Bounty 1 — Grimfang the Hobgoblin Chieftain (Quest 5)
- Floor range: 12-14
- Base HP: 90
- Damage multiplier: 1.8×
- Damage reduction: 50% (the big one — half of all your damage is shrugged off)
- Magic resistance: 20
- Skills: slash, crush, frenzy_attack, earth_slam (4 total)
- Strong element: Fire
- Weak element: Ice
- Absorbs: Fire, 40% proc chance (on a proc, the spell heals him for its full resolved damage)
- Reward bonus: Lucky Coin Pouch (maid item)
The trick: His 50% damage reduction makes any glass-cannon build frustrating. Bring ice damage to exploit weakness, avoid fire entirely.
Bounty 2 — Vex the Shadow (Quest 10)
- Floor range: 22-24
- Base HP: 110
- Damage multiplier: 1.8×
- Dodge chance: 40% (extreme — nearly half of your hits miss outright)
- Magic resistance: 25
- Skills: shadow_strike, poison_bite, confuse, smoke_screen, soul_collapse (5 total)
- Skill override: confuse has 20% chance to break rotation
- Strong element: Dark
- Weak element: Light
- Absorbs: Dark, 50% proc chance (on a proc, the spell heals her for its full resolved damage)
- Telegraphed skill: soul_collapse — she vanishes/whispers before reappearing for a heavy strike. Watch for the warning lines.
- Reward bonus: Mentorship Manual (maid item)
The trick: Her 40% dodge is the biggest pain — bring high-accuracy weapons and hit-rate boosts. Light damage to exploit weakness, avoid dark entirely.
Bounty 3 — Maize the Succubus Queen (Quest 15)
The first major late-game wall in the bounty chain. See the dedicated Maize section below for full prep guidance.
- Floor range: 30 only (a single deep-dungeon floor)
- Base HP: 1300 (over 10× Grimfang or Vex)
- Damage multiplier: 2.3×
- Dodge chance: 15%
- Damage reduction: 15%
- Magic resistance: 55
- Skills: life_drain, shadow_strike, dark_pulse, hypnotic_gaze, fire_slash, enthrall, damnation (7 total)
- Skill overrides: hypnotic_gaze 10%, enthrall 10%
- Strong element: Dark
- Weak element: None — no exploitable weakness
- Absorbs: Fire at an 80% proc chance; Light at 10% (a proc heals for the full resolved spell damage)
- Telegraphed skill: damnation — major warning lines, hits incredibly hard with armor break
- Reward bonus: Unique outcome — see below. (Note: defeating Maize also grants +50 Maize relationship, giving you a major head start with her once she's in your world.)
The first two bounties drop maid items (Lucky Coin Pouch and Mentorship Manual) on top of gold and clout. The third bounty has a unique outcome that resolves the encounter differently than the others.
Bounty 4 — Krax the Verdant Tyrant (Quest 20)
The post-Maize challenge, ruling the overgrown depths. A towering mantis warlord with six bladed limbs.
- Floor range: 31-35
- Base HP: 500, with heavy per-floor level scaling on top — at depth he's far tankier than the number suggests
- Damage multiplier: 2.5× (higher than Maize's 2.3×)
- Dodge chance: 20%
- Damage reduction: 27%
- Magic resistance: 50
- Skills: slash, wind_slash, frenzy_attack, claw, verdant_reaping, earth_slam, sextuple_scythe (7 total)
- Strong element: Ice
- Weak element: Fire — finally, a deep boss you can burn
- Absorbs: Ice, 60% proc chance (on a proc, the spell heals him for its full resolved damage)
- Telegraphed skills: two of them — verdant_reaping (single massive scythe wind-up) and sextuple_scythe (all six blades drawn back at once). Both give clear warning lines; both hit with brutal armor break. Go defensive the moment you see a wind-up.
- Reward bonus: Thorns — a monster taming tool (powerful +30 tame bonus, but adds stress to the girl)
The trick: He's the anti-Maize. Where she absorbs fire, Krax is weak to it — so the fire build you benched for floor 30 comes back out for floors 31-35. Never bring ice. Respect both telegraphs; sextuple_scythe is one of the hardest-hitting attacks in the game.
Bounty 5 — Gorgeroot, the Starved Bloom (Quest 21)
- Floor: 35 only
- Base HP: 700; damage multiplier: 2.65×; damage reduction: 30%; magic resistance: 52
- Weak element: Fire; absorbs: Earth 50%; Rage: activates below 35% HP
- Key mechanic: Sleep Spores can overcome perfect sleep protection. Its telegraphed finisher is Worldroot Rupture.
- Drop: Sleep Spores (+7 percentage points to Sleep success; a successful Sleep has a 10% chance to gain one extra guaranteed round)
Bounty 6 — Nhalos, the Empty Edge (Quest 22)
- Floor: 38 only
- Base HP: 1500; damage multiplier: 4.0×; dodge: 24%; damage reduction: 36%; magic resistance: 62
- Weak element: Light; absorbs: Dark 80%; Rage: activates below 35% HP
- Key mechanic: Heavy armor break, a three-cut QTE, and the telegraphed Horizon Severance. Defend when he raises the Empty Edge to the horizon.
- Drop: The Dark Sheath (+1 effective melee weapon level, stacking with Sword Chain)
Bounty 7 — Nihil, the Last Absence (Quest 23)
- Floor: 40 only
- Base HP: 1900; damage multiplier: 4.35×; damage reduction: 40%; magic resistance: 75
- Weak element: None; absorbs: Fire, Ice, Light, and Dark at 70%; Rage: activates below 30% HP
- Key mechanic: An innate 50% phase-through chance affects attacks and status magic. Sniper's Scope can help recover accuracy. Its finisher, Total Unmaking, is telegraphed.
- Drop: The Null Shroud (+5 percentage points to every dodge chance you already possess)
Bounty 8 — Aegiron, the Titanium Bulwark (Quest 24)
- Floor: 43 only
- Base HP: 2200; damage multiplier: 4.5×; damage reduction: 55%; magic resistance: 70; force field: 30% of max HP
- Weak element: Ice; absorbs: Lightning 40%
- Key mechanic: A blockable pile-driver QTE and the telegraphed Citadel Breaker. Break the force field, then work through the heaviest innate defenses before Omnifex.
- Drop: Titanium Plating (+2 effective armor levels)
Bounty 9 — Omnifex, the Final Assembly (Quest 25)
- Floor: 45 only
- Base HP: 3000; damage multiplier: 5.1×; damage reduction: 62%; magic resistance: 85; force field: 40% of max HP
- Weak element: Lightning; absorbs: Fire 40%; Rage: activates below 20% HP
- Key mechanic: The current raw-stat apex. Its telegraphed Final Assembly attack turns the entire machine into one loaded weapon; defend immediately.
- Drop: 200 Components
Maize — The First Major Endgame Wall
Quest 15's boss, Maize the Succubus Queen, is the first enormous difficulty spike in the bounty chain. She is much harder than Grimfang and Vex and remains a serious preparation check, but quests 21-25 now continue beyond her to stronger bosses. If you walk in unprepared, you will die in seconds.
Why She's So Brutal
- Base HP: 1300 — over 10× Grimfang's 90 and Vex's 110. The fight will take many turns even with maxed gear.
- Damage multiplier: 2.3× — every attack she lands hits with massively amplified damage. Compare to Grimfang and Vex at 1.8×.
- Dodge chance: 15% — roughly 1 in 7 of your attacks miss outright.
- Damage reduction: 15% — every hit you do land is reduced by 15% before HP is removed.
- Magic resistance: 55 — magical attacks are heavily resisted. Don't count on a pure mage build.
- Strong element: Dark — dark spells deal reduced damage.
- Weak element: None — she has no exploitable weakness. No double-damage strategy works.
- Absorbs Fire (80% proc chance) — on a successful absorption roll, the entire resolved spell heals her instead of damaging her. Do not bring fire builds.
- Absorbs Light (10% proc chance) — most Light spells land, but a successful absorption roll heals her for the full resolved spell damage.
Her Skills
Maize uses a 7-skill rotation: life_drain, shadow_strike, dark_pulse, hypnotic_gaze, fire_slash, enthrall, damnation.
Two of those — hypnotic_gaze and enthrall — have a 10% chance to trigger as skill overrides, meaning she can break out of her normal rotation to throw status effects at you when you least expect them.
Damnation is her ultimate. It's a telegraphed skill — she gives you a clear warning line ("Maize's eyes burn with hellfire as she draws back her power..." or similar) before unleashing it. When you see one of those telegraph lines, take defensive action immediately. Damnation does massive damage and applies 50/45 armor break.
How to Prepare
- Reach at least Gastoff's gear cap. Sword Lvl 5 and Armor Lvl 5 are the baseline recommendation; higher levels from special upgrade routes are safer.
- Stockpile potions. Power Elixir and Shield Elixir from the Fighters Guild itself, plus any healing/energy potions you can carry. Bring everything.
- Have escape skills. Shadow Step (taught by Shadow at Romantic stage) is a guaranteed flee from any non-boss fight — but Maize is a boss fight, so it won't save you. The bigger value is using Shadow Step to get to Floor 30 without burning energy on random encounters.
- Skip Fire Magic. Maize's absorption check applies to Fire spells, not physical weapon damage. Physical, ice, and non-elemental attacks are safe from this absorption mechanic.
- Learn Light Magic anyway — even with 10% absorb, it's still net damage, unlike fire which actively heals her.
- Build full HP, energy, and calm before descending. No starting the fight at 70%.
- Make sure you actually carry Power and Shield potions into the run so they are available from the combat consumables interface.
The Spawn Mechanic
Maize is a 15%-per-step bounty spawn — same as Grimfang and Vex. The catch is the floor range: floor 30 only. That gives you only one eligible floor per generated run, which means:
- You have to descend to floor 30 first (with the bounty quest active)
- Then walk around floor 30 hoping for the spawn
Reaching floor 30 is itself a major undertaking. Plan a long expedition, not a quick run.
Don't Get Greedy
Maize is unfleeable once combat begins. If you reach floor 30 in poor condition, leave or restock before triggering the bounty spawn; escape skills cannot rescue a failing attempt after engagement.
Faction Clout & What It Unlocks
In ordinary gameplay, Fighters Guild clout is earned through quest board completion — there are no random encounters, performance bonuses, or fence systems for this faction. External reward/import handlers can add clout, but the board is the implemented repeatable progression route.
Clout does have one important external use: Muramasa's Blademaster training requires 200 Fighters Guild clout and Close Friend relationship. The current 25-quest board awards 184 total clout, so the ordinary quest chain alone still falls 16 clout short. An imported/external reward or a future balance/content change is presently required.
Apart from that current progression gap, the quest payouts provide:
- Gold for ongoing wealth
- Crystals from retrieve quests for premium-currency unlocks
- Sylphs from later quests (Kupie shop currency)
- Maid items from bounties (rare equipment)
- Lyra relationship from defends
- A unique outcome from quest 15
See muramasa.md for the complete Blademaster route and the current 184-versus-200 warning.
Strategy Notes
- Keep one quest active. You can only accept one at a time, and you can't progress others while one is active. Pick the quest that matches what you're already doing — heading to the dungeon? Take a hunt or retrieve quest. Already running back-alley searches? Take a Mittens quest.
- Quest progress is "active only." Random kills, ore finds, and Mittens encounters only count when the matching quest is currently accepted. Don't grind enemies expecting retroactive credit.
- Match floor ranges to your build. Don't accept Quest 11 (succubi, floors 22-30) until you can survive deep dungeon scaling. The early hunt and retrieve quests are perfect leveling fodder.
- Defend quests are time-window-locked. Travel to the Caravan Rest Stop during the day and you'll see nothing — the plot only fires between 9 PM and midnight. Plan your trip.
- Bounty hunts can take a while. 15% per step means you might walk a long time before the boss spawns. Don't expect to one-shot them — be ready to spend time on the floor in question.
- Stack potions before bounties. The Power Elixir and Shield Elixir sold at the guild are useful preparation for every bounty, especially the late run on quests 21-25.
剧透提示: 本指南会说明公会的 运作方式——包括任务板、可学习的技能、悬赏任务,以及每类任务的具体目标。具体剧情揭示与悬赏首领的结局将保持概述,留待你在游戏中亲自发现。
公会简介
战士公会 是中世纪的一个派系——这是一家声望卓著的组织,战士们汇聚于此磨炼技艺并寻找工作。公会位于王室领地,每天 上午10点至晚上8点 开放。
与吟游诗人公会一样,你无需受到“招募”——大门始终敞开。你真正要赢得的是 声望(影响力):接受并完成公会任务板上的委托即可积累。
该派系有三大核心内容:
- 技能训练——可在公会学习三项战斗技能
- 战斗药剂——此处出售两种消耗型药剂
- 任务板——二十五份循序渐进的委托,贯穿游戏的全部战斗内容
你能在公会做什么
可学习技能
- 强力打击——$200,180分钟,-50精力/-30镇定。需要15力量。
- 战斗领导力——$300,220分钟,-60精力/-40镇定。需要15魅力。
- 武器精通——$400,250分钟,-100精力/-60镇定。需要18能力。
三者都只能学习一次,并遵循常规机制:学会后,对应学习行动会隐藏。
战斗药剂
- 力量灵药——$300+1份史诗级原料。提供战斗伤害增益。
- 护盾灵药——$300+1份史诗级原料。提供战斗防御增益。
两种药剂都是可以囤积的消耗型增益,适合用于高难度地下城探索和首领战。
任务板
任务板是公会的核心系统。这里提供 25份按顺序解锁的委托——你一次只能接取一项。接受当前任务、完成目标、返回公会领取奖励,随后便会解锁下一项任务。
任务共有 5种类型。任务1—20会按固定规律轮换,任务21—25则是一连串难度逐步提升的最终悬赏。理解每种类型后,你也就掌握了整条任务链。
任务类型说明
狩猎(击杀)——在地下城中击败指定数量的目标敌人。任务进行期间,特殊敌人格会出现在指定楼层范围内(每层保证2个),所以很容易找到目标。随机遭遇中击杀的目标同样计数。
搜寻(寻找后巷)——在中世纪的后巷寻找一名叫作 Mittens 的迷路猫娘。任务进行期间,每次在后巷使用“搜寻”行动,都有30%的概率触发Mittens遭遇。
取回(寻找地下城物品)——从指定地下城楼层收集矿石样本。范围内每层有50%的概率生成矿石格。踏上该格会触发一段简短遭遇,随后矿石便会计入收集数量。
防守(保护)——在 晚上9点至午夜 之间前往村庄郊外的 商队休息站,一段包含多场战斗的预设剧情会自动触发。保护半人马商人Lyra,抵御一波又一波的强盗。
悬赏——在指定楼层范围内猎杀一名有名字的首领。每走一步,首领都有 15%的概率生成。一旦出现,战斗便属于首领战——无法逃跑。只有击败它,悬赏才算完成。
完整任务列表
- 哥布林泛滥(狩猎)——在地下城1—10层击杀10只哥布林。奖励:100g、2影响力。
- 迷路的小猫(搜寻)——在后巷找到Mittens。奖励:75g、1影响力。
- 铁矿石样本(取回)——在地下城6—10层收集5份铁矿石。奖励:150g、2影响力、1水晶。
- 商队防御(防守)——晚上9点至午夜,在商队休息站击败强盗(3场战斗)。奖励:200g、3影响力、+10 Lyra好感度。
- 悬赏:Grimfang(悬赏)——在地下城12—14层击败大地精Grimfang。奖励:300g、5影响力、幸运钱币袋(女仆物品)。
- 兽人剿灭(狩猎)——在地下城8—18层击杀10只兽人。奖励:200g、3影响力。
- 迷路的小猫II(搜寻)——再次在后巷找到Mittens。奖励:150g、2影响力。
- 秘银矿石样本(取回)——在地下城16—20层收集5份秘银矿石。奖励:250g、3影响力、1水晶。
- 商队防御II(防守)——晚上9点至午夜,在商队休息站击败强盗(5场战斗,包括队长)。奖励:350g、4影响力、+10 Lyra好感度。
- 悬赏:暗影Vex(悬赏)——在地下城22—24层击败刺客Vex。奖励:500g、7影响力、导师手册(女仆物品)。
- 魅魔泛滥(狩猎)——在地下城22—30层击杀12只魅魔。奖励:400g、5影响力、1小天使。
- 迷路的小猫III(搜寻)——在后巷找到Mittens(第三次!)。奖励:250g、3影响力、1小天使。
- 精金矿石样本(取回)——在地下城22—28层收集5份精金矿石。奖励:400g、4影响力、2水晶。
- 商队防御III(防守)——晚上9点至午夜,在商队休息站击败强盗军阀的大军。奖励:500g、6影响力、1小天使。
- 悬赏:魅魔女王(悬赏)——仅在地下城30层击败Maize。奖励:800g、10影响力、2小天使、特殊结果。
- 翠绿瘟疫(狩猎)——在地下城31—35层击杀12株捕蝇草。奖励:550g、6影响力、2小天使。
- 迷路的小猫IV(搜寻)——找到Mittens(她现在连装都懒得装了)。奖励:350g、4影响力、1小天使。
- 翡翠矿石样本(取回)——在地下城31—35层收集5份翡翠矿石。奖励:550g、5影响力、2水晶。
- 商队防御IV(防守)——晚上9点至午夜,在商队休息站击败军阀的狂热继任者和她驯服的怪物。奖励:700g、7影响力、2小天使、+12 Lyra好感度。
- 悬赏:翠绿暴君Krax(悬赏)——在地下城31—35层击败Krax。奖励:1000g、12影响力、荆棘(怪物驯服工具)。
- 悬赏:饥饿之花Gorgeroot(悬赏)——在地下城35层击败Gorgeroot。奖励:14影响力、2水晶、睡眠孢子。
- 悬赏:虚空之刃Nhalos(悬赏)——在地下城38层击败Nhalos。奖励:16影响力、3水晶、黑暗剑鞘。
- 悬赏:最终虚无Nihil(悬赏)——在地下城40层击败Nihil。奖励:18影响力、4水晶、虚无斗篷。
- 悬赏:钛金壁垒Aegiron(悬赏)——在地下城43层击败Aegiron。奖励:20影响力、5水晶、钛金镀层。
- 悬赏:终极组装体Omnifex(悬赏)——在地下城45层击败Omnifex。奖励:22影响力、6水晶、200个组件。
任务板总奖励
完成全部25项任务后,你总共可以获得:
- 7,775金币
- +184战士公会影响力
- 26水晶
- 10小天使
- 2件女仆物品(幸运钱币袋、导师手册)
- 1件怪物驯服工具(荆棘)
- 4件独特战斗关键物品(睡眠孢子、黑暗剑鞘、虚无斗篷、钛金镀层)
- 200个组件
- +42 Lyra好感度(来自4次商队防御)
- 来自任务15的 独特结果——见下文
各类任务详解
狩猎任务(1、6、11、16)
狩猎任务进行期间,特殊敌人格会出现在指定楼层范围内——每层保证2个敌人格。踏上其中一个便会强制与目标敌人战斗。击杀后,该格会变回普通地板格。
随机遭遇中的击杀也会计数——例如,任务进行期间在普通随机遭遇中击杀一只哥布林,这次击杀同样会登记。这意味着你并非 必须 专门寻找特殊格,但利用它们可以稳定地加快进度。
楼层强度缩放很重要。 任务1(哥布林,1—10层)从游戏开局就能完成。任务11和16(22—30层与31—35层)则需要后期战斗实力——这些楼层会大幅强化敌人。
搜寻任务(2、7、12、17)
每项搜寻任务的目标都一样——Mittens,那位总是走丢的猫娘。机制很简单:任务进行期间,在 后巷 使用 搜寻 行动。每次搜寻有 30%的概率 触发Mittens遭遇,而且判定会在普通随机遭遇池 之前 进行——因此一旦遇到Mittens,该回合就不会再判定其他遭遇。
这是整条任务链中最省力的一类。如果你本来就在后巷搜寻,以积累盗贼公会影响力或在街头扒窃,往往会顺手找到Mittens。
额外奖励: 每次在后巷搜寻还有独立的2%概率获得+1幸运——无论Mittens是否出现,也无论当前是否有任务,都适用该概率。
取回任务(3、8、13、18)
任务进行期间,指定地下城楼层范围内每层都有 50%的概率 生成一个矿石格。判定成功时,该层只会放置 一个矿石格。踏上后会触发一段简短的采矿叙事,随后该格变回普通地板格。
请做好多次探索地下城的准备。 每个成功生成矿石的楼层只有1份矿石,且每层概率为50%,因此从数学期望来看,每趟平均能获得约~2—3份矿石:
- 铁矿石——6—10层(5层→每趟期望约~2.5份)
- 秘银——16—20层(5层→每趟期望约~2.5份)
- 精金——22—28层(7层→每趟期望约~3.5份)
- 翡翠——31—35层(5层→每趟期望约~2.5份)
要各收集5份,你需要完整下潜2—3次。请据此安排行程。
每项取回任务都会奖励1—2水晶——水晶是高级货币,可用于延长末日倒计时、学习黑暗魔法和获取资源增益等。单凭这一点,这些任务就值得完成。
防守任务(4、9、14、19)
这类任务有所不同——它们发生在地下城 之外。触发步骤如下:
- 在战士公会接受任务
- 前往 村庄郊外→商队休息站
- 在 晚上9点至午夜 之间抵达
满足条件后,剧情会自动触发。每项防守任务都是包含多场战斗的预设连续剧情:
- 商队防御(任务4)——3场战斗,最后对阵强盗蛮兵。敌人采用中期强度缩放。
- 商队防御II(任务9)——5场战斗,最后对阵强盗队长。敌人采用后期强度缩放。
- 商队防御III(任务14)——6场战斗:2×强盗游荡者→2×强盗蛮兵→强盗副官→强盗军阀。采用终局强度缩放,军阀的难度相当于地下城24层。
- 商队防御IV(任务19)——6场战斗:2×强盗狂信徒→一株被驯服的捕蝇草→一名重装强盗蛮兵→一只被驯服的螳螂→强盗继任者。军阀狂热的继承人招募了来自草木疯长深处的怪物——这是游戏中强度缩放最高的防守战。奖励 +12 Lyra好感度,而不是通常的+10。
每次商队防御都会增加半人马商人 Lyra的好感度。首次防御结束后,她会提到自己经营着村庄市场,并邀请你前去拜访。
悬赏任务(5、10、15、20—25)
悬赏任务会让你面对有名字的首领敌人。你在指定地下城楼层范围内行走时,每一步都有 15%的概率 随机生成首领。一旦出现,战斗就是 首领战——即使你设法令其陷入睡眠,也无法逃跑。不是它死,就是你亡。
九名首领在机制上都有显著差异。哪怕对付较容易的首领,配装方向不对也会送命。下面是完整分析。
吸收标注说明: 吸收百分比表示该元素法术被吸收的概率。判定成功时,首领会恢复该法术最终结算伤害等量的生命;它不是“恢复所受伤害的多少百分比”。
悬赏1——大地精酋长Grimfang(任务5)
- 楼层范围: 12—14层
- 基础HP: 90
- 伤害倍率: 1.8×
- 伤害减免: 50%(这是重点——你造成的所有伤害都会被抵消一半)
- 魔法抗性: 20
- 技能: slash、crush、frenzy_attack、earth_slam(共4项)
- 强势元素: 火
- 弱势元素: 冰
- 吸收: 火,40%触发概率(触发后,该法术会为他恢复最终结算伤害等量的生命)
- 额外奖励: 幸运钱币袋(女仆物品)
要诀: 他50%的伤害减免会让任何玻璃大炮配装都打得十分憋屈。使用冰属性伤害针对弱点,并彻底避开火属性。
悬赏2——暗影Vex(任务10)
- 楼层范围: 22—24层
- 基础HP: 110
- 伤害倍率: 1.8×
- 闪避概率: 40%(极高——你将近一半的攻击会直接落空)
- 魔法抗性: 25
- 技能: shadow_strike、poison_bite、confuse、smoke_screen、soul_collapse(共5项)
- 技能插入: confuse有20%的概率打断常规技能循环
- 强势元素: 暗
- 弱势元素: 光
- 吸收: 暗,50%触发概率(触发后,该法术会为她恢复最终结算伤害等量的生命)
- 预兆技能: soul_collapse——她会先消失/低语,然后重新现身发动重击。留意警告文字。
- 额外奖励: 导师手册(女仆物品)
要诀: 她40%的闪避率是最大的麻烦——请带上高命中武器和命中率增益。使用光属性伤害针对弱点,并彻底避开暗属性。
悬赏3——魅魔女王Maize(任务15)
这是悬赏链中第一道主要的后期难关。完整备战建议请参阅下方专门的 Maize 章节。
- 楼层范围: 仅30层(单个地下城深层楼层)
- 基础HP: 1300(超过Grimfang或Vex的10倍)
- 伤害倍率: 2.3×
- 闪避概率: 15%
- 伤害减免: 15%
- 魔法抗性: 55
- 技能: life_drain、shadow_strike、dark_pulse、hypnotic_gaze、fire_slash、enthrall、damnation(共7项)
- 技能插入: hypnotic_gaze 10%,enthrall 10%
- 强势元素: 暗
- 弱势元素: 无——没有可利用的弱点
- 吸收: 火属性80%触发概率;光属性10%(触发后,恢复最终结算法术伤害等量的生命)
- 预兆技能: damnation——会出现非常明显的警告文字,造成极高伤害并附带破甲
- 额外奖励: 独特结果——见下文。(注意:击败Maize还会提供 +50 Maize好感度,等她进入你的世界后,你与她的关系便能大幅领先。)
前两项悬赏除了金币与影响力,还会掉落 女仆物品(幸运钱币袋和导师手册)。第三项悬赏则有独特结果,使这次遭遇以不同于前两次的方式收场。
悬赏4——翠绿暴君Krax(任务20)
这是Maize之后的挑战。Krax统治着草木疯长的深处,是一名拥有六条利刃手臂的高大螳螂军阀。
- 楼层范围: 31—35层
- 基础HP: 500,另有高额逐层等级缩放——在深层,他的耐打程度远超这个数字所显示的水平
- 伤害倍率: 2.5×(高于Maize的2.3×)
- 闪避概率: 20%
- 伤害减免: 27%
- 魔法抗性: 50
- 技能: slash、wind_slash、frenzy_attack、claw、verdant_reaping、earth_slam、sextuple_scythe(共7项)
- 强势元素: 冰
- 弱势元素: 火——终于有一个可以 烧 的深层首领
- 吸收: 冰,60%触发概率(触发后,该法术会为他恢复最终结算伤害等量的生命)
- 预兆技能: 共有 两个——verdant_reaping(为一次威力巨大的镰刀攻击蓄力)和 sextuple_scythe(六把刀刃同时向后拉开)。两者都有清晰的警告文字,也都有极其凶狠的破甲效果。一看到蓄力,立刻转入防御。
- 额外奖励: 荆棘——怪物驯服工具(提供强力的+30驯服加成,但会增加女孩的压力)
要诀: 他和Maize正好相反。Maize吸收火焰,Krax却 弱火——所以你在30层收起来的火系配装,到了31—35层又能重新派上用场。绝不要使用冰属性。认真应对两种预兆;sextuple_scythe是游戏中伤害最高的攻击之一。
悬赏5——饥饿之花Gorgeroot(任务21)
- 楼层: 仅35层
- 基础HP: 700;伤害倍率: 2.65×;伤害减免: 30%;魔法抗性: 52
- 弱势元素: 火;吸收: 土50%;狂暴: HP低于35%时激活
- 关键机制: 睡眠孢子可以突破绝对睡眠防护。它带有预兆的终结技是 世界根系崩裂。
- 掉落: 睡眠孢子(睡眠成功率增加7个百分点;成功施加睡眠时,有10%的概率额外获得一个必定生效的回合)
悬赏6——虚空之刃Nhalos(任务22)
- 楼层: 仅38层
- 基础HP: 1500;伤害倍率: 4.0×;闪避: 24%;伤害减免: 36%;魔法抗性: 62
- 弱势元素: 光;吸收: 暗80%;狂暴: HP低于35%时激活
- 关键机制: 高额破甲、一次三连斩QTE,以及带有预兆的 地平线斩断。当他将虚空之刃举至地平线时,立刻防御。
- 掉落: 黑暗剑鞘(近战武器有效等级+1,可与剑链叠加)
悬赏7——最终虚无Nihil(任务23)
- 楼层: 仅40层
- 基础HP: 1900;伤害倍率: 4.35×;伤害减免: 40%;魔法抗性: 75
- 弱势元素: 无;吸收: 火、冰、光、暗各70%;狂暴: HP低于30%时激活
- 关键机制: 其天生的50%相位穿透概率会影响攻击与状态魔法。狙击手瞄准镜 有助于挽回命中率。其终结技 彻底湮灭 会提前给出预兆。
- 掉落: 虚无斗篷(你已有的每项闪避概率增加5个百分点)
悬赏8——钛金壁垒Aegiron(任务24)
- 楼层: 仅43层
- 基础HP: 2200;伤害倍率: 4.5×;伤害减免: 55%;魔法抗性: 70;力场: 最大HP的30%
- 弱势元素: 冰;吸收: 雷电40%
- 关键机制: 可格挡的打桩机QTE,以及带有预兆的 城塞破坏者。先击破力场,再一点点啃穿Omnifex之前最厚重的先天防御。
- 掉落: 钛金镀层(有效护甲等级+2)
悬赏9——终极组装体Omnifex(任务25)
- 楼层: 仅45层
- 基础HP: 3000;伤害倍率: 5.1×;伤害减免: 62%;魔法抗性: 85;力场: 最大HP的40%
- 弱势元素: 雷电;吸收: 火40%;狂暴: HP低于20%时激活
- 关键机制: 当前单看原始属性的巅峰。它带有预兆的 终极组装 攻击会把整台机器化为一件蓄势待发的武器;请立刻防御。
- 掉落: 200个组件
Maize——首道主要终局难关
任务15的首领——魅魔女王Maize——是悬赏链中第一个巨大的难度陡坡。她远强于Grimfang和Vex,至今仍是一场严肃的备战考验,不过任务21—25已经在她之后追加了更强大的首领。毫无准备地踏入战斗,你会在几秒内丧命。
她为何如此凶残
- 基础HP:1300——超过Grimfang的90和Vex的110足足10倍。哪怕装备升满,这场战斗也会持续许多回合。
- 伤害倍率:2.3×——她的每次命中都会造成巨幅放大的伤害。相比之下,Grimfang和Vex仅为1.8×。
- 闪避概率:15%——你的攻击大约每7次就有1次会直接落空。
- 伤害减免:15%——你每次成功命中的伤害都会先降低15%,才从她的HP中扣除。
- 魔法抗性:55——魔法攻击会遭到强力抵抗。别指望用纯法师配装解决她。
- 强势元素:暗——暗属性法术造成的伤害降低。
- 弱势元素:无——她没有可利用的弱点,不存在双倍伤害的取巧策略。
- 吸收火属性(80%触发概率)——吸收判定成功时,结算后的整段法术伤害不会伤害她,反而会为她治疗。不要使用火系配装。
- 吸收光属性(10%触发概率)——大多数光属性法术能够命中,但吸收判定一旦成功,便会为她恢复最终结算法术伤害等量的生命。
她的技能
Maize使用由7项技能组成的循环:life_drain、shadow_strike、dark_pulse、hypnotic_gaze、fire_slash、enthrall、damnation。
其中两项——hypnotic_gaze 和 enthrall——各有10%的概率作为 插入技能 触发,也就是说,她可能在你最意想不到的时候打断正常循环,对你施加状态效果。
天谴是她的终极技。 这项技能带有预兆——在施放前,她会给出明确的警告台词(如“Maize的双眼燃起地狱烈焰,同时将力量向后收束……”或类似文字)。看到任何这类预兆文字时,请立刻采取防御行动。 天谴会造成巨额伤害,并施加50/45破甲。
如何准备
- 至少达到Gastoff的装备升级上限。 建议最低配备5级剑和5级护甲;通过特殊升级路线获得更高等级会更加安全。
- 囤积药剂。 带上战士公会本身出售的力量灵药和护盾灵药,以及你能携带的所有治疗/精力药剂。有多少带多少。
- 掌握逃脱技能。 暗影步(与Shadow达到浪漫感关系阶段后教授)可以保证逃离任何非首领战——但Maize 就是 首领,所以救不了你。暗影步更大的价值在于帮你 抵达 30层,而不必把精力浪费在随机遭遇上。
- 放弃火魔法。 Maize的吸收判定只适用于火属性法术,不适用于物理武器伤害。物理、冰和无属性攻击不会受到这项吸收机制影响。
- 仍然值得学习光魔法——即使有10%的吸收概率,整体上仍能造成净伤害;火魔法则会主动为她治疗。
- 下潜前补满HP、精力和镇定。 别带着70%的状态开战。
- 确认探索时确实携带了力量与护盾药剂,以便从战斗消耗品界面使用。
生成机制
与Grimfang和Vex相同,Maize每走一步有15%的概率作为悬赏目标生成。麻烦在于她的楼层范围:仅限30层。每次生成的地下城中,符合条件的只有一个楼层,因此你需要:
- 先在悬赏任务进行期间下潜至30层
- 然后在30层来回行走,等待她生成
抵达30层本身就是一项艰巨任务。请按漫长远征来规划,而不是把它当成一趟速通。
别贪心
战斗一旦开始,就无法从Maize面前逃走。如果你抵达30层时状态不佳,请在触发悬赏目标 之前 离开或补给;交战后,逃脱技能救不了一次已经濒临失败的尝试。
派系影响力及其解锁内容
在常规游戏流程中,战士公会影响力通过 完成任务板委托 获得——该派系没有随机遭遇、表演加成或销赃系统。外部奖励/导入处理程序可以增加影响力,但任务板是目前实装的可重复推进路线。
影响力有一项重要的外部用途:Muramasa的剑术大师训练需要200战士公会影响力,并且关系达到亲密朋友。当前25项任务的任务板总共奖励 184影响力,因此只完成常规任务链仍然会 差16影响力。现阶段必须依靠导入/外部奖励,或等待未来的平衡/内容调整。
撇开目前这处进度缺口,任务奖励还包括:
- 用于持续积累财富的 金币
- 取回任务提供的 水晶,可用于高级货币解锁
- 后期任务提供的 小天使(Kupie商店货币)
- 悬赏提供的 女仆物品(稀有装备)
- 防守任务提供的 Lyra好感度
- 任务15提供的 独特结果
完整的剑术大师路线及当前184与200之间的差额警告,请参阅muramasa.md。
策略提示
- 始终保持一项任务处于进行中。 你一次只能接受一项任务,而且一项任务进行时无法推进其他任务。选择与你当前活动吻合的任务——正准备去地下城?就接狩猎或取回任务。已经在后巷不断搜寻?那就接Mittens任务。
- 只有“当前任务”才会累计进度。 只有对应任务 当前已接受 时,随机击杀、矿石发现和Mittens遭遇才会计数。不要指望事先刷敌人能够追溯补算。
- 让楼层范围与你的配装相匹配。 在足以承受深层地下城的强度缩放前,不要接受任务11(魅魔,22—30层)。早期狩猎与取回任务非常适合用来练级。
- 防守任务受时间窗口限制。 如果你在 白天 前往商队休息站,那里什么也不会发生——剧情只会在晚上9点至午夜触发。请规划好行程。
- 悬赏狩猎可能很耗时。 每步15%的概率意味着首领生成前,你可能要走很久。也别指望一次攻击就解决它们——做好在对应楼层停留一阵的准备。
- 悬赏前叠好药剂。 公会出售的力量灵药和护盾灵药是每项悬赏都很实用的准备,尤其是任务21—25的后期连续挑战。
These official guides track the current game. The player-maintained wiki may contain additional strategies and discoveries.
