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Fighters Guild — Complete Guide

Factions & ExplorationSimplified Chinese availableV0.9.6.0
Guide noticeThis page contains gameplay and story spoilers and may describe mature systems.

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

  1. Goblin Infestation (Hunt) — Kill 10 goblins on Dungeon floors 1-10. Reward: 100g, 2 clout.
  2. Lost Kitten (Search) — Find Mittens in Back Alleys. Reward: 75g, 1 clout.
  3. Iron Ore Sample (Retrieve) — Collect 5 iron ore on Dungeon floors 6-10. Reward: 150g, 2 clout, 1 Crystal.
  4. Caravan Defense (Defend) — Defeat bandits (3 fights) at Caravan Rest Stop, 9 PM - midnight. Reward: 200g, 3 clout, +10 Lyra.
  5. Bounty: Grimfang (Bounty) — Defeat Grimfang the Hobgoblin on Dungeon floors 12-14. Reward: 300g, 5 clout, Lucky Coin Pouch (maid item).
  6. Orc Extermination (Hunt) — Kill 10 orcs on Dungeon floors 8-18. Reward: 200g, 3 clout.
  7. Lost Kitten II (Search) — Find Mittens (again) in Back Alleys. Reward: 150g, 2 clout.
  8. Mithril Ore Sample (Retrieve) — Collect 5 mithril ore on Dungeon floors 16-20. Reward: 250g, 3 clout, 1 Crystal.
  9. Caravan Defense II (Defend) — Defeat bandits (5 fights, includes captain) at Caravan Rest Stop, 9 PM - midnight. Reward: 350g, 4 clout, +10 Lyra.
  10. Bounty: Vex the Shadow (Bounty) — Defeat Vex the Assassin on Dungeon floors 22-24. Reward: 500g, 7 clout, Mentorship Manual (maid item).
  11. Succubus Infestation (Hunt) — Kill 12 succubi on Dungeon floors 22-30. Reward: 400g, 5 clout, 1 Sylph.
  12. Lost Kitten III (Search) — Find Mittens (third time!) in Back Alleys. Reward: 250g, 3 clout, 1 Sylph.
  13. Adamantine Ore Sample (Retrieve) — Collect 5 adamantine ore on Dungeon floors 22-28. Reward: 400g, 4 clout, 2 Crystals.
  14. Caravan Defense III (Defend) — Defeat bandit warlord's army at Caravan Rest Stop, 9 PM - midnight. Reward: 500g, 6 clout, 1 Sylph.
  15. Bounty: The Succubus Queen (Bounty) — Defeat Maize on Dungeon floor 30 only. Reward: 800g, 10 clout, 2 Sylphs, special outcome.
  16. Verdant Plague (Hunt) — Kill 12 venus flytraps on Dungeon floors 31-35. Reward: 550g, 6 clout, 2 Sylphs.
  17. Lost Kitten IV (Search) — Find Mittens (she isn't even pretending anymore). Reward: 350g, 4 clout, 1 Sylph.
  18. Jade Ore Sample (Retrieve) — Collect 5 jade ore on Dungeon floors 31-35. Reward: 550g, 5 clout, 2 Crystals.
  19. 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.
  20. Bounty: Krax the Verdant Tyrant (Bounty) — Defeat Krax on Dungeon floors 31-35. Reward: 1000g, 12 clout, Thorns (monster taming tool).
  21. Bounty: Gorgeroot, the Starved Bloom (Bounty) — Defeat Gorgeroot on Dungeon floor 35. Reward: 14 clout, 2 Crystals, Sleep Spores.
  22. Bounty: Nhalos, the Empty Edge (Bounty) — Defeat Nhalos on Dungeon floor 38. Reward: 16 clout, 3 Crystals, The Dark Sheath.
  23. Bounty: Nihil, the Last Absence (Bounty) — Defeat Nihil on Dungeon floor 40. Reward: 18 clout, 4 Crystals, The Null Shroud.
  24. Bounty: Aegiron, the Titanium Bulwark (Bounty) — Defeat Aegiron on Dungeon floor 43. Reward: 20 clout, 5 Crystals, Titanium Plating.
  25. 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:

  1. Accept the quest at the Fighters Guild
  2. Travel to Village Outskirts → Caravan Rest Stop
  3. 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:

  1. You have to descend to floor 30 first (with the bounty quest active)
  2. 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.
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