Player wiki noticeThis community-maintained page may contain gameplay, story, and mature-content spoilers.
战士协会——完整指南
搅拌器音符 : 这本指南解释了荷兰盾是如何 工作内容 ——探索板,它所教的技能,收益,以及每个追求目标所涉及的内容。 具体的场景揭示和赏金老板的结果是通用的。发现那些在游戏中的人。
共济会是什么
那个 战士协会 是中世纪时代的一个派别——一个有声望的组织,战士们聚集在一起提高技能,寻找工作。 上午10时至8时 每天都这样
和巴德协会一样,你不必被"征召"——门是敞开的,你必须挣的就是 名誉 (clout)通过接受和完成来自荷兰盾的征购委员会的合同.
该派别有三个支柱:
- 技能培训 -在荷兰盾可以学习三种战斗技能。
- 作战药 这里卖了两瓶可消耗的药
- 查询委员会 ——跨整个游戏的战斗内容的25份进步合同.
你可以在协会做什么
技能培训
- 电击 200美元,180分钟, -50个能量 / -30 冷静,需要15个力量
- 战斗领导 300美元,220分钟, -60个能量 / -40 平静,需要魅力15。
- 武器掌握 400美元、250分钟、100个能量/-60个平静度,需要18个能力。
这三项都是与标准技能学习隐藏学习机械师的一次性学习行动。
战斗方案
- 电源Elixir 300美元+1个史诗性成分 战斗破坏布夫
- 盾牌埃利克斯尔 300美元+1个史诗成分 战斗防御布夫
两者都是可口的布法你可以储存 硬地牢跑和老板打架。
查询委员会
查询委员会是荷兰盾的中央系统,它提供 25份连续合同 ——一次只能有一个活动,接受目前的追求,完成目标,回到盾,要求你的奖励,下一个追求解锁.
有一个 5种探险类型. 查询 1 - 20 以可预测的模式旋转; 探险 21 - 25是不断升级的跳跃的终极循环。一旦你了解每一种类型,你就会理解整个链条。
已解释的查询类型
亨特(杀戮) ——在地牢中击败特定数量的敌方目标. 特殊敌方瓦片在地面范围内产卵,而探险活动活跃(每层保证2枚),因此杀人很容易找到. 随机遇杀也算数.
搜索( 找到列) 找到一个迷路的猫女 米顿 在中世纪的"后行道"中,巷子里的每一个搜索行动都有30%的机会在探索活动时触发米滕斯的遭遇.
检索( 寻找敦煌) ——从特定的地牢地板上采集矿石样本. Ore 瓷砖以每层50%的概率产卵,踩在瓷砖上,触发短暂的相遇,矿石被添加到你的计数中.
保卫(保护) - 前往联合国 车厢休息站 村庄间冲突 9点和午夜自动保护Lyra(百夫长商家)免受土匪袭击。
宽宏大量 在楼层范围内猎杀一个名叫老板的人 每一步产卵15%的机会 当它诞生时,战斗就是老板的战斗——不是逃跑,在失败后,赏金就完成了。
完整查询列表
- Goblin 虫害 (hunt)——在敦煌地层1-10处杀死10只妖精. Reward:100g,2clut.
- 失去的小猫 (Search)——在后巷找到米滕斯. Reward: 75g, 1 clut.
- 铁矿石样本 (检索)——收集敦煌地层5块铁矿石6~10. 奖励:150g,2块块,1块水晶.
- 汽车防御 (防御)——在卡拉万休息站(Caravan Rest Stop,9 PM - 午夜)击败土匪(3场战斗),奖励:200g,3 clut,+10 Lyra.
- 慷慨:格里姆芳 (bounty)——在Dungeon地板上击败Hobgoblin的Grimfang。 幸运的金币邮袋 (杂物).
- 兽人灭绝 (hunt)——在敦煌8-18楼杀死10个半兽人,奖励:200g,3块.
- 失去的猫咪II (Search)——在Back Alleys找到米滕斯(又). Reward: 150g, 2 clut.
- Mithril Ore 样本 (检索)——收集敦煌地层的5枚米特里尔矿石 16–20. Reward:250g,3clut,1 Crystal.
- 二级机动车防御 ——击败土匪(5场战斗,包括队长),在卡拉万休息站,9点-午夜. Reward:350g,4 clut,+10 Lyra.
- 丰厚:用Shadow (bounty)——在敦煌楼22–24处击败刺客Vex. Reward:500g,7clut, 辅导手册 (杂物).
- Succubus 虫害 (hunt)——在敦煌楼22~30处杀死12名苏库比人. Reward:400g,5 clut,1 Sylph.
- 失去的猫咪III (Search)——寻找Mittens(第三次!),位于后Alleys. Reward:250g,3clut,1Sylph.
- 阿达曼廷奥雷样本 (检索)——收集敦煌地层22~28号的5个 ad矿. Reward:400g,4 clut,2 Crystals.
- 护卫三 (defend)——在卡拉万休息站(Caravan Rest Stop)的败土匪军阀军队,晚上9点—午夜. Reward: 500g, 6 clut, 1 Sylph.
- 丰功伟绩:寿星皇后 (bounty) - Dungeon 地板上只有30层的跳板。 特别成果.
- 极地瘟疫 (Hunt)——在敦煌地板上击毙12只蛇蝇,奖励:550g,6clut,2Sylphs.
- 失去的猫咪IV (Search)——寻找米滕斯(她甚至不再假装). Reward:350g,4 clut,1 Sylph.
- Jade 矿石样本 (检索)——在敦煌楼层收集5块玉矿31-35. 奖励:550g,5块块,2块水晶.
- 第四车护卫 (Defend)——在卡拉万休息站打败军阀狂热的继任者及其驯服的怪物,晚上9点——午夜. Reward: 700g, 7 clut, 2 Sylphs, +12 Lyra.
- 宽宏大量:凡尔登暴君克拉克斯 (bounty)——Dungeon地板上的Krax 31–35. Reward: 1000g, 12 clut, Thorn (怪物驯服工具).
- 丰功伟绩:峡谷根,饿死布鲁姆 (丰) —— Dungeon Gorgeroot 35. 奖励:14块,2块水晶, 睡眠孢子.
- 宽宏大量: Nhalos, 空边 (bounty) —— Dungeon地板上击败Nhalos 38. 奖励:16块,3块晶体, 黑暗的宝藏.
- 慷慨:尼希,最后的缺席 (bounty)——Dungeon地板上击败Nihil 40. 奖励:18块,4块水晶, 裸露布.
- 丰功伟业:艾吉龙,泰坦尼姆布瓦克 (bounty)——Dungeon地板上击败Aegiron 43. 奖励:20块,5块晶体, 钛平板.
- 慷慨:Omnifex,最后大会 (bounty)——Dungeon地板上击败Omnifex 45. 奖励:22块,6块晶体, 200个组件.
- 迷失的小猫V:凡尔明神 (丰)——击败敦煌地板上的凡尔敏神 50. 奖:24块,5块水晶, 解锁密腾盾的最后和最致命的合同
查询委员会共计
如果你完成所有26个任务:
- 7 775黄金
- +208 战斗机
- 31 个晶体
- 10锡尔
- 2件女佣用品 (Lucky Coin邮袋,指导手册)
- 1个驯兽工具 (号角)
- 4件独特的作战关键物品 (睡眠喷雾器, 黑暗的外壳, 裸露, 钛板)
- 200个组件
- +42 Lyra 关系 (四辆大篷车防守)
- 独一无二的结果 15号任务——见下文
- 解锁密腾 她的房间在布罗瑟尔
查询类型细节
狩猎查询(1、6、11、16)
当猎杀行动在进行时 地牢里会出现特殊的敌方瓦片 每层2块有保证的敌方瓷砖。踩上一股力量与目标敌人进行战斗。击毙后,瓦片转换成普通的地板瓦。
随机相遇也算数 ——如果你在正常的随机遭遇中与妖精战斗时,在探索活动进行时,杀死记录。这意味着你不会 已经 寻找特殊的瓷砖 但它们是快速进步的可靠方法
楼层缩放很重要 腾讯1号(goblins,地板1-10)从游戏开始就可实现. 腾讯11号和16号(地板22-30号和31-35号)需要结束游戏战斗力——这些楼层采用重敌缩放.
搜索查询(2, 7, 12, 17)
每一次搜索都有相同的目标——迷路的猫女Mittens。 搜索 动作在 背对齐 在搜索活动时。每次搜索都有 30%的机会 引发Mittens的遭遇,引发了火灾 在此之前 通常的随机相遇池——所以当米滕斯命中时,没有其他相遇会转弯.
这些是链条上最卑劣的追求,如果你已经为盗贼 或街头扒手 进行反攻,你会偶然找到Mittens。
奖金 : 每一次回程搜索也都有2%的独立机会给予+1 Luck——不管Mittens是否触发,也不管是否有任何搜索活动.
检索查询(3、8、13、18)
矿砖在地牢里产卵 每层50%的机会 在探险范围,当卷 成功,准确的说 一个矿石瓦 踩在地上会触发一个简短的叙事场景, 在那里你开采矿石,然后它转换成普通的地板瓦。
计划有多处地牢 每层1个矿石,每层50%的概率,数学效果为每个地牢平均2-3个矿石:
- 铁 -第6-10层(5层) - 2.5 矿石预期每跑一次)
- 米斯里尔 - 16-20层(5层) → 2.5 矿石预期每跑一次)
- 阿达曼汀 22-28楼(7层) \~ 3.5 矿石预期每跑一次)
- Jade 31-35层(5层) \~ 2.5 矿石预期每跑一次)
5个样本可能要进行若干次采样。 上面的预期值描述了合格的下层,而不是保证运行的次数;已经产生的下层不会仅仅因为你走过它们而翻滚。
每个检索奖1–2 Crystals – Crystals 是一种溢价货币,用于诸如延长末日计时器、学习黑暗魔法和资源助推等。 光靠它就值得。
保卫查询(4,9,14,19)
这些是不同的,它们发生 外部 地牢 触发一个:
- 接受格斗家协会的探索
- 旅费 村里脱衣舞 车厢休息站
- 到达之间 9点和午夜
情节在条件满足时会自动点火。每个防御探索都是多战脚本序列 :
- 汽车防御(查询4) ——3场战斗,以"大盗布鲁特"结束,中场敌人缩放.
- 护卫二号车(查询9) 5场战斗,以土匪队长结束,晚赛敌人缩放.
- 车厢防守III(查询14) — 6场比赛:2×土匪流氓 – 2×土匪布鲁特斯 – 土匪中尉 – 土匪军阀. Endgame缩放,军阀在24层难度.
- 护卫四号车(问题19) — 6场比赛:2×土匪Zealots – a Tamed Flytrap – a Havy bandit Brute – a Tamed Mantis – 土匪继位者,军阀狂热的继承人从过度生长的深渊招募怪物——这是这个合同链中最高级别的大篷车防御. Awards. +12 Lyra (中文(简体) ). 而不是通常的+10。
每一车厢防御奖 Lyra 关系 她会提到她经营乡村市场 并邀请你参观
丰功伟绩(5、10、15、20-26)
丰厚的追求让你与名牌的老板敌人对峙,他们随机产下你走进地牢。 每一步产卵15%的机会 当它出现时,战斗是一场战斗。 头儿打架 就算你睡着也不准逃跑,要不就去死
所有10个老板都有着有意义的机械差异。如果出现错误的建筑,即使更容易的建筑,你也会被杀。下面完全崩溃。
吸收标记: 一个吸收百分比就是这个元素的咒语被吸收的几率。在成功的卷子里,老板治愈咒语已完全解决的损伤;而不是治愈损伤的百分比。
丰功1号——霍布戈布林酋长格里姆芳(第5次调查).
- 楼层范围 : 12-14
- 基数 HP : 90
- 损坏乘数: 1.8×
- 减少损害: 50%(最大的一个——你所有损害的一半被刮掉)
- 魔法抵抗: 20
- 技能: 斜、斜、斜、frenzy_attack、earth_slam(共4个)
- 强要素: 开火
- 弱元素: 冰块
- 吸附剂: 火,百分之四十的机会(在火上,咒语能治愈他完全的损伤)
- 奖励奖金 : 幸运币邮袋(女佣物品)
诡计: 他的50%的破坏减少使得任何玻璃加农的建造都令人沮丧。 将冰的破坏带入弱处,完全避免火灾。
丰利2— Vex the Shadow (问题10)
- 楼层范围 : 22-24
- 基数 HP : 110
- 损坏乘数: 1.8×
- 机会: 40%(极限——你几乎一半的命中率完全失利)
- 魔法抵抗: 25
- 技能: shadow_strike、poison_bite、混淆、smoke_screen、soul_collapse(共计5个)
- 技能覆盖 : 混沌有20%的旋转机会
- 强要素: 阴暗
- 弱元素: 光线
- 吸附剂: 黑暗,50%的概率(在proc上,咒语治愈她 完全解决的伤害)
- 电报技能: soul_collapse——她消失/低声后再出现猛烈攻击,注意警戒线.
- 奖励奖金 : 辅导手册(护理项目)
诡计: 她40%的躲避是最大的痛苦—— 带来高精度武器和命中率的助推。 轻度伤害可以利用弱点,完全避免黑暗。
丰功3— Maize 苏c皇后(第15期).
赏金链中第一道主要的晚赛墙,见专栏 Maize 下文关于全面准备指导的部分。
- 楼层范围 : 仅30层(单层深鼓楼)
- 基数 HP : 1300(超过10x格里姆芳或Vex)
- 损坏乘数: 2.3×
- 机会: 15%
- 减少损害: 15%
- 魔法抵抗: 55
- 技能: life_drain、shadow_strike、dark_pulse、hypnotic_gaze、fire_slash、纵横、诅咒(共7个)
- 技能覆盖 : hypnotic_gaze 10%,占10%
- 强要素: 阴暗
- 弱元素: 无——无可利用的弱点
- 吸附剂: 火速为80%;光速为10%(可治愈已完全解决的咒语损伤)
- 电报技能: 诅咒——主要警戒线,以装甲断裂猛烈打击令人难以置信.
- 奖励奖金 : 独特结果——见下文。 (注:挫败[国家教育计划0]) +50 Maize 关系让你在她进入你的世界后 以她为首
头两滴 女佣用品 (Lucky Coin Pouch and Guideship Manuble))在黄金和影响力之上,第三种赏金有着独特的结果,解决了与其他人不同的遭遇.
丰盛4号——凡尔登暴君克拉克斯(20号).
后Maize挑战,统治了过度生长的深渊,一个高耸的螳螂军阀,有六条刃的四肢.
- 楼层范围 : 31-35
- 基数 HP : 500,每层高的高度在顶部 深度比数字要坚硬得多
- 损坏乘数: 2.5×(高于Maize的2.3×).
- 机会: 20%
- 减少损害: 27%
- 魔法抵抗: 50
- 技能: 刀、wind_slash、frenzy_attack、爪、verdant_reaping、earth_slam、sextuple_scythe(共7个)
- 强要素: 冰块
- 弱元素: 开火 终于,一个深层的老板你 能够 燃烧
- 吸附剂: 冰,60%的概率(在proc上,咒语能治愈他完全解脱的损伤)
- 电报技能: 两个 他们中的... verdant_reaping (单大规模囊肿)和 sextuple_scythe 两人都发出明确的警告线; 两人都以残酷的装甲断裂击打。一旦看到一阵风,就去防御。
- 奖励奖金 : Thorn ——怪物驯服工具(强力+30驯服奖金,但给女孩增添压力).
诡计: 他是反Maize她吸收火力的地方,Krax是 薄弱 因此,30楼的火力将你建造成长凳,然后从30楼的30层恢复到35层。永远不要带来冰块。尊重两部电报;sextuple_scythe是游戏中最难攻击的一款。
丰盛5号— Gorgeroot, the Starved Bloom (Quest 21)
- 楼层 : 仅35个
- 基数 HP : 700; 损坏乘数 : 2.65×; 减少损害: 30%; 魔法抵抗: 52
- 弱元素: 开火; 吸收量: 地球50%; 愤怒 : 激活低于35%的 HP
- 关键机械师 : 睡眠孢子可以克服完美的睡眠保护它的电报完成器是 世界根轮.
- 丢弃 : 睡眠孢子 (+7个百分点的睡眠成功;成功的睡眠有10%的机会获得额外的保证回合)
丰盛6号— Nhalos, 空边(第22次)
- 楼层 : 仅38个
- 基数 HP : 1500; 损坏乘数 : 4.0×; 躲过 : 24%; 减少损害: 36%; 魔法抵抗: 62
- 弱元素: 光线; 吸收量: 深达80%; 愤怒 : 激活低于35%的 HP
- 关键机械师 : 重装甲断裂,一个三切QTE,和电报 地平线变换当他把空的边缘升到地平线上时,就防守
- 丢弃 : 黑暗的宝藏 (+1有效melee武器级别,与剑链堆放).
Bounty 7——Nihil,最后的缺席(问题23)
- 楼层 : 仅40个
- 基数 HP : 1900; 损坏乘数 : 4.35×; 减少损害: 40%; 魔法抵抗: 75
- 弱元素: 无; 吸收量: 火、冰、光明和黑暗占70%; 愤怒 : 激活低于 30% HP
- 关键机械师 : 内在的50%的淘汰机会会影响攻击和状态魔法. 狙击手的范围 可以帮助恢复准确性。 总计是电报
- 丢弃 : 裸露布 (每一次逃避机会的+5个百分点)
丰盛8号——艾吉龙号,泰坦伊姆·布沃克号(24号)
- 楼层 : 仅43个
- 基数 HP : 2200; 损坏乘数 : 4.5×; 减少损害: 55%; 魔法抵抗: 70; 力场 : 最大氟氯烃的30%
- 弱元素: 冰块; 吸收量: 闪电40%
- 关键机械师 : 可阻断的堆式驱动器QTE和电报 断层器打破力量领域,然后在Omnifex之前通过最重的先天防御。
- 丢弃 : 钛平板 (+2有效装甲水平)
丰利9号——Omnifex,最后大会(第25次)
- 楼层 : 仅45个
- 基数 HP : 3000; 损坏乘数 : 5.1×; 躲开机会 : 4%; 减少损害: 62%; 魔法抵抗: 85; 力场 : 最大HP的40%
- 弱元素: 闪电; 吸收量: 发射40%; 愤怒 : 激活低于 20% HP
- 关键机械师 : 它的电报 最后大会 攻击使整个机器变成一个装满的武器;立即防御.
- 丢弃 : 200个组件
丰功10——失落的小猫五:凡尔明神(第26话).
- 楼层 : 仅50个
- 基数 HP : 4000; 损坏乘数 : 1x; (中文(简体) ). 躲开机会 : 8%; 减少损害: 65%; 魔法抵抗: 85; 力场 : 最大氟氯烃的45%
- 弱元素: 光线; 吸收量: 深达50%; 愤怒 : 激活低于35%的 HP
- 关键机械师 : 盾牌合同链的最后一位老板和最致命的老板。 实际的90层楼,他不需要任何破坏乘数,特别是他25%的临界概率。 准备:他迄今为止是普通地牢中最强大的敌人。
Maize—第一大结局墙
查询15的老板, Maize 苏氏皇后她比Grimfang和Vex更困难, 并且仍然是个严肃的准备检查,但是21 - 25号任务现在继续到更强壮的老板。
为什么她如此残忍
- 基础HP:1300 ——超过10×格里姆芳的90和Vex的110. 格斗甚至用最大齿轮也会需要许多转弯.
- 损失乘数:2.3× 与1.8x的Grimfang和Vex相比,每一次袭击都造成巨大破坏。
- 机会:15% 大约七分之一的攻击完全失手
- 减少损害:15% 在HP被移除之前,每一次着陆都减少15%。
- 魔法抵抗:55 ——魔法攻击受到强烈抵抗,不要指望纯粹的魔力建筑.
- 强元素: 暗 ——暗咒交易减少损失.
- 弱元素:无 她没有可利用的弱点,没有双重破坏策略
- 吸收火(80%的概率) ——在成功的吸收卷中,整个决心的咒语治愈了她而不是伤害她. 不要带火堆。
- 吸附光(10%的概率) ——大多数Light拼写土地,但成功的吸收卷可以治愈她完全解决的拼写损伤.
她的技能
Maize使用7技能旋转: life_drain, shadow_strike, dark_pulse, hypnotic_gaze, fire_slash, 缠绕,诅咒.
有两个... hypnotic_gaze 和 圆形 ——有10%的机会触发: 技能覆盖意思是她能从正常的旋转中跳出来在你最不期待的时候 向你投掷状态效应
诅咒是她的终极。 这是一个电报技巧——她给了你一条明确的警告线("Maize]),在她拉回她的力量时用地狱火烧眼睛......或类似的"),然后放出来. 当你看到这些电报线路之一, 立即采取防御行动。 诅咒造成大规模破坏,并适用50/45装甲断裂。
如何准备
- 至少达到Gastoff的齿轮盖. Sword Lvl 5和Armor Lvl 5是基线建议;特殊升级路线的更高水平比较安全.
- 库存药剂。 拳击协会的强力Elixir和Shield Elixir 加上任何你能携带的疗效/能量药剂
- 拥有逃跑的技能. Shadow 步骤(由Shadow在浪漫主义阶段所教导)是保证逃避任何非霸主的战斗——但是Maize. 这是 一个老板打架,所以它不会救你。 开始吧 30楼没有燃烧能量 随机碰面。
- 跳过火魔法。 Maize的吸收检查适用于火咒,而不是物理武器损坏. 物理,冰,以及非元素攻击都不受这个吸收机械师的伤害.
- 反正要学轻魔法 ——即使吸收了10%,它仍然是净损伤,不像火能积极治愈她.
- 建立全HP,能量,在下降前保持冷静. 比赛不能以七成开始
- 确保你真正携带 力量和盾牌药剂进入运行 因此,它们可以从战斗消耗品接口中获取。
喷泉机械师
Maize 是一种每步15%的赏金产卵——与Grimfang和Vex相同。捕获量是底部范围: 仅30层。这只给您一个符合条件的下限,也就是说:
- 你必须先下到30楼 (与赏金探索活动)
- 然后绕着30楼走 期待产卵
到达30楼本身就是一项重大任务,计划远征,而不是急跑.
不要贪婪
Maize 战斗开始后无法使用。如果在条件差的情况下到达30层,请离开或休养 在此之前 触发赏金产卵; 逃生技能无法挽救订婚后失败的尝试。
分形 Clout 解锁( W)
拳击手 股权来自 搜索板转机 从 打败地牢老大。字符表显示当前总数。
* 授予25份一次性合同 184块 他们之间。
每一个败选的地牢老板 都向着游戏的老板失败者颁奖 +1 战斗机包括普通的地牢老大和无尽的邓肯老大
*Boss clut独立于目前接受的荷兰盾的追求,对于符合资格的赏金杀手,其+1的Boss赏金和后来的合同支付是单独的奖励.
刀锋大师可以通过正常的游戏获得. Muramasa 培训地点: 近亲朋友+和200名战士。合同链贡献了184个; 老板胜利提供了其余部分。 不需要获得外部奖励。请检查显示的总数: 老板在完成董事会工作时已经贡献了。
训练需要 300分钟基本成本 150 能源和100 平静它解锁了一级,进一步的进展来自基本攻击和强力打击。 专家级 用于完整进度表。
普通地牢合同和无穷敦革
无穷的敦煌杀戮不会推进亨特或丰厚的合同,即使敌方名称匹配。无穷老板仍然可以授予独立的+1盾权。完成董事会在普通地牢中指定的目标,并返回董事会对每份合同提出索赔。
最后五项赏金合同授予其独特的关键物品或部件 当追求的老板被杀时他们的影响力和水晶被授予 当你提交合同. 杀无穷版不会判给这些特定合同的折扣。
如果进展被卡住了
* 打开董事会,确认现行合同被接受,目标只是主动的,不能提前完成。
*对于Hunts,请检查目标敌人名称;对于Bounties,请检查名称和指定的地板范围.
* 用于检索、收集矿石的瓦片;进入其地板是不够的。
*为了保卫探险,在旅途中到达车厢休息站 21:00–24:00.
*一旦董事会显示客观完整,返回并索要奖励,下一个合同按顺序执行;已完成的合同不重设。
战略说明
- 保持当前探索的活跃. 董事会是相继的:您不能选择一个与今天的计划相匹配的后期合同 。 接受下一份合同后, 然后再转到目标上 。
- 查询进度为"只活跃". 随机杀死,矿石发现,米顿斯只遇到 数当匹配的追求是 目前接受不要磨碎敌人 等待追溯信用。
- 将楼层范围与你的建筑相匹配。 在深层地牢缩小之前,不要接受第11次调查(Sucubi,地板22-30),早期的狩猎和回收探险是完美的平整饲料。
- 防御性探险是时空的 前往车厢休息站 白天期间 你将一无所见,只有晚上9点到午夜之间发生火灾。
- 丰厚的猎杀需要一段时间。 每一步15%意味着你可能会在老板产卵前走很长时间。不要指望只拍一次—— 准备好花时间在有关的地板上。
- 悬赏前的堆药 在荷兰盾出售的Power Elixir和Shield Elixir是每一个赏金的有益准备,特别是在21-25号探险的晚期逃亡.
相关页面
Fighters Guild — Complete Guide
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.
- Lost Kitten V: The Vermin God (Bounty) — Defeat The Vermin God on Dungeon floor 50. Reward: 24 clout, 5 Crystals, Unlock Mittens. The guild's final and deadliest contract.
Total Quest Board Rewards
If you complete all 26 quests:
- 7,775 gold
- +208 Fighters Guild clout
- 31 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
- Unlock Mittens and her room at the Brothel
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)
Five samples may take several descents. The expected values above describe the eligible floors, not a guaranteed number of runs; already-generated floors do not reroll ore just because you walk back across them.
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 highest-tier caravan defense in this contract chain. 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, 20-26)
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 ten 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×; dodge chance: 4%; 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: Its telegraphed Final Assembly attack turns the entire machine into one loaded weapon; defend immediately.
- Drop: 200 Components
Bounty 10 — Lost Kitten V: The Vermin God (Quest 26)
- Floor: 50 only
- Base HP: 4000; damage multiplier: 1x; dodge chance: 8%; damage reduction: 65%; magic resistance: 85; force field: 45% of max HP
- Weak element: Light; absorbs: Dark 50%; Rage: activates below 35% HP
- Key mechanic: The final boss of the guild contract chain and the deadliest. With an effective floor level of 90, he doesn't need any damage multiplier, especially with his 25% Critical Chance. Come prepared: he is by far the most powerful enemy of the normal dungeon.
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. Prepare for a lengthy boss fight before looking for her spawn.
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
Fighters Guild clout is earned from quest-board turn-ins and from defeating dungeon bosses. The character sheet displays the current total.
* The 25 one-time contracts award 184 clout between them.
* Every defeated dungeon boss that counts toward the game's boss-defeat tracker also awards +1 Fighters Guild clout, once for that battle. This includes qualifying normal dungeon bosses and Infinity Dungeon bosses. A combat scene merely labelled a boss fight does not necessarily qualify.
* Boss clout is independent of the currently accepted guild quest. For a qualifying bounty kill, its +1 boss reward and the later contract payout are separate rewards.
Blademaster is obtainable through normal play. Muramasa offers the training at Close Friend+ and 200 Fighters Guild clout. The contract chain contributes 184; boss victories supply the rest. There is no requirement to obtain an external reward. Check the displayed total: bosses fought while completing the board already contribute.
The training takes 300 minutes, with base costs of 150 Energy and 100 Calm. It unlocks rank 1; further progress comes from Basic Attack and Power Strike. See Specialist Class for the full progression table.
Normal dungeon contracts and Infinity Dungeons
Infinity Dungeon kills do not advance Hunt or Bounty contracts, even when the enemy name matches. Infinity bosses can still award the independent +1 guild clout. Complete the board's specified objectives in the normal dungeon and return to the board to claim each contract.
The final five bounty contracts award their unique key items or Components when the quest-gated boss is killed. Their clout and Crystals are awarded when you turn in the contract. Killing an Infinity version does not award those contract-specific drops.
If progress appears stuck
* Open the board and confirm the current contract is accepted. Objectives are active-only and cannot be completed ahead of their place in the chain.
* For Hunts, check the target enemy name; for Bounties, check both the name and specified floor range.
* For Retrieve quests, collecting the ore tile matters; entering its floor is insufficient. Several visits may be needed because ore generation is random.
* For Defend quests, arrive at the Caravan Rest Stop during 21:00–24:00.
* Once the board shows the objective complete, return and claim the reward. The next contract follows in order; finished contracts do not reset.
Strategy Notes
- Keep the current quest active. The board is sequential: you cannot select a later contract to match today's plans. Accept the next contract before heading to its objective and turn it in afterward.
- 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.
Related Pages
Text adapted from the community-maintained Chronoromancer Wiki under CC BY-SA 4.0.
