Quests & Collections & Skins

Quests

In every town of the continent there is someone who knows where the trouble is - and who will pay to see it ended. Three roads start from them: the long road of the chain, the errand of the day, and the job that fate deals blind.

Daily quests

Every day the Daily Quest Master pulls troubles out of his bag one at a time - from the ones your resets have earned you. Bring one to an end and he pays in a coin no merchant will take: the daily point, which every reset asks for on top of its zen, from the very first.

  • Opens at level160
  • Quests a day5
  • Changes a day1
  • Reset ranges12
  • Quests in total275
Daily Quest Master Daily Quest Master
  • Devias (210, 55)

What he pays

Zen is counted from your resets: 200 000 plus 88 000 for every reset. He pays for the road as well: 200% of the price of the flight to the quest's map is added, if the Move window flies there.

Experience is tied to your level: 150% of what your current level costs. On high levels a quest has a ceiling, from 20 000 000 to 25 000 000 experience, and 10% of the excess is paid above it - so the number grows with every level.

And a quest may come with a surprise: with a 30% chance it carries one of the items below on top. Which one, you see the moment you take the quest. Swap the quest and the lot is cast anew.

  • A daily quest point
  • Zen
  • Experience
  • Box of Jewels (3)
  • Box of Kundun +1
  • Box of Kundun +2
  • Box of Kundun +3
  • Jewel of Soul
  • Jewel of Bless
  • Jewel of Life
  • Bronze Coin
  • Silver Coin

Resets 0-2

With fewer than three resets the troubles in his bag are homely ones: skeletons and Gorgon in the Dungeon, Bahamut and Hydra in the waters of Atlans, shadows on the first floors of Lost Tower. Familiar work, but the pay is already a grown-up one.

  • Quests in the pool30
  • Zen per quest200 000 - 376 000
  • A daily quest point
  • Zen
  • Experience

Resets 3-9

From the third reset he sends you further from home: to the werewolves of Elbeland, the upper floors of Lost Tower, the sands of Tarkan and the sky of Icarus. And from the fifth, Kalima I appears in the bag - Aegis and Necron start waiting for you every day.

  • Quests in the pool48
  • Zen per quest464 000 - 992 000
  • A daily quest point
  • Zen
  • Experience

Resets 10-19

Ten resets behind you, and Tarkan and Icarus become a warm-up. The real work is now in the woods of Aida and in Kanturu: Death Rider, Witch Queen, Satyros, Genocider. Kalima I stays in the bag.

  • Quests in the pool33
  • Zen per quest1 080 000 - 1 872 000
  • A daily quest point
  • Zen
  • Experience

Resets 20-34

At the twentieth reset the quests begin to smell of smoke: Vulcanus with its Lava Giants and risen gladiators, Kanturu Island, the familiar Kanturu. Kalima moves on to its second circle.

  • Quests in the pool31
  • Zen per quest1 960 000 - 3 192 000
  • A daily quest point
  • Zen
  • Experience

Resets 35-59

A full bag waits for those between the thirty-fifth and the sixtieth reset. The scouts of Crywolf, Ruined Lorencia, the scorpions of Karutan I, Kanturu and Kanturu Remain; Kalima III, and from the fiftieth reset Kalima IV. There are no dull days here.

  • Quests in the pool29
  • Zen per quest3 280 000 - 5 392 000
  • A daily quest point
  • Zen
  • Experience

Resets 60-99

After the sixtieth reset he stops sparing you: Crywolf with its heroes, both Karutans, Ruined Devias, Kanturu Remain. Kalima IV gives way to the fifth circle from the seventy-fifth reset.

  • Quests in the pool26
  • Zen per quest5 480 000 - 8 912 000
  • A daily quest point
  • Zen
  • Experience

Resets 100-149

A hundred resets, and the bag grows shorter while the names in it grow heavier: Balram and Soram in Crywolf, Narcondra in Karutan II, Dreadfear in Kanturu Remain and the sixth circle of Kalima.

  • Quests in the pool23
  • Zen per quest9 000 000 - 13 312 000
  • A daily quest point
  • Zen
  • Experience

Resets 150 and above

The last rung is for those with nothing left to prove. The ice giants of Raklion, the heroes of Crywolf, Kanturu Remain and the seventh circle of Kalima. The Daily Quest Master has no dearer work than this.

  • Quests in the pool27
  • Zen per quest13 400 000 and above
  • A daily quest point
  • Zen
  • Experience

Daily quests

Daily Quests
Daily Quests
Daily Quests
Daily Quests

Daily quests open at level 160, up to 5 a day - the Today line counts them. The Daily Quest Master stands in Devias (210, 55); his window has no key either and opens when you talk to him. He hands the quests out one at a time: Take Quest draws a target, and the next one can be taken once the current one is handed in with Done. The window shows the monster, how many are left to kill, where it lives and the reward.

If the target does not suit you, Change swaps it for another. That works once a day; the Change Quest line shows whether today's change is still left.

Each quest pays zen and experience, and every one handed in also adds a daily point. From the 15th reset on, resets ask for these points (the first fourteen ask for none), so a missed day is a postponed reset.

Event entries

Event Entry Count
Event Entry Count

The book button at the bottom of the character window C opens the Events window (its tooltip says Event Entry Count). It shows how many of today's entries you have used out of those allowed for Blood Castle, Devil Square, Chaos Castle, Doppelganger, Imperial Guard, the Abyssal Spire and Battle Grounds.

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