FAQ/Walkthrough by lordmagnet

Version 1.04, Last Updated 2010-11-16

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                               Dungeon Hunter
              For the iPhone / iPod / iPad / Android / Palm Pre
                    Guide by Michael Funaro (Lordmagnet)
                       Guide Version 1.04 (11-16-10)


I. Story

                  "Oh it's already become so hard to remember
                     the former majesty of Castle Gothicus.

                          This is where it all began.

                       On that day, all of the peasants,
                    nobility and faeries gathered together.

                         To celebrate the union of their
                         Prince and his darling beloved.

                      But struck down by a sudden illness,
                       his betrothed quickly died on what
                should have been the happiest day of their lives.

                   Full of sorrow and pain, the Prince refused
                    to accept that death could separate them.

                        Behind the backs of his advisors
                        he made use of the darkest arts,
                 destroying the barrier between light and death
                             with unspeakable rituals.

                          And when the darkness awoke,
                           evil flooded over the land.

                    She grabbed a dagger and plunged it deep
                          as he cried out in remorse.

                        His anguish can still be heard
                    as it echoes throughout the devastated
                            human and faery worlds.

                        We have decided that he is the
                       only one who can right the wrong
                         he had so naively committed."


II. General Tips

  • Potions restore both HP and MP. To use a potion click on your characters health/mana bar or the number to the right of it (this is found in the top left corner of the screen). Note that you need to be under 100% health or mana to use a potion.

  • Always stack up on potions. Max out your potion limit whenever you're in town, you'll always need them and they're extremely cheap.
  • Because you'll always keep max potions, don't be afraid to use them, even just for an MP refresh.
  • Not only are barrels good for collecting gold and potions, but smashed barrels are an excellent way to tell where you've already been in a level, if you get turned around.
  • There is no real need to purchase weapons or armor. You'll acquire current/better gear from random drops and quest rewards. On the other hand, if you aren't interested in the gold achievement (see the end of this guide), then what's the point of hording all that gold? Weapons are always a smart purchase.
  • With the understanding that most players will be around level 40 by the time they beat the game, the general consensus is that you should pick 4 skills in the tree to invest 10 points into each.
  • Auto-Transmute is a great feature under the options menu that shouldn't be overlooked. I usually set the threshold to white items after I leave the first dungeon, and blue/purple items once I enter Gothicus Castle.
  • You can get away with never putting any points into Endurance for every class. The warrior has a high armor value, the rogue will get a very high dodge rating, and the mage has the decoy spell. Just put the points into their primary attribute.
  • While dodging or blocking an enemy attack your character cannot attack, this can become very irritating against fast attacking enemies. Use your special attacks in these instances.
  • 100% dodge rating and block rating is deceptive. You won't dodge or block every enemy attack, even from non-bosses.
  • I find that keeping the skill icons displayed all at once and not stacking is easier to work with. This option is listed in the pause menu or options on the game menu.
  • Transmuting an item will yield you 8% less gold than if you sell to a vendor, plus you won't receive a confirmation message each time. This doesn't apply to Mages with at least 1 point into the Transmuter skill.

1. The Awakening

Quest Giver: Automatically received once you start the game

"Exit the Catacombs"

The path out of the catacombs is linear so there is no chance of getting lost. After a few cut scenes and a few fights you will encounter a mini-boss of sorts called the Cremator. He is simple enough to beat as this is the first level. If you get low on health or magic don't be afraid to pop a potion.

After the Cremator fight you'll be joined by Niessa a Non-Player Character who will fight along side you until you reach the exit.

Before you reach the exit you will encounter another Cremator, this time with the assistance of Niessa and an extra level under your belt, this fight should be even simpler than the first.

2. It's On Sale!

Quest Giver: Automatically received once you reach the exit of the Catacombs.

"Speak to the merchant in Thamos Village"

Speak to Al, the merchant who is the northern most NPC in Thamos.

Reward: XP

a. OPTIONAL QUEST: The Royal Heritage

Quest Giver: Rene in Thamos

"Find your royal crown in the Catacombs"

This quest will have you travel back to the Catacombs, to the exact spot where you started the game. You will fight another Cremator who will drop the Royal Crown, a gold quality helm usable by all classes. Keep in mind that the monsters in the Catacombs are stronger than the first time you encountered them. Once you receive the crown, teleport out of the dungeon via the Exit Level option in the Pause Menu.

Reward: The Royal Crown

3. The Missing Son

Quest Giver: Bruce in Thamos

"Find the merchant's son"

Head to South Road and follow the main path. Once you reach the broken caravan take one of the two north-eastern paths to find a way around to the other side of the caravan. Once there you will enter a cut scene with the merchant's son. Defeat the ambushing thugs to gain access to the next quest.

4. The Stolen Goods

Quest Giver: Brandon in South Road

"Find the stolen goods in the bandit's cave"

Keep heading along the path past the caravan in South Road. At the fork in the road, go north-west to reach an area of chests and barrels, and north-east for the Bandit's Lair.

Note:

After entering the Bandit's Lair you can exit and return to Thamos to pick up the optional quest listed below.

Once entering the Bandit's Lair you'll need to toggle the switch to lower the spike gate. The Lair is actually very linear despite its large appearance. Each of its split paths will eventually meet up. At the end of the cave, guarded by a boss, is the chest you're looking for. The boss will drop the Bandit Knife, a great rogue weapon, once killed.

Reward: Bandit Knife

b. OPTIONAL QUEST: Seba The Man-Eater

Quest Giver: Brandon in Thamos

"Kill Seba near South Road"

Enter South Road. After the bridge, at the first fork in the road, take that west path. Seba is the giant red spider in the center of the opening.

Reward: Lumber Axe

5. Special Delivery

Quest Giver: Given after opening caravan chest in Bandit's Lair

"Return the goods to the merchant"

Speak to Bruce in Thamos.

Reward: 500 gold & 100 XP

6. The Poisoning

Quest Giver: Fronzine in Thamos

"Investigate the Well in Thamos"

Enter the Thamos Well in Thamos village.

"Find the Mother Slime"

When you reach the 3 wooden bridges you'll notices a spike gate on either side. Toggle the switch to the south-east to open the gate to the north-east. You have to circle around the whole level to reach the chests behind the south-west gate. The switch before Mother's Lair will allow access to circle around the level.

Once you get into the main area of Mother's Lair head in the south-east direction toward the switch that will grant you access to the north-west area, where the Mother Slime resides. Kill the Mother Slime.

"Return to Fronzine in Thamos village"

Speak to Fronzine in Thamos.

Reward: 1000 gold, 150 XP & Wetty, the Water Fairy

7. The Haunted Mill

Quest Giver: Edgar in Thamos

"Investigate the Windmill"

Enter the Windmill.

"Find the Fairy in the Windmill"

Head south-east to reach a series of chests and barrels, or north-west to reach the Top Floor.

"Kill all the Cloud Beasts attacking the Fairy"

Once you reach the Fairy on the Top Floor you'll have to save her from 3 Cloud Beast bosses. Though you'll only have to fight 2 at the same time. Once the Fairy joins you, you can either visit the 3 hallways for chests and barrels or exit the dungeon.

Reward: 100 XP & Windy, the Air Fairy

8. Thamos Priest

Quest Giver: Given after you acquire Windy the Air Fairy

"Find the holy man in Thamos Cathedral"

Note:

For details on the optional quest given at the Cathedral entrance, read the quest below.

From the Cathedral entrance follow the red carpet north-west until you reach the cut scene at the altar. From the altar go down the south-west hallway until you come to the first intersection. (Note: Head down the south-east path at the fork to complete the optional quest listed below). At the fork, keep heading north-west.

"Kill the mad priest"

Kill the boss.

Reward: 100 XP

c. OPTIONAL QUEST: The Wandering Cleric

Quest Giver: Rene in the Cathedral

"Find the artefact in Thamos Cathedral"

From the Cathedral entrance follow the red carpet north-west until you reach the altar. From the altar go down the south-west hallway until you come to the first intersection. Take the south-west path at the fork all the way down to find the chest containing the ring Fairy Heart.

Reward: Fairy Heart

9. The Bridge

Quest Giver: Automatically given after the mad priest is killed

"Cross the Jeremo river bridge"

Stonebridge has the simplest layout of all the levels in the game. Simply head north-east until you encounter the level boss.

"Destroy the gargoyle guardian"

Kill the Bridge Guardian. Then exit the stage behind the boss area.

Reward: Rocky, the Earth Fairy

10. Investigate Plenko's Castle

Quest Giver: Simon Bresson in Plenko

"Investigate Plenko's Castle"

Note:

The optional quest given in the town is listed below.

Enter The Courtyard, the north-east portal in Plenko, and make your make to the next level the Living Quarters.

"Find the elemental disturbance"

Take the first south-east path until you enter the second room (Note: the first room you enter head north-east for the optional quest) and head north-east to enter Plenko's Chamber.

"Destroy the elemental crystals"

While killing (or avoiding) an unlimited respawn of elemental minions you must destroy all the crystal formations in the room. There are 4 crystals total, 1 in each corner of the room. To destroy the crystals simply stand near it until it is targeted and hit your melee attack.

"Kill Lord Plenko"

Once the crystals are destroyed the spawn should stop (I've had it still spawn sometimes) and you'll have a 1-on-1 fight with Plenko.

d. OPTIONAL QUEST: The Librarian

Quest Giver: Irate in Plenko

"Find Lord Plenko's book in the library"

In the Living Quarters take the first south-east path, then the immediate north-east path to find the chest containing the quest item.

"Return the book to the librarian."

Speak to Irate in Plenko.

Reward: 2,000 gold & 200 XP

e. OPTIONAL QUEST: Kill The Dirty Red Spiders

Quest Giver: Kesse Tufala in Plenko

"Kill the dirty red spiders"

Re-enter The Courtyard and kill every Venomous (Red) Spider in the level.

Reward: XP

11. To Jeremo!

Quest Giver: Automatically given after defeating Lord Plenko.

"Continue your journey to Jeremo City"

Enter Jeremo. Speak to Ractli in Jeremo to accept the next quest.

Reward: 100 XP

12. It's Burning!

Quest Giver: Ractli in Jeremo

"Rescue the Forge workers"

Note:

You should grab the optional quest 'Open For Business', the quest below, before attempting this quest.

You will find the Forge workers in the north most part of the level. Speak with the worker Max'l to complete the quest and receive the next one.

f. OPTIONAL QUEST: Open For Business!

Quest Giver: Saulner in Jeremo

"Find the Merchant's lost key in Jeremo Forge"

You will find the chest containing the key in a room on the way to finding the Forge workers. You will definitely pass this chest on the way to the workers.

"Return the key to the merchant in Jeremo"

Fight the easily defeatable Forge Monsters and speak to Saulner in Jeremo after finding the Forge workers.

Reward: 2,500 gold, 250 XP, access to shop

g. OPTIONAL QUEST: In The Shadows

Quest Giver: Ian in Jeremo

"Find and stop the assassin in Jeremo town"

Take the ramp down behind Ian and take the south-east path once you reach the water. Following the path you will eventually run into a cut scene where you will then be ambushed by the assassin and 2 thieves.

Reward: Assassin Blade

13. It's Hot In Here...

Quest Giver: Automatically given after rescuing the forge workers

"Stop the monsters"

Enter the Lava Cave in the Forge. The real objective here is to reach the fire fairy at the south-west end of this very large level.

Reward: 200 XP & Hotty, the fire fairy

14. The Lorekeeper

Quest Giver: Niessa Red in Jeremo

"Find Alos in the Jeremo Barracks"

This level is small, but the enemies will cluster in large groups to attack you. Find the room with Alos in the north-west part of the level.

"Kill the captain and his guards"

After the cut scene you will be ambushed by 6 enemies total. If you immediately run south you should only have 4 of them follow you, which will make the fight easier. Kill the captain.

15. The Gatekeeper

Quest Giver: Automatically given after speaking with Alos in Jeremo Barracks

"Seek out the Gatekeeper in Kardair"

Speak to Niessa Red in Jeremo.

16. Darkwood

Quest Giver: Niessa Red in Jeremo

"Pass through Darkwood to get to Kardair"

Enter the Woods.

"Pass through Darkwood to get to Kardair, beware of the cemetery hidden deep in the woods"

Maybe to compensate for the fact that you have an ally with you, the enemies in this level are noticeably more difficult. Make your way to the Darkwood cemetery.

17. The Darkwood Dead

Quest Giver: Automatically given when you enter the cemetery in the Woods

"Investigate the cemetery"

You'll notice that almost every grave will spawn a skeleton, this is a great area to level up. Make your way to the north-east part of the cemetery.

18. The Fallen Knight

Quest Giver: Automatically given after the cut scene in the cemetery

"Exact your revenge on the Doom Knight"

Defeat the Doom Knight. Leave the level via the north-east gate exit.

19. To Kardair

Quest Giver: Automatically given when you defeat the Doom Knight

"Continue the journey to Kardair"

Enter the Ruins.

Reward: 240 XP

20. Gatekeeper

Quest Giver: Automatically given when you enter the Ruins

"Find the Gatekeeper within the Kardair Ruins"

Find the Gatekeeper in the Ruins. Shortly into the level you will run into a bridge, do not cross that bridge. Instead, take the path south to find the Gatekeeper.

"Find and open the three doors that lead to the portal"

This quest description is way more complicated than the quest actually is. You simply only need to enter the portal at the end of the stage. The three doors are just three gates that will automatically open once you reach them on the way to the portal, no switches or puzzles required. Cross that bridge previously mentioned and prepare for a serious ambush. I suggest hugging the walls in the first ruin room so you don't get surrounded.

Note:

After passing through the second gate you'll exit the ruins building and enter the forest again. Keep hugging the right side and you'll eventually come to a bridge. This bridge is very very hard to spot and is missed by many. Pass over this bridge to reach the third gate.

"Pass through the portal"

Enter the portal and head to Gothicus Castle. Head north-east to the five empty orb pedestals.

h. OPTIONAL QUEST: Wrath Of The Ancients

Quest Giver: Gatekeeper in Gothicus Castle

"Kill the demons that destroyed the ancient civilization"

Enter the Ruins. You will find the Destroyer in the ruins just past the first bridge. The Destroyer is resistant to fire. Kill the Destroyer and loot the Ring before exiting the level.

Reward: Ring & access to shop

Note:

The elemental towers can be done in any order, this is just a recommended order. Keep doing the windswept tower for loot and leveling up if you are struggling.

21. The Windswept Tower

Quest Giver: Automatically given at the empty orb pedestal in Gothicus

"Climb the windswept tower and retrieve the orb"

The Windswept Tower entrance is directly east of the Gothicus Castle entrance portal. The entrance is marked by white crystals and a broken floating archway.

Make your way to the orb and Kill the boss guarding it.

Note:

A key thing to remember is that all the Tower levels have the same exact level layout, sans some gates and switches.

"Return the air orb to its socket in Gothicus"

Return to the empty pedestal in Gothicus.

i. OPTIONAL QUEST: Storm Brewing

Quest Giver: Automatically given when you enter the windswept tower

"Destroy the crystal in the windswept tower"

Teleport to the crystal room, defeat the guardian, and destroy the crystal.

Reward: Increases Windy's damage

22. The Molten Tower

Quest Giver: Automatically given at the empty orb pedestal in Gothicus

"Climb the molten tower and retrieve the orb"

The Molten Tower entrance is direct west of the Gothicus Castle entrance portal. The entrance is marked by green crystals and green vines on the walls.

Make your way to the orb and kill the boss guarding it.

"Return the earth orb to its socket in Gothicus"

Return to the empty pedestal in Gothicus.

j. OPTIONAL QUEST: Shattered Earth

Quest Giver: Automatically given when you enter the molten tower

"Destroy the crystal in the molten tower"

Teleport to the crystal room, defeat the guardian, and destroy the crystal.

Reward: Increases Rocky's damage

23. The Ashen Tower

Quest Giver: Automatically given at the empty orb pedestal in Gothicus

"Climb the ashen tower and retrieve the orb"

The Ashen Tower entrance is directly north of the Gothicus Castle entrance portal. The entrance is marked by yellow crystals and two floating orbs on fire on either side.

Make your way to the orb and kill the boss guarding it.

"Return the fire orb to its socket in Gothicus"

Return to the empty pedestal in Gothicus.

k. OPTIONAL QUEST: Burnin' Hot

Quest Giver: Automatically given when you enter the ashen tower

"Destroy the crystal in the ashen tower"

Teleport to the crystal room, defeat the guardian, and destroy the crystal.

Reward: Increases Hotty's damage

24. The Electrical Tower

Quest Giver: Automatically given at the empty orb pedestal in Gothicus

"Climb the electrical tower and retrieve the orb"

The Electrical Tower entrance is south and then south-east of the Gothicus Castle entrance portal. The entrance is marked by turquoise crystals and a lightning bolt constantly striking a spike on top of the archway.

Make your way to the orb and kill the boss guarding it.

"Return the electrical orb to its socket in Gothicus"

Return to the empty pedestal in Gothicus.

l. OPTIONAL QUEST: Charged Up

Quest Giver: Automatically given when you enter the electrical tower

"Destroy the crystal in the electrical tower"

Teleport to the crystal room, defeat the guardian, and destroy the crystal.

Reward: Increases Celest's damage

25. The Frozen Tower

Quest Giver: Automatically given at the empty orb pedestal in Gothicus

"Climb the frozen tower and retrieve the orb"

The Frozen Tower entrance is north-west of the Gatekeepers location. The entrance is marked by blue crystals and two waterfalls flowing on either side.

Make your way to the orb and kill the boss guarding it.

"Return the water orb to its socket in Gothicus"

Return to the empty pedestal in Gothicus.

m. OPTIONAL QUEST: Frozen Solid

Quest Giver: Automatically given when you enter the frozen tower

"Destroy the crystal in the frozen tower"

Teleport to the crystal room, defeat the guardian, and destroy the crystal.

Reward: Increases Wetty's damage

The Mysterious Silver Armor:

Before you place the fifth and final orb on its pedestal you will notice that Rene has come into Gothicus and stands opposite of the Gatekeeper. Speaking to Rene he will talk about you needing Silver Armor in order to fight the Queen's Generals, but you will need to pay him for it. To my knowledge, there is no special Silver Armor given by Rene that will help you against the Generals. My best guess is that he does sell all the (not special at this point) Silver level gear, and this is just an awkward introduction of him becoming a new vendor for you.

26. The Queen's Palace

Quest Giver: Automatically given when you return all five orbs to their sockets

"Enter the Palace and find the Dark Queen"

Note:

This is an excellent time to re-enter the tower levels, collect gear and level up. The lesser and greater gear sets for all classes drop in all five towers.

Head to the north-east part of the Royal Throne Room to find the Dark Queen. Mages must take caution in this level, as the Dark Soldier enemies here have a random elemental resistance. If you're magic attacks are only doing double digit damage, switch to another element spell.

27. The Generals

Quest Giver: Automatically given when you confront the Dark Queen

"Eliminates the five elemental generals"

These are the five bosses that you fought at the end of each of the orb levels, this time you'll have to fight them all at the same time. Prepare to be immediately surrounded in all directions. Mages must consider their spell element. Kill all five generals.

Reward: 300 XP

28. The Dark Queen

Quest Giver: Automatically given when you defeat the five generals

"Fight the Dark Queen"

The Dark Queen's first form can be difficult or rather frustrating for high dodge rogues and high block warriors. This is because while you are dodging and blocking you can't attack, and her first form attacks so fast that you might never get a chance to hit her. Use your special abilities to damage her if this is the case. Even with 100%+ dodge or block she will still land a hit every once in a while.

The Dark Queen's second form hits harder but slower so you won't have the same problem previously mentioned.

Reward: 500 XP

End Game Note

Enter the portal to the right of the Dark Queen's throne to complete the game and view the credits. Reload your character to continue playing.

Suggestions for continuing to play after beating the game:

  • Complete Achievements
  • Finish all optional quests
  • Level to the cap, 50
  • Collect gear / class set

Primary

Strength - Strength is your character's ability to deal melee damage and wear heavy armor.

Dexterity - Dexterity is your character's ability to hit enemies with melee attacks. It also increases your character's chances of dealing critical damage with melee weapons and dodging enemy attacks.

Endurance - Endurance is your character's ability to resist melee attacks. It also increases your character's health and chances of blocking attacks.

Energy - Energy is your character's ability to manipulate the elements. It increases your equipped fairy's spell strength and your character's elemental resistance and total mana.

Defense

Defense Rating (DR) - Represents your character's ability to defend against melee attacks.

Armor - This is the total armor value of all your character's equipped gear.

Block - Represents your character's average chances of blocking attacks. Damage taken is greatly reduced on a successful block.

Dodge - Represents your character's ability to avoid melee attacks.

Magic Evasion - Your chance to avoid a spell attack.

Damage Reduction - Damage reduced from enemies melee and spell attacks.

Resistances - The percentage of damage reduced from an enemies spell attack of a specific element.

Offense

Attack Rating (AR) - Increases your chance to hit enemies with your melee attacks.

Critical Chance - The percentage chance you'll hit the enemy with a melee critical strike.

Melee Hit Chance - The percentage chance you'll make successful contact with your melee attack against an enemy of your same level.

Right-Hand Damage - The damage done by your main-hand weapon with a non-critical strike. Additional elemental damage is displayed under the weapon damage if your equipped weapon contains that stat.

Left-Hand Damage - The damage done by an off-hand dagger or wand with a non-critical strike. Additional elemental damage is displayed under the weapon damage if your equipped weapon contains that stat.

2-Hand Damage - The damage done by your 2-handed weapon with a non-critical strike. Additional elemental damage is displayed under the weapon damage if your equipped weapon contains that stat.

Magic

Spell Critical Chance - The percentage chance you'll hit the enemy with a spell critical strike.

Spell Hit Chance - The percentage chance you'll make successful contact with your spell attack against an enemy of your same level.

Spell Damage Bonus - The bonus amount added to the damage done by your fire / earth / water / air / lightning spells.

Recovery

HP Regeneration - The HP amount per second restored automatically to the player.

MP Regeneration - The MP amount per second restored automatically to the player.

HP Leech - Percentage of the damage done to enemies restores the players HP.

MP Leech - Percentage of the damage done to enemies restores the players MP.

Other

Level - Represents your character's overall power.

Experience (XP) - The amount of experience points your character has gained for the current level.

HP - These are your character's health points. When HP falls to 0, your character dies.

MP - These are your character's mana points. MP can be spent to use class skills and cast fairy spells.


Warrior

"The Warrior is the perfect class for fighting many opponents at the same time.  He is strong and can wear
 the best armor."
Favorite Attribute: Strength

Pros

  • Good damage at all levels
  • Great hit chance at high levels
  • Great at dispatching multiple enemies at once
  • Good survivability at all levels

Cons

  • Low hit chance at low levels

Tips

  • Axes are a warriors best friend. They have the lowest dexterity requirement of all the warriors available weapons, so you can spend all your points into strength instead.

My Spec

I went with an AoE (Area of Effect) 2 handed warrior. After these points are spent Rage (Tier 3) is a nice ability to go after.

  • 1 point into Slam (Tier) - This skill is not worth investing in and should only be used at the beginning of the game until you get better skills.
  • 10 points into Whirling Blades (Tier 1) - One of the best AoE attacks in the game.
  • 10 points into Combat Master (Tier 2) - To counter the warrior's low attack rating at low level.
  • 1 point into Dash (Tier 2) - This is great against some bosses and single enemies.
  • 10 points into Axe Mastery (Tier 4) - Read the Tips.
  • 10 points into Ravager (Tier 5) - Increases that 2 handers potential.

Tier 1

Slam (Active) - A melee attack that deals extra damage, knocking the enemy back.

Whirling Blades (Active) - A spinning attack that deals damage to all nearby opponents.

Hardiness (Passive) - Increase your defense rating and your ability to resist push and hurt effects. Note: +5 DR per skill point.

Tier 2

Dash (Active) - A charge attack which deals additional damage and has a chance to stun the opponent. Note: 3 second stun.

Combat Master (Passive) - Increases the warrior's attack rating with all weapons. Note: +5 attack rating per skill point.

Fast Metabolism (Passive) - Increase our HP regeneration. Note: +0.50 HP per second per skill point.

Tier 3

Rage (Active) - When activated, this skill increases all damage dealt but also reduces your armor.

Warcry (Active) - Terrorizes all nearby enemies for a short duration.

Guardian (Passive) - Increases your blocking ability and the damage absorbed on a successful block. Note: +2.50% to blocking per skill point.

Tier 4

Axe Mastery (Passive) - Increases damage dealt and attack rating when using axe-type weapons. Note: +1 damage and +3 attack rating with axe-type weapons per skill point.

Sword Mastery (Passive) - Increases damage dealt and attack rating when using sword-type weapons. Note: +1 damage and +3 attack rating with sword-type weapons per skill point.

Mace Mastery (Passive) - Increases damage dealt and attack rating when using mace-type weapons. Note: +1 damage and +3 attack rating with mace-type weapons per skill point.

Tier 5

Shockwave (Active) - Creates a wave of stone spikes that pushes back enemies.

Potion Addict (Passive) - Increases the number of potions you can carry. Note: +2 maximum potions per skill point.

Ravager (Passive) - Increases damage dealt with two-handed weapons. Note: +2 damage with two-handed weapons per skill point.

Rogue

"The Rogue is the best one-on-one killer.  He is agile and can avoid attacks without using heavy armor."
Favorite Attribute: Dexterity

Pros:

  • Insanely high single enemy damage output at high levels
  • Great survivability at high levels

Cons:

  • Poor damage output at low levels
  • Poor survivability at low levels
  • Slightly low hit chance at high levels due to gear stats

Tips:

  • Stick with dual wielding daggers

My Spec:

A quick note about this spec is that it has huge damage output but it can be a little boring due to only using 1 active skill, all the rest are passive. Dagger Mastery (Tier 5) is a good skill also, since you should only be using daggers at that level.

  • 1 point into Vicious Strike (Tier 1) - This is a great ability that you will use at every level but there's no point in investing more than the default 1 point into it, as the stun duration is always just 3 seconds.
  • x points into Acrobat (Tier 2) - The +dodge (up to +20%) is hugely beneficial early on, but not so much at higher levels, your choice.
  • 10 points into Ambidextrous (Tier 2) - The extra attack rating is great at higher levels, and the bonus of more damage should seal the deal.
  • 10 points into Killing Blow (Tier 4) - The +20% crit should guarantee you hit 100% crit chance at high levels.
  • x points into Combo Master (Tier 4) - This can cause some serious damage, but you won't see it's full potential if you have a sub-par hit chance.
  • 10 points into Poison Blade (Tier 5) - Huge boost in damage output.

Tier 1

Vicious Strike (Active) - A strong melee attack which stuns the target. Note: 3 second stun.

Sneak (Active) - You become invisible for a short duration.

Fool's Luck (Passive) - Increases the amount of gold found. Note: +20% more gold per skill point.

Tier 2

Elemental Trap (Active) - Set a trap that deals elemental damage of your current fairy when triggered.

Acrobat (Passive) - Increases your dodge rating. Note: +2% dodge per skill point.

Ambidextrous (Passive) - Increases your attack rating when using two weapons. Note: +5 attack rating (when using two weapons) and +5 damage to offhand weapon per skill point.

Tier 3

Twin Strike (Active) - A strong melee attack with a high chance of a critical hit that affects two nearby enemies.

Assassin (Passive) - Increases damage dealt when in sneak mode or when attacking a stunned opponent. Note: +3 damage when sneaking and against stunned targets per skill point.

Treasure Finder (Passive) - Increases your chances of finding magical items. Note: +1% chance to find magical items per skill point.

Tier 4

Jump Attack (Active) - A very strong melee attack that pushes the target back and slows it.

Killing Blow (Passive) - Increases the hero's chances of scoring a critical hit. Note: +2% critical chance per skill point.

Combo Master (Passive) - Increases the damage dealt with successive attacks on the same target. Note: +2 damage per combined attack per skill point.

Tier 5

Blade Flurry (Active) - Throw a flurry of golden blades that deal physical damage and stun the enemies.

Poison Blade (Passive) - All melee attacks also deal on-going damage for a short duration.

Dagger Mastery (Passive) - Increases the damage dealt with dagger-type weapons. Note: +2 damage with dagger-type weapons per skill point.

Mage

"The Mage relies on fairy magic to vanquish his foes.  He can summon an energy shield for protection or to
 repulse enemies."
Favorite Attribute: Energy

Pros:

  • Ranged attacks
  • Insanely high single and multiple enemy burst damage output at high levels
  • Good damage output at low levels

Cons:

  • Mages require MP to sustain their high damage output, so you'll find yourself popping potions to refresh your MP bar at lower levels

Tips:

  • At high levels dual wielding wands will give you superior stats over a staff. They also have a lower requirement.
  • Mages must always consider enemy element type.
  • Skill up 2 different elemental attacks so you always have an effective attack against all element type foes.
  • Fairy spells benefit from the mages Energy and spell crit rating. So in short: Epic Fairy Spell + High Mage Eng + 100% spell crit = one shot killing all enemies around you.

My Spec:

Master of Magic (Tier 5) is a great ability when it's available, but you can easily get 100% spell crit at high levels in end game gear without it, it's your choice.

  • 1 point into Lightning Mastery (Tier 1) - The default skill for the class, this 1 point should last you until you upgrade to a more powerful element attack.
  • 5 points into Dummy (Tier 1) - This is a great ability that will keep enemies from attacking you while you pick them off safely. 10 points aren't required, even at the end of the game, if the decoy dies, just summon another one.
  • 10 points into Air Mastery (Tier 3) - The first of your two main elemental spells.
  • x points into Energy Manipulation (Tier 3) - Great for that extra hit chance which will save you mana in the end.
  • x points into Channeler (Tier 4) - Increased mana regen for a spellcaster can only be a good thing.
  • 10 points into Fire Mastery (Tier 5) - The most powerful elemental spell, and the second in your arsenal.
Alternate Strategy by David via Email

My goal was to make more of a rogue/mage feel and...

  • avoid having to press spells for each and every attack
  • almost never use potions
  • not be utterly dependent on mana
  • not be casting Dummy spell every fight
  • be more efficient at melee than dual-wield wand + wand specialist + max Energy spec (which seemed slow to me)
  • not rely on two high stats (Str+Dex melee works, but this spec seems to be more efficient so far)

I haven't finished leveling this spec yet, but I have finished the game as Warrior and Rogue, and for now, this spec seems to be flying through things easier.

At level 14, I have:

  • Stats: Str 9, Dex 41, End 9, Energy 15
  • Hit Points 208 (regen 13), Mana 164 (regen 9)
  • Melee AR 256, Melee Crit 18%, Melee Hit Chance 82%
  • Spell Crit 10%, Spell Hit Chance 78%
  • Defense 227, Armor 34, Dodge 14%
  • Spells: Lightning Mastery (left at 1), Dummy (8), Energy Manipulation (5)

My gear isn't anything special, just dual-wielding the Bandit Knife and purple Fine Dagger (both 24 Dex required). In general, it's dual-wield daggers, pump Dex, use auto-melee attack, drop the Fairy AoE (your only offensive spell needed) and if things get ugly you can drop the Dummy. I find this guy can actually not use Dummy spell often (like against 1 or 2, and sometimes 3 foes). Windmill was a breeze - not a single potion used and Dummy spell only used in groups of 3+ or bosses.

The times you need Dummy, I found that rating 5 Dummy just wasn't cutting it for duration. Dummy level 8 feels about right to me (at least for this level). A single casting of it lasts through most big groups, and 2 or 3 of them is all you need for a boss.

Energy Manipulation skill was used to offset the fact that my spell to hit was dropping as I level up (and not increasing my Energy). I arbitrarily was trying to keep it somewhat close to my melee hit chance.

For future levels, it seems like you can take a few different routes. You could pump only Dex and ignore Energy or... you could pump Dex (looks like 65 is required for best weapons), then put the rest in Energy if you want to cast a few more spells. You could max Psychic Blast or just 1 point in it. You could max master of magic + energy manipulation to buff up your Fairy AoE. You could even pump some Channeler to further avoid potions.

Tier 1

Lightning Mastery (Active) - Casts a bolt of electrical energy.

Transmuter (Passive) - Increases the amount of gold received when transmuting items into gold. Note: 10% increased gold from transmutes per skill point (up to a total of +98%).

Dummy (Active) - Conjures an illusion to distract nearby enemies. Note: Benefits from the characters current level.

Tier 2

Water Mastery (Active) - Casts a bolt of water energy.

Wand Specialist (Passive) - Increases the hero's attack rating with wands and staves. Note: +10 attack rating with staff-type weapons per skill point.

Sword Guardian (Active) - Summons a guardian that causes melee damage

Tier 3

Air Mastery (Active) - Casts a bolt of air energy.

Energy Manipulation (Passive) - Increases your chance to hit with spells. Note: +1% chance to hit with spells per skill point.

Mage Armor (Active) - A magic shield that increases the mage's armor but reduces MP regeneration.

Tier 4

Earth Mastery (Active) - Casts a bolt of earth energy.

Channeler (Passive) - Increases the mage's MP regeneration rate. Note: +0.50 MP per second per skill point.

Fairy Blood (Passive) - Increases your resistance against all elemental attacks. Note: +4% to all elemental resistances per skill point.

Tier 5

Fire Mastery (Active) - Casts a bolt of fire energy.

Master of Magic (Passive) - Increases the hero's chance to score critical hits with spells. Note: +1% spell critical chance per skill point.

Psychic Blast (Active) - Stuns all nearby enemies for a short duration.


VI. Fairies

Celest - Lightning Fairy

"With Celest's power, you can hurl lightning bolts at enemies. She also increases your magic resistance against all elements while following you."

Equip Bonus: +20 electrical resistance, +10 resistance to all other elements.
Special Attack: Lightning element attack.
Found: Starts the game with you, in the Catacombs.

Wetty - Water Fairy

"Wetty can create an ice storm at your command. Wetty also increases your water resistance and your health regeneration while following you."

Equip Bonus: +20 to water resistance, +1 HP per second.
Special Attack: Water element attack that causes Slow status on non-boss enemies.
Found: Mother's Lair, in the Thamos Lair.

Windy - Air Fairy

"Windy's wrath takes the form of a hurricane. Windy also increases your air resistance and your dodge rating while following you."

Equip Bonus: +20 air resistance, +5% dodge rating.
Special Attack: Air element attack that pushes non-boss enemies back.
Found: Windmill Top, in the Windmill.

Rocky - Earth Fairy

"The Earth will shake with Rocky's quake. Rocky increases your earth resistance and your ability to block attacks while following you."

Equip Bonus: +20 earth resistance, +5% block rating.
Special Attack: Earth element attack.
Found: Stonebridge

Hotty - Fire Fairy

"From the sky rains down Hotty's meteor strike. Hotty increases your fire resistance and your MP regeneration while following you."

Equip Bonus: +20 fire resistance, +0.50 MP per second.
Special Attack: Fire element attack.
Found: Lava Cave, in the Forge.

Fairy Information

  • Choosing a fairy, you should choose it on the important stat bonuses received for your class. Wetty's HP regen or Windy's dodge rating boost is great for a Rogue or a 2 handed weapon Warrior. Rocky's block rating boost is great for a 1h and shield warrior. While Hotty's MP regen is great for a Mage.

VII. Item Info

In the game, item quality is shown by the item text color.

White items = 0 magical properties
Green items = 1 magical properties
Blue items = 2 magical properties
Purple items = 3 magical properties
Gold items = 4 magical properties

Off-Hand

Daggers, wands, and shields are the only items able to be equipped in the character's off-hand.


Weapon & Armor List Below
  • If the weapons or armor have no listed stat, that means they can be any item quality, with any random attribute increase.
Example:
|Poor Dagger| 4-7 | 8 Dex | |
  • The items listed with exact stat numbers are quest rewards and come with those exact stats or similar numbers depending on your level.
Example
|Bandit Knife| 5-12 | 24 Dex | +4 dex, +4% dodge, +3% crit, +7% life leech |
  • The items listed with attributes but no numbers have those exact attributes but varying numbers associated with them.
Example
|Guardian Helm | 23 | 63 Str | +all attributes, +attack rating, +defense rating, +% all resist|
  • Attributes separated by a / will have those attributes but only a random selection of 4 of them.
Eample:
|Quake Dagger| 14-36 | 65 Dex | earth damage / +% block / +armor / +earth spell damage / +% electrical resist |

Dagger

Dagger NameDamage RangeRequirementStats
Poor Dagger4-78 Dex
Weak Dagger5-1016 Dex
The Spoon5-1124 Dex1-11 water damage, +10 attack, +8% resist all, +1.5% spell hit
Bandit Knife5-1224 Dex+4 dex, +4% dodge, +3% crit, +7% life leech
Fine Dagger8-1524 Dex
Sharp Dagger10-2032 Dex
Soldier's Dagger13-2540 Dex
Master's Dagger15-3048 Dex
Runic Dagger17-3556 Dex
Champion's Dagger20-4064 Dex
Elemental Dagger14-3665 Dex
Quake Dagger14-3665 Dexearth damage / +% block / +armor / +earth spell damage / +% electrical resist
Storm Dagger14-3665 Dexelectrical damage / +% spell hit / +% spell crit / +lightning spell damage / +% air resist
Tornado Dagger14-3665 Dexair damage / +% crit / +% dodge / +air spell damage / +% water resist
Tsunami Dagger14-3665 Dexwater damage / +HP / +HP regen / +water spell damage / +% fire resist
Volcano Dagger14-3665 Dexfire damage / +MP / +MP regen / +fire spell damage / +% earth resist

Wand

Wand NameDamage RangeRequirement
Poor Wand3-67 Eng
Weak Wand4-815 Eng
Fine Wand6-1223 Eng
Heavy Wand8-1631 Eng
Soldier's Wand10-2039 Eng
Master's Wand12-2447 Eng
Runic Wand14-2855 Eng
Champion's Wand16-3263 Eng

Sword

Sword NameDamage RangeRequirementStats
Poor Sword4-125 Str, 5 Dex
Weak Sword5-1610 Str, 10 Dex
Fine Sword8-2415 Str, 15 Dex
Sharp Sword10-3220 Str, 20 Dex
Soldier's Sword13-4025 Str, 25 Dex
Assassin Blade15-3930 Str, 30 Dex
Master's Sword15-4830 Str, 30 Dex
Runic Sword17-5635 Str, 35 Dex
Champion's Sword20-6440 Str, 40 Dex
Elemental Sword18-7240 Str, 40 Dex
Quake Sword18-7240 Str, 40 Dexearth damage / +% block / +armor / +earth spell damage / +% electrical resist
Storm Sword18-7240 Str, 40 Dexelectrical damage / +% spell hit / +% spell crit / +lightning spell damage / +% air resist
Tornado Sword18-7240 Str, 40 Dexair damage / +% crit / +% dodge / +air spell damage / +% water resist
Tsunami Sword18-7240 Str, 40 Dexwater damage / +HP / +HP regen / +water spell damage / +% fire resist
Volcano Sword18-7240 Str, 40 Dexfire damage / +MP / +MP regen / +fire spell damage / +% earth resist

Axe

Axe NameDamage RangeRequirementStats
Poor Axe2-158 Str, 2 Dex
Weak Axe4-1916 Str, 4 Dex
Lumber Axe5-2021 Str, 9 Dex+3 end, +9% damage, +4% crit, +20 attack rating
Fine Axe6-2924 Str, 6 Dex
Sharp Axe8-3832 Str, 8 Dex
Soldier's Axe10-4840 Str, 10 Dex
Master's Axe12-5748 Str, 12 Dex
Runic Axe14-6756 Str, 14 Dex
Champion's Axe16-7664 Str, 16 Dex
Elemental Axe9-8663 Str, 27 Dex
Quake Axe9-8663 Str, 27 Dexearth damage / +% block / +armor / +earth spell damage / +% electrical resist
Storm Axe9-8663 Str, 27 Dexelectrical damage / +% spell hit / +% spell crit / +lightning spell damage / +% air resist
Tornado Axe9-8663 Str, 27 Dexair damage / +% crit / +% dodge / +air spell damage / +% water resist
Tsunami Axe9-8663 Str, 27 Dexwater damage / +HP / +HP regen / +water spell damage / +% fire resist
Volcano Axe9-8663 Str, 27 Dexfire damage / +MP / +MP regen / +fire spell damage / +% earth resist

Mace

Mace NameDamage RangeRequirementStats
Poor Mace6-96 Str, 4 Dex
Weak Mace8-1212 Str, 8 Dex
Fine Mace12-1818 Str, 12 Dex
Heavy Mace16-2424 Str, 16 Dex
Soldier's Mace20-3030 Str, 20 Dex
Master's Mace24-3636 Str, 24 Dex
Runic Mace28-4242 Str, 28 Dex
Champion's Mace32-4848 Str, 32 Dex
Elemental Mace36-5454 Str, 36 Dex
Quake Mace36-5454 Str, 36 Dexearth damage / +% block / +armor / +earth spell damage / +% electrical resist
Storm Mace36-5454 Str, 36 Dexelectrical damage / +% spell hit / +% spell crit / +lightning spell damage / +% air resist
Tornado Mace36-5454 Str, 36 Dexair damage / +% crit / +% dodge / +air spell damage / +% water resist
Tsunami Mace36-5454 Str, 36 Dexwater damage / +HP / +HP regen / +water spell damage / +% fire resist
Volcano Mace36-5454 Str, 36 Dexfire damage / +MP / +MP regen / +fire spell damage / +% earth resist

Staff

Staff NameDamage RangeRequirementStats
Poor Staff7-1510 Eng
Weak Staff9-1920 Eng
Fine Staff14-2930 Eng
Heavy Staff18-3840 Eng
Soldier's Staff23-4850 Eng
Master's Staff27-5760 Eng
Runic Staff32-6770 Eng
Champion's Staff36-7680 Eng
Elemental Staff41-8690 Eng
Quake Staff41-8690 Engearth damage / +% block / +armor / +earth spell damage / +% electrical resist
Storm Staff41-8690 Engelectrical damage / +% spell hit / +% spell crit / +lightning spell damage / +% air resist
Tornado Staff41-8690 Engair damage / +% crit / +% dodge / +air spell damage / +% water resist
Tsunami Staff41-8690 Engwater damage / +HP / +HP regen / +water spell damage / +% fire resist
Volcano Staff41-8690 Engfire damage / +MP / +MP regen / +fire spell damage / +% earth resist

2H Sword

2H Sword NameDamage RangeRequirementStats
Poor 2H Sword4-218 Str, 4 Dex
Weak 2H Sword6-2816 Str, 8 Dex
Fine 2H Sword9-4224 Str, 12 Dex
Sharp 2H Sword12-5632 Str, 16 Dex
Soldier's 2H Sword15-7040 Str, 20 Dex
Master's 2H Sword18-8448 Str, 24 Dex
Runic 2H Sword21-9856 Str, 28 Dex
Champion's Sword24-11264 Str, 32 Dex
Elemental 2H Sword27-12672 Str, 36 Dex
Quake 2H Sword27-12672 Str, 36 Dexearth damage / +% block / +armor / +earth spell damage / +% electrical resist
Storm 2H Sword27-12672 Str, 36 Dexelectrical damage / +% spell hit / +% spell crit / +lightning spell damage / +% air resist
Tornado 2H Sword27-12672 Str, 36 Dexair damage / +% crit / +% dodge / +air spell damage / +% water resist
Tsunami 2H Sword27-12672 Str, 36 Dexwater damage / +HP / +HP regen / +water spell damage / +% fire resist
Volcano 2H Sword27-12672 Str, 36 Dexfire damage / +MP / +MP regen / +fire spell damage / +% earth resist

Great Axe

Great Axe NameDamage RangeRequirementStats
Poor Great Axe1-2410 Str, 2 Dex
Weak Great Axe2-3220 Str, 4 Dex
Fine Great Axe3-4830 Str, 6 Dex
Sharp Great Axe4-6440 Str, 8 Dex
Soldier's Great Axe5-8050 Str, 10 Dex
Master's Great Axe6-9660 Str, 12 Dex
Runic Great Axe7-11270 Str, 14 Dex
Champion's Great Axe8-12880 Str, 16 Dex
Elemental Great Axe9-14490 Str, 18 Dex
Quake Great Axe9-14490 Str, 18 Dexearth damage / +% block / +armor / +earth spell damage / +% electrical resist
Storm Great Axe9-14490 Str, 18 Dexelectrical damage / +% spell hit / +% spell crit / +lightning spell damage / +% air resist
Tornado Great Axe9-14490 Str, 18 Dexair damage / +% crit / +% dodge / +air spell damage / +% water resist
Tsunami Great Axe9-14490 Str, 18 Dexwater damage / +HP / +HP regen / +water spell damage / +% fire resist
Volcano Great Axe9-14490 Str, 18 Dexfire damage / +MP / +MP regen / +fire spell damage / +% earth resist

Maul

Maul NameDamage RangeRequirementStats
Poor Maul7-209 Str, 3 Dex
Weak Maul10-2518 Str, 6 Dex
Fine Maul15-3827 Str, 9 Dex
Heavy Maul20-5036 Str, 12 Dex
Soldier's Maul25-6345 Str, 15 Dex
Master's Maul30-7554 Str, 18 Dex
Runic Maul35-8863 Str, 21 Dex
Champion's Maul40-10072 Str, 24 Dex
Elemental Maul45-11381 Str, 27 Dex
Quake Maul45-11381 Str, 27 Dexearth damage / +% block / +armor / +earth spell damage / +% electrical resist
Storm Maul45-11381 Str, 27 Dexelectrical damage / +% spell hit / +% spell crit / +lightning spell damage / +% air resist
Tornado Maul45-11381 Str, 27 Dexair damage / +% crit / +% dodge / +air spell damage / +% water resist
Tsunami Maul45-11381 Str, 27 Dexwater damage / +HP / +HP regen / +water spell damage / +% fire resist
Volcano Maul45-11381 Str, 27 Dexfire damage / +MP / +MP regen / +fire spell damage / +% earth resist

Warrior Head

Helm NameArmorRequirementStats
Wooden Helm37 Str
Copper Helm514 Str
Brass Helm821 Str
Bronze Helm1028 Str
Iron Helm1335 Str
Steel Helm1542 Str
Silver Helm1849 Str
Gold Helm2056 Str
Guardian Helm2363 Str+all attributes, +attack rating, +defense rating, +% all resist
King Helm2363 Str+all attributes, +attack rating, +defense rating, +% all resist

Warrior Torso

Armor NameArmorRequirementStats
Wooden Armor67 Str
Copper Armor1214 Str
Brass Armor1821 Str
Bronze Armor2428 Str
Iron Armor3035 Str
Steel Armor3642 Str
Silver Armor4249 Str
Gold Armor4856 Str
Guardian Armor5463 Str+all attributes, +attack rating, +defense rating, +% all resist
King Armor5463 Str+all attributes, +attack rating, +defense rating, +% all resist

Warrior Feet

Boot NameArmorRequirementStats
Wooden Boots47 Str
Copper Boots714 Str
Brass Boots1121 Str
Bronze Boots1428 Str
Iron Boots1835 Str
Thunder Boots1835 Str
Steel Boots2142 Str
Silver Boots2549 Str
Gold Boots2856 Str
Guardian Boots3263 Str+all attributes, +attack rating, +defense rating, +% all resist
King Boots3263 Str+all attributes, +attack rating, +defense rating, +% all resist

Warrior Hands

Gauntlet NameArmorRequirementStats
Wooden Gauntlets47 Str
Copper Gauntlets714 Str
Brass Gauntlets1121 Str
Bronze Gauntlets1428 Str
Iron Gauntlets1835 Str
Steel Gauntlets2142 Str
Silver Gauntlets2549 Str
Gold Gauntlets2856 Str
Guardian Gauntlets3263 Str+all attributes, +attack rating, +defense rating, +% all resist
King Gauntlets3263 Str+all attributes, +attack rating, +defense rating, +% all resist

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