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Quest/Mission Info


Here's where you learn about quests and missions! It may be a bit confusing for someone who hasn't been playing long, but with the help of this page, plus other friendlier moderators, you'll figure it out.

First things first. Mission and quest mean pretty much the same thing, so from now on, I'm just going to say quest. There are many different kinds of quests.
Here's a list, which will be explained in more detail.

  • Item Quests
    • Demon's Blood Talismans
    • Dark Star Weapons
    • Clair Bible Manuscripts (See Zanaffar Section for more info)
  • Spell Quests
    • Demonic Cleave
    • Giga Slave
    • And many others....
  • Psychic Quest
  • Zanaffar Armour

Each of these quests is very difficult, it requires time, skill, and sometimes money to complete, but the end result will be well worth it.

To get any quest, you must tell me which quest you want, and why you want it. I need a fairly good description, and an even better one if you're going for the Psychic Quest. You don't have to be an excellent writer, but I want to see that you put some thought and/or effort into it.
You may want to post it on the message boards, or email me. If you are posting, please use the Fight Board 2 to ask.

Item Quests

Item quests require you to have at least 25 magic points in one catagory before you can even go on them. Each item also has a different requirment for you to use it. So, there are two different requirments, one to get it, one to use it. The use requirments are listed in the store next to the item you want, and I will list them here for you.

  • Gorn Nova - Lv.36 Strength
  • Galvara - Lv.40 Strength
  • Demon's Blood Talismans - Nothing

Spell Quests

A new section of the RPG, the strongest spells are no longer available just by getting spell points, now you must also complete the mission. ;_; Sorry to those of you who got their powerful spells taken away.
The following spells are quest spells. There is one for every catagory of magic.

  • Black: Giga Slave
  • Air: AEther Imbibe
  • Earth: Terra Vivere
  • Fire: Phoenix Blaze
  • Spirit: Ra Tilt
  • Water: Tursas Aqua
  • Curses/Summoning: Raugnut Rusyavuna
  • White: Demonic Cleave

You need 40 points in the catagory that you are going to quest for.

Psychic Quests

When a character wants to be psychic, they must complete the quest. This is probably part of their story-line, but characters cannot be psychic and use psychic attacks, until they complete this quest.

First they must choose a discipline to base their psychic power on. For example, somone who is strong in black magic, would choose to base their psychic powers there.

Their psychic power equals the skill points that they have in that discipline. For example, if Xelloss had 26 black magicand he did the Psychic mission, and he based his psychic powers on black magic, then he would be able to do psychic attacks that are equal in power to spells at level 26.

Sounds tough? Well it is. For now, if you wish to do a psychic mission, you must give a great reason. Since there is no requirments to do this mission, this is my only way of keeping EVERY single person from trying to get the Psychic missions. In your email or post, you must describe why your character should be psychic, and it must be fairly long. I may or may not accept you, but please, do try.

Zanaffar Armour
Thank you to Daniel for helping me with this idea!

The armor is weightless meaning you only need 15 strength to use it, but you must also have 40 in 2 branches of magic to control it or else you will release the white beast Zannaffar (You must be able to control it or it consumes you gaining a body and your knowledge). The armor once worn can be used in several fashions, all available to the lucky owner. Each one counts as one turn however, when battling.

  • Attack - When the user commands his Zanaffar to attack, it shoots a Razor Breath at the target.
  • Break - This makes the Zanaffar leave it's wearer. This can be used to let Zanaffar attack a target alongside the wearer's own offensive magic, or to occupy the enemy while the wearer concentrates on a different target. Usually, this spell is used in conjunction with "Attack". The user retains full control of his Zanaffar while they are apart.
  • Dissealed - Any person wearing Zanaffar armor is usually sealed from the Astral plane, protecting him from attack from that source. However, this seal also blocks the user's own magical powers. By using this spell, the wearer of the armor breaks the seal temporarily, giving him access to his powers but also rendering him vulnerable to astral attack.
  • Sealed - The opposite of Dissealed, this Zanaffar-affecting spell cuts the user off from the Astral plane. While the user gains great protection from offensive spells that attack through the Astral plane, this function also prevents the wearer of the armor from affecting the Astral plane or casting spells. This is not merely a defensive spell; in the novel, the elf girl commanded her Zanaffar armor to cover Dynast and used this command on the armor, preventing Dynast from using his powerful magic attacks.
  • Interference with Space - Allows the wearer to withdraw into the Astral Plane, and come out elsewhere (aka: teleporting).
  • Mana Conversion - The wearer of a Zanaffar armor concentrates his magical energy into a portion of the armor, creating an extrusion much like a magical sword. The user can both attack the enemy and defend against incoming magical balls or arrows with this sword. This cannot be used when Sealed
  • Zanaffslade - The last of the Zanaffar-affecting spells. The wearer takes a part of the armor and swings it like a sword, causing a shockwave of light to go through space and burst out from the body of the target. This attack also works on Mazoku.

Though a powerful mazoku could take on someone wearing the Zanaffar armour, a large amount, or an army, would be very bad, as the Zanaffar Armour was created to destroy mazoku.

To get this, you must first quest for the Clair Bible Manuscript. This will give you the knowledge to create the armour, however, you must go through another quest in order to build it. This is the most challenging of the quests, but the most worth-while as well.

Requirements: 15 Strength, 40 in 2 disciplines of magic.



I hope this answers all your questions, and if not, try asking for help on the Questions Board.