A comprehensive reference guide for everything in the game.
Basic Mechanics
At any point you can tell the king that you’re all done, and the game advances by three years. Most quests that you complete won’t give any rewards until you enter this second phase of the game, and any that you didn’t complete can no longer be advanced.
As you gain experience and level up, your health and damage stats increase. During your first playthrough, your level is capped at 70. Subsequent playthroughs increase your max level by 50.
To boost your defensive stats, you’ll need to collect elixirs. These can be found in chests, pots, bookshelves, and dressers throughout the world. Each one grants a permanent passive bonus to a single stat. The bonus is granted immediately upon picking up the elixir, and while each bonus is small, they stack, and there are tons of them sprinkled throughout the game.
At the start of the game you are offered one of three distinguished individuals to join your crew. These guys offer significant bonuses, and a fairly involved quest chain. You can also pick up to two from the available six volunteers around the castle. They all offer small stat bonuses and have their own quest lines. Generally your team doesn’t make too much of an impact, and you can beat the game without any companions so any composition is viable.
Combat works by running into enemies. They will be pushed away a bit and dealt damage. This isn’t a knockback, so if they are moving toward you it just slows them down, and if either of you are moving fast enough you can still run into them and take damage. You also have three active skills you can use in addition to just running into enemies.
If you die in combat, you are returned to the map with no health, but otherwise unaffected. You can use potions to restore your health and try again, or simply jump back in and use the health gain mechanics to try to get back into fighting shape.
There are several types of enemies, each with their own movement and attack patterns. Around level 10, you’ll start seeing enemy captains, with a crown above their health bar. Captains have more health, do more damage, and a scaled up a bit. At higher levels, each enemy type adds new attacks, in addition to increasing their health and damage. At a certain point, enemy captains will start spawning with hazards as well.
On the world map, when you walk anywhere that isn’t a road, there’s a chance for enemies to spawn and randomly run around. If you run into one of these sprites it triggers an encounter. If you’ve ever played Zelda 2, it’s just like that except you can’t run to the road for safety. World map encounters are scaled to your level up to 50, and the cap increases by 50 each subsequent playthrough. The sprites can rarely be a fairy instead that restores your health.
In dungeons, there are spider webs placed on the map. Interacting with one will spawn an encounter based on the level of the dungeon. When the fight is over, you’ll be awarded with Web Debris, and sometimes a small amount of gold. You can use a kindling to burn the web instead, grants a small amount of experience and removes the web. There are also some denser webs, which spawn harder encounters and cost two kindling to burn. These webs don’t respawn when you switch floors, but will respawn when you return to the world map.
Whirlpools are special fights that spawn multiple waves of enemies, and reward an abyss shard when you clear them. On the world map they start invisible, only showing up when you get close to them. Whirlpools in dungeons are always visible. There are a total of 100 whirlpools in the past, and just one in the future that gives 10 shards.
Collecting enough abyss shards opens lets you open the whirlpools in the Library beneath Regulus Castle, granting you a bit of story and a chest with some gold. Collecting all of them opens the last whirlpool at the top, granting you access to the Venomous Calamity, Charge Calamity, and Glacier Calamity artifacts.
After beating the game, it creates a new copy of your save file in new game plus. This is indicated by a small crystal icon on the save file. New game plus allows you to start the game over, while keeping most of your gear, allowing you to explore the other options you didn’t select across the various side quests. Here are the major changes:
- Keep almost all of your items, equipment, and skills.
- The level cap and scaling cap are increased by 50.
- Monster levels are increased by 50.
- Whirlpools on the world map that you’ve cleared in any previous cycle are visible.
- Quest rewards and chests of gold are scaled up.
- A ghost selling max kindling +1 for 200 web debris appears in the Underground Library.
- An artifact selling permanent passive boosts appears in the Underground Library.
Since you lose your companions, you lose the diety blade skill unless you pick Roland again. You also lose your quest items, abyss shards, and the Death’s Pact artifact. Other than that you keep everything. Another important thing to keep in mind is that shop price don’t scale up, so it becomes much easier to buy gear.
Overpowered Early Game
Many of the end-game areas have gear that you can access with just a few kindling. If you take Rex as your distinguished companion you can teleport right to them, but even without him you can just walk there. World map encounters scale to your level, and even if you die you are just dropped back to the map and can continue on your way.
There are several high-end weapons that are available as soon as you step out of Regulus Castle, if you know where to look.
- Greedsword – Can be found in Mage’s Cloister 2F. Mage’s Cloister has no webs, so you can just walk up to it and grab it.
- Queensword – Southeast of the entrance to Crystal Cave B1, you can get there with just 8 kindling.
- Repel Axe – Frontline Fort doesn’t show up in the fast travel list, but if you cross the bridge east of Thuban and head south you’ll be there in no time. Head through the basement to grab this in the north east area. It takes 10 kindling to get there.
Outside of the Regulus Castle Crypt, there isn’t any armor to be found in dungeons. You have to buy it. Fortunately, there’s an easy way to make a bunch of money. The Glint Impact artifact is at the back of the Dragon’s Nest B3, and you can get there with only 9 kindling. This artifact causes every hit to drop a coin. Pair that with the Queensword from the Crystal Cave, which has a really high multi-hit rate, and you start spewing coins everywhere. If you run through a dungeon with this setup, you’ll probably have enough money to buy a decently high-level set of armor.
There aren’t a ton of accessories available in the first part of the game, but the main one that is there is ridiculously strong. The Deathring is your reward for completed the unlisted Ghost Companion quest, which starts randomly any time you use a Death’s Path portal. You’ll have to clear the level 12 encounters in the Graveyard to get the Death Pact item to use these portals, or pick Rex as your first companion. Once you get the ghost to spawn, just head to Farqad, put in the sequence in the nook to the right of the skeleton room, and you’ve got yourself a massive 50% boost to melee damage.
Distinguished Individuals
Bonus: ~30% chance use one less kindling when burning nests
Bonus: Towns, Cities, and Dungeons added to fast travel list
Note: The Death’s Pact item can be accessed fairly early without this companion, see the miscellaneous quest of the same name
- Nest Burn Experience +100% (unlisted)
- Death’s Pact
- Kindling +5
Quest: Five dungeons will cause Rex to say something when you enter them. Go through them in order, and after the last interaction you are sent to a dungeon. Clear it, then return to where you got him in the castle and interact with the artifact there.
- Treasure Cave B1
- Southern Ruins B1
- Misty Forest
- Alternate Dimension 1
- North Capella Cave B1
Bonus: None
Note: The bonus longsword damage is in reference to the type, not the specific weapon called Longsword
- Experience Gained +50%
- Longsword Damage +25%
- Deity Blade active skill
Quest: There are four tombstones scattered across the world that will trigger a reaction from Roland when you read them. Read all four, the order doesn’t matter, then return to where you got him in Regulus Castle and interact with the artifact there. When you go to the future he will die, but you can recruit his daughter to replace him. She functions exactly the same.
- Southwest Cave B1
- Fiend’s Nest B2
- Mountain Cave B2
- Crystal Cave B3
Bonus: Access to estate caches
- HP Recovery -5%
- Damage Resistance -15%
- 1,000,000 Gold
Quest: Visit each of Hershal’s estates and pay for their upgrades. The money in the chest in each estate should more than cover it. Once you’ve upgraded all three, head back to his spot in the castle.
- Estate 1 – South of Alcor, just after the Graveyard from the Death’s Pact quest
- Estate 2 – South of Aria, go east at the fork, it’s near Fort of Quarrel
- Estate 3 – Just west of Giansar
Volunteers
The first three are found in the Regulus Castle screen, directly after you ext the throne room. The other three are in the prison, which is down the left staircase from Regulus Castle.
Bonus: Increases potion healing
HP Recovery +5%
Quest: This quest is centered around a sick man in Alcor. Once you visit there and talk to the bedridden man in the inn, the quest begins. After you successfully cure the man, head to the castle and check where Emilia was before she joined your team to finish her quest.
- Head to Southern Ruins B2, and check the book case north of the Whirlpool
- Return to Alcor and talk to the sick man
- Go to Mage’s Cloister 2F, and check the middle book case to the right of the three desks
- Return to the sick man in Alcor once more
Bonus: None
Critical Hit Chance +5%
Critical Hit Damage +25%
Halberd Damage +25%
Block Chance +5%
Quest: Pete just wants to help people, but it seems he needs your help doing so. Help Pete engage in random acts of kindness throughout the world. These can be done in any order, and once you’re finished head back to Pete’s spot in Regulus Castle to finish the quest.
- In Spica, a soldier needs help clearing a threat from a cave to the east. Head to Treasure Cave B1 and kill the wandering fiend near the whirlpool. Return to the soldier and give him the good news.
- A woman in Alcor wants to help fight. Give her a longsword so she can.
- A man in Abandoned Shrine B1 is stuck. Give him 15 kindling to help him escape.
- A woman in Giansar is worried about medical supplies, what with the looming dragon threat. Give her 15 potions to set her mind at ease.
Bonus: Has a chance to avoid wold map encounters.
Item Discovery Chance +10%
Consecutive Hit Chance +20%
- None
Quest: At various points, the dog will start barking. Go through them all in order until it runs away, then proceed to the final location. Return to where you picked him up to finish his quest.
- Regulus, inside the store
- Misty Forest, near the whirlpool on the west side
- North Capella Cave B1, path to an alcove containing a single chest
- Dragon’s Nest 2F, Glen leaves the party as you move to the third floor
- Crystal Cave B2, you’ll find him near a chest north of the main path
Bonus: Allows use of hidden passages
Backstab Damage +15%
Evasion Rate +5%
Quest: In four different dungeons you’ll find notes with clues to the location of a treasure. All of the notes are inside a hidden path. After reading each clue, you have to go collect the treasure it refers to before the next note shows up. After the last one you can return to the jail cell in the castle where you found him.
- Treasure Cave B1, the treasure is at the end of the path north of the well in Regulus
- Fiend’s Nest B1, the treasure is in the bottom row of crops in Spica
- Southern Ruins B2, the treasure is in the Abandoned Shrine 3F, at the end of the side path that doesn’t have a chest
- Mountain Cave 1F, the treasure is at the second intersection north of the entrance to the Ruins of Venom
Bonus: Chance to spawn a tornado on melee attack
Glide +20%
Additional Effect Chance +15%
Elemental Damage +10%
Quest: Several cloaked figures are added to the world when you pick him up. Speak to each one in order before returning to the castle prison to complete his quest.
- Regulus Castle | Crypt B3, on a path to the west on the south side of the map
- Farqad, on the southwest side of the city
- Mountain Cave B3, south side of the map
- Alternate Dimension 3, north side of the map
Bonus: Increase kindling and potion max by 10
Bonus: Drops random consumables at the start of the fight.
Broadaxe Damage +25%
Quest: Deliver various things for various people from city to city across the world. Start by picking up the quest from the soldier in the middle area of Regulus Castle | Crypt B1. Then go through the list below, each person you deliver to will give you the task to go to the next one. Once you’re done, head back to his spot in the castle.
- Sadalachbia, a woman in the middle of the town
- Mirzam, a man outside of the storeroom in the northwest part of town
- Thuban, a woman in the inn
World Map
Lower-case letters with a red glow are dungeons.
Red and blue swirls are whirlpool locations.
Shops
Note: You have to start the Withering Ruins quest by talking to the man at the entrance in order to open the gate. The shop is a flame that wanders around the ruins.
Dungeons
The Loot and Artifact headings are for gear or skills that can be picked up directly without having to be on a quest.
Wooden Shield
Leather Helm
Scrolls of the Esoteric Bomb
Scrolls of the Esoteric Frag Bomb
Gold Cane
Side Quests – Regulus & Alcor area
In the north west corner of Regulus city, there’s a man selling mysterious seeds for 50,000 gold. Buy them to start the quest. They can be planted in the Northern Springs, which is the empty spot surrounded by mountains next to a crescent-shaped lake due east of Thuban.
- Plant them: Climb the tree that grows here in the future to claim the Titanfist artifact.
- Keep them: Return to Regulus in the future and visit the man who sold you the seeds. Give him 100,000 gold for a Verdant Liquid. Just being in your inventory it passively grants Natural HP Regen +30.
A dying soldier in Regulus asks you to get him Bloodnuts. Head to the Goblin Gold Cave to find a tree that has them. The soldier guarding it warns you of the deadly side effects of the medicine and asks you to destroy them. You can’t actually destroy them, but if you sell them and then talk to the dying soldier the effect is the same.
- Give Bloodnuts: Go to his house in the future to receive the Art of the Halberd accessory from his daughter.
- Destroy Bloodnuts: Go to his house in the future to recieve the Determination Bangle accessory from him.
A young boy in the Southwest Cave asks if you think he can become a warrior.
- No: Find him in Regulus Castle | Research Academy in the future to receive the Mage’s Bliss artifact.
- Yes: Find him in Regulus Castle in the dining hall with the other soldiers and he’ll give you the Art of the Longsword accessory.
The village of Spica asks you to investigate the claims of a prisoner. The prisoner sends you to the Treasure Cave to look for a flame. Return after finding it and talk to him, then the elder asks what you think of his story.
- Say He’s Lying: Talk to the Spica elder in the future to receive the Torch Phantasma accessory.
- Say He’s Telling The Truth: Return to Spica in the future to find it empty, and talk to the soldier to hear the fate of the villagers. Head to the prison to find the right cell open where you can grab the Stoicism Panacea artifact.
A soldier in Alcor asks you to talk to three contractors in Alcor, Regulus, and Farqad. He then asks you to deliver a missive to one of them. Find the completed fort on the road south of Alcor in the future and talk to the captain to continue the quest.
- Deadlines (Regulus): Head to the basement and there’s a chest with the Frag Bomb Phantasma accessory at the end of a hallway of corpses.
- Very Best (Alcor): You receive the Artisan’s Hammer accessory.
- Productivity (Farqad): You receive the Artisan’s Wisdom artifact.
A man in Alcor asks you to retrieve a Golden Bangle from [dungeon]. After you retrieve it, you can give it to him or keep it.
- Keep it: You can sell it for a decent chunk of change. You can find the man wandering the docks in the future.
- Give it: Spawns a chest with a single kindling. Return in the future to find him running a shop that sells the Gold Sword and Gold Shield accessories.
A soldier is Alcor mentions the Fiend’s Nest to the south. Head there and a researcher will tell you the demihuman fiends are keeping the insects in check. You can choose to kill the Demihuman Fiend or leave it. You have to interact with the cave and choose whether to launch the offensive to advance the quest.
- Kill the Demihuman: Alcor is invaded by a GigaInsect Fiend in the future, kill it to get the Tundra Spiral artifact.
- Spare the Demihuman: Return to the Fiend’s Nest in the future and kill the DemiHuman. Head back and talk to the elder in Alcor to receive the Handaxe Phantasma accessory.
The captain in Farqad asks you to investigate a crime at the orphanage. There’s a broken sword in the well in the back. This isn’t enough to convict him, so check the pot in the room in the top right for a switch. This opens a hidden chamber where you can find an artifact and a second piece of evidence. Return to Farqad, and if you have both pieces of evidence you can turn them in to the guard to convict the man. You can also talk to him and agree to keep his secret, or return with just the broken sword to set him free.
- Convict him: Return to the orphanage in the future and the man will ambush you. Defeat him and he’ll drop a chest containing the Assassin’s Gauntlet accessory.
- Set him free: The man in the orphanage gives you the Art of the Broadaxe accessory when you come back in the future.
The captain in Farqad asks you to deliver a message to [location], and then return. When you return he’s left to Sadalachbia. Choose whom to give the report to.
- Soldier in Farqad: The soldier of the future has been promoted to captain, and gives you the Bloodstake accessory.
- Captain in Sadalachbia: Talk to the captain in Farqad when you return in the future and he’ll give you the Art of the Shortsword accessory.
A soldier in the Southern Ruins asks you to investigate a cult. Talk to the cult leader to hear what they’re about.
- Smash the Idol: The cult leader has returned to the Farqad Inn when you come back in the future. He gives you the Debilitating Bubbles artifact to thank you for breaking the trance.
- Raid them: When you visit the cultists in the future they are doing well, thanks the unlikely outcomes of the raid. They thank you with the Thunderstorm Ring accessory.
- Leave them be: Return in the future to receive the Delayed Rupture artifact.
The town of Sadalachbia’s coal mine is overrun. They can either cave in the mine, cutting off their source of income, or leave it and let the fiends run wild. Talking to the man in front of the mine will give you a key, take that and go to the pot at the end of the mine. It will ask you if you want to light the fuse to trigger the cave in. You have to make a choice here to advance the quest.
- Light it: Opens a store in the future that sells the Spirit Bangle accessory.
- Leave it: When you return 3 years later, the town is abandoned. Head down through the mine to find a large fiend. Defeat it and you can open the chests it guards, containing a large sum of gold and the Volcano Ring accessory.
A woman in Aria mentions seeing a woman hanging out with a fiend in Misty Forest. Find her at the end and she’ll ask if you think she needs to leave him to keep him safe.
- Leave the fiend: Talk to her in the future in Aria to learn the fiend is rampaging in the Misty Forest. Head there and kill it to make the girl appear. Talk to her and she’ll leave behind a chest with the Werewolf Claw accessory.
- Stay with it: Return to her in the Misty Forest of the future and she’ll give you the Distorted Mirror artifact.
- Just kill it: The beasts drops the Bloodlust artifact. Come back in a few years to see the girl acting very morose.
A captain in Aria wants you to check in on the captain of the Fort of Quarrel to the south. Head to the Small Village south of the fort and talk to the elder there. When you talk to the fort captain, he’ll ask you to let him leave. Return to the captain in Aria and he asks if you think the fort captain should face a court martial.
- Let him leave: The captain splits town, but not before leaving you a chest with the Knight’s Bracers accessory. After transitioning to the future phase, head back and talk to the small town elder to finish the quest.
- Court martial: Talk to the elder of the small town in the future to recieve the Ballistic Ring accessory.
- No court martial: Talk to the future captain of Fort of Quarrel and he’ll thank you with a gift of the Tempest Armor artifact.
X the Rogue is harassing a businessman in Aria. Head south to Abandoned Shrine and talk to him.
- Turn him in: Head back to Aria and talk to the businessman to receive a chest of gold. He also gives you the Smoke Bomb Phantasma accessory when you return in the future.
- Leave: Talk to X in the future to get the Fighter’s Stance artifact.
- Stay: Spawns a locked chest. Return in the future to nab the Rogue’s Cloak artifact. Wear it in Aria and talk to the villagers. One of them will give you a chest with 100 gold.
A man in Mufrid wants you to retrieve the Thunderbolt artifact from the Mountain Cave. Return and talk to him.
- Give it to him: There’s a chest of gold where he was standing if you go back to Mufrid in the future. Head to the top of the Twisted Tower to the northwest and defeat him to gain the Reaper artifact.
- Keep it: Climb the Twisted Tower and the collector will bestow upon you the Enticing Lightning artifact.
Beneath the Mountain Cave you’ll find the City of Golems. They are inactive, and there’s a message from their creator at the back of the city. There’s a button in the desk that will let you take control of them, or you can report the creator’s status back to the golems.
- Press the button: The doors unlock immediately, allowing access to some chests with gold and the Resistance Bangle accessory. Return in the future to get the Baby Golem companion.
- Report master’s alive: Return and talk to the prime golem after giving them a few years to build you a Mage’s Amulet accessory.
- Report master’s dead: Revisit the City of Golems after the time break and the prime golem will attack. Defeat it to score the Pulserock artifact.
Baby Golem Stats:
- Block Amount +35
- Block Chance +10%
A man standing near a portal to another dimension asks you to go through and drive a dimensional wedge into the other side of the portal. Make your way to the final floor and drive the wedge into one of two doors.
- Pleasant door: Return in the future to collect a chest with 35,000 gold and the Spirit Howl artifact.
- Vile door: Return to find the man’s skeleton. Enter the portal and make your way back to the vile door. Kill the fiend blocking your way and pull the wedge to spawn a chest containing the Bomb Phantasma accessory.
Side Quests – Mirzam & Thuban area
A patron of the inn in Mirzam mentions noises coming from the well. Interact with it to find a cave that leads to the locked room in the southeast corner of the town. Talk to the attendant there to learn of the quarantine, and he’ll ask you to get some information from the office outside. Head back, interact with the flowers in the northeast corner to get the key, then open the chest in the connecting room. Take the medical records back to the attendant, then head back to the doctor to learn of his experimental drug plan. Return to the attendant once more and he’ll ask if it’s safe to leave.
- Tell him no: Come back and check on the doctor when you return in the future and he’ll give the Super Steroid, a passive item that grants +10% cooldown reduction just by being in your inventory.
- Tell him yes: When you revisit Mirzam in the future, head to the Inn and talk to the man there. He will give you a Venom Ring accessory.
Talk to the robed person in the southwest corner of Mirzam and you’ll be transported to the Valley Cave. Head down and collect the key, then return to the first floor and flip the switch in front of the chest in the east-most cell. Return to the basement and go through to the end to find an artifact.
- Destroy the artifact: There’s a soldier standing near where the artifact was when you return in the future. Talk to him to receive the Elemental Bracelet accessory.
- Leave it: The artifact attains enlightenment after several years, and sticks around just to let you know in case you ever come back. He then skips town and leaves you a chest with a small fortune in gold.
There’s a man trying to make a gas mask in the Ruins of Venom. Grab a frog from the well in the northeast corner. Talk to the man, he’ll ask you to give him the frog.
- Give it: In the future the frogs are extinct and there’s a giant fiend wandering the northwest corner. Defeat it and it drops the Vampire Fang accessory.
- Keep it: After a few generations, the frogs bred like crazy and cleared the gas, the man will excitedly proclaim when you return. Head to the north section that was previously inaccessible to pick up a Necrosis Vanish artifact.
The town of Capella is under attack. The captain there wants you to seal off the North Capella Cave to the north, while the village elder wants you to help them tunnel through it and attack the fiends. Pick your side and head to the end of the cave. Place the seal or kill the boss depending on which side you picked, then return to Capella.
- Side with the captain: Find the captain alone in Capella when you return in the future to receive the Darkness Cloak accessory.
- Side with the chief: Talk to the captain in future Capella to learn the tunnel was completed. Head through to the fiend’s fort and kill the leader at the end. Head back and the captain will be snide with you, but talk to the villager on the other side of the room to get the Light Cloak accessory.
Giansar village is plagued by a dragon. Head to the Dragon’s Nest to the southwest to investigate. At the end of the nest is a dragon, talk to it.
- Kill the dragon: Make your way to the now devastated Giansar of the future and talk to the elder. Head back to the Dragon’s Nest, kill it, and talk to Giansar’s elder once more to receive the Dragonslayer artifact.
- Make peace with the dragon: Return to find the dragon’s baby born safely in the future. It gifts you the Dragon’s Breath artifact.
At the Frontline Fort, the officer in charge lets you know that the king has authorized you to take the barrier artifact, but that doing so will force them to abandon the fort. If you want to take it, you have to go through the basement and place a seal for them first. If not, you can just leave.
- Leave the Artifact: Return in the future to find the fort well stocked and thriving. There’s a chest in the top right corner with the Avalanche Ring accessory.
- Take the Artifact: Grab the Void Barrier artifact after coming back from placing the seal. Return in the future and set off the seal to finish the quest.
The artisans of Thuban need massive crystals from the crystal cave to craft you a masterpiece. Talk to the soldier and he’ll send you to the crystal cave to retrieve one. Head to the bottom floor and defeat the fiend there to snag it. Return and talk to the soldier, who will tell you to give the crystal to the crafter of your choice.
- Give to Equipment Crafters: When you come back after your 3-year training, the crafter you gave the crystal to has a piece of crystal equipment.
- Give to Artifact Crafter: Return in the future to retrieve your Shinesword artifact from the remaining artisan.
- Keep it: The future sees the crafting area abandoned save for a lone artisan in the southeast corner. Talk to him to receive the Crystal Ring accessory.
Enter the mage’s cloister and follow a series of notes. Head to the basement, there’s a tall hallway filled with columns, check the left side of the column north of the south east exit for a key. Exit the basement and head north to a garden, the white orb is across the north bridge. Head to the second floor and use the key on the desk in the north west room. Head through the basement to a location with two cracks in the ground. Interact with the left one, and it will ask you to place one of the orbs. Select yes for the correct placement, or no then yes for the wrong placement, then put the other orb in the other crack.
- Correct placement: Return in the future and talk to the man. He’ll send you to the basement to fight a giant spider. Beat and collect the Distance Ring accessory.
- Wrong placement: The future sees the man fused with a fiend after a teleportation gone wrong. Head back to the cloister and free him from his torment (by killing him), and you’ll find a chest with the Beastwing accessory in his place.
Miscellaneous Quests
In the Underground Library, there is a book case at the bottom that asks for an incantation when you inspect. This code is given to you in the basement of the Mage’s Cloister. There are four areas with black tiles that draw out the numbers 0, 2, 5, and 8. The columns in the corners have a number of black tiles surrounding them that indicates where in the code that number goes. I’m fairly certain that the code is always 2085 in the first playthrough, but if that doesn’t work you’ll have to check the order. Enter the code to receive the Archer’s Soul artifact.
Throughout the game you’ll encounter robed figures that give cryptic messages related to the plot of the game. I’m fairly certain you can encounter these in any order. If you can’t get into the valley cave, you may need to start the Memories Lost quest.
- Underground Library
- Cave of Treasures B1
- Southern Ruins B2
- Valley Cave B2
- Frontline Fort
In Regulus Castle | Crypt B3, there is a man on the east side of the map surrounded by webs. When you approach he asks you to torch the web so he can get out, because if you attack it the fiends will kill him. If you attack them anyway he’ll die and leave behind a chest with the Vita Bangle accessory. If you burn it you can find him in Sadalachbia in the future; he’ll give you the Greedring accessory as thanks.
South of Alcor there’s a small lake with a conspicuously bare patch of land on the west shore. Go there to enter the Graveyard. There will be a serious of fights, and once you’re finished it will grant you the artifact Death’s Pact. This allows you to see and use one-way gates that usually lead from the end of a dungeon back to the beginning. It’s not a skill, so it shows up in the item list instead, and its effects are always active.
Any time you take a Death’s Path portal, there is a chance to come out with a ghost companion. Once this occurs, head to the end of Misty Forest to find a note on the ground. Return to Farqad and stand to the right of the room with the chest and skeletons. Face the directions from the note and interact (north, west, north, south, west) to enter the room with the chest. The ghost companion will leave your group and you can collect the Deathring accessory from the chest. You can actually head straight to Farqad as soon as the ghost joins, execute the sequence, and complete the quest without ever visiting the Misty Forest.
Ghost companion stats:
- Health Bonus -25%
- Melee Damage +25%
- Physical Resistance +3%
A kid in Alcor wants to play hide and seek. Despite his claims that he’s not going to leave the town, he’s hiding in the Southwest Cave. Talk to him for a small amount of gold.
A farmer in Mufrid is seeing crops disappear right before his eyes. He asks you to watch, and sure enough one vanishes right then. Inspect that spot to find a cave with a fiend in it. If you kill it, the farm will be thriving in the future (except for that one spot), if you don’t the field will be bare, but you can go down and fight an absurdly long fight against the fiend. You don’t get anything either way.
In the northeast corner of Mirzam, a man is preparing rations for his city. He asks if you think it’s ok to deviate from the recipe and spice things up. If you tell him no, or don’t interact with him, nothing happens. If you say yes, when you return in the future there are ratmen all over the food. If you kill them you get a nice thank you from the cause of the disaster. That’s it.
A main in Thuban wearing an ominous robe asks you to place an amethyst on his friend’s gravestone. The grave in question is said to southeast of Alcor, which means the Goblin Gold Cave. Head there and interact with the right gravestone to place it. If you place and return to the gravestone in the future, he turns into a fiend and offers you a rather difficult fight. If you don’t place it, you can return to Thuban to fight an easier version there. Either way, there’s no reward.
After regaining control of your character upon completion of your 3-year training, head to the airship outside Regulus. You have the option to go to a place called Beast Paradise. If you head there, you’ll find a bunch of beasts that you are told can be killed for their hides. They are docile and low level, and they drop a hide you can sell. If you kill all of them the last one will rampage and actually attack back, turning into a difficult boss encounter. Defeat it and it will run away, leaving behind the Fairy Powder accessory.
- Standard: Starts ready to cast, has a short cooldown after use
- Buildup: Starts on cooldown, which is usually longer
- Charge: Has a number of charges that regenerate, goes on cooldown once all are spent
- Aura: Provides a passive buff, effect increases when used
- Item: Requires an item to cast
Dragon Village quest reward
Fiend’s Nest quest reward
Collector quest reward
Otherworldly Deity quest reward
Dragon Vilage quest reward?
City of Golems quest reward
Door to Another World quest reward
Mysterious Seeds quest reward
In Search of Crystal quest reward
A Girl and her Fiend quest reward
Otherworldly Deity quest reward
Disgraced Captain quest reward
Withering Ruins quest reward
Pete’s chest
Saturday’s chest
Jack’s chest
Emelia’s chest
Interact with the gravestone in the northeast corner
Interact with the gravestone in the southwest corner
Choose Roland as your extraordinary individual
Allow Roland’s daughter to join you in the future
Collect all 110 abyss shards
Collect all 110 abyss shards
Collect all 110 abyss shards
Kill the traitorous soldier
Champion Damage Bonus +30%
Additional Effect Chance +15%
Longsword Damage +50%
Champion Damage Bonus +30%
Broadaxe Damage +50%
Champion Damage Bonus +30%
Halberd Damage +50%
Champion Damage Bonus +30%
Critical Hit Damage +55%
Additional Effect Chance +15%
Block Chance +15%
Collector quest reward
Physical Resistance +10%
X the Rogue quest reward
Backstab Damage +50%
Found during Detective quest
Air Damage +30%
Champion Damage Bonus +30%
Jump Strength +25%
Glide +30%
Life Orb Recovery +30%
Life Orb Discovery Chance +6%
Life Orb Recovery +30%
Life Orb Discovery Chance +6%
Hero’s Bliss quest reward
Life Orb Recovery +30%
Life Orb Discovery Chance +6%
A Girl and her Fiend quest reward
Uncertain Judgement quest reward
Item Effect +25%
Fort Building quest reward
(Beneath Mountain Cave B3)
Life Orb Discovery Chance +5%
Defeat the spirit’s first test
Revival HP 35%
Defeat the spirit’s second test
Thrown Weapon Critical Chance +5%
Library Code quest reward
Gold Discovery Chance +60%
Gold Discovery Chance +30%
Weapons – Shortswords
In general, shortswords have lower range and damage but much higher multi-hit chance. This makes them great for healing or triggering on-hit effects.
Weapons – Longswords
In general, longswords are completely average. They are the baseline all other types are compared to and are good general purpose weapons.
Weapons – Halberds
In general, halberds have greater range but lower damage and multi-hit chance. This makes them ideal for avoiding damage.
Weapons – Broadaxes
In general, broadaxes don’t multi-hit but deal more damage and are held at a 45° angle. This makes them ideal for dealing with flying enemies.
Armor – Off-Hand
Shields provide high block chance and block amount. They are primarily used to protect you during melee engagements.
Orbs provide low block chance and block amount, but provide cooldown reduction (CDR) and include extra stats. They are primarily used to support skills as a main damage source.
Item Attract Strength +100%
Life Orb Discovery Chance +10%
Armor – Head
Armor – Body
Armor – Feet
There seems to be a bug where there is an unlabeled stat increase on many feet armors, but comparing the character stats before and after equipping them shows no change other than the labeled stats, so it doesn’t seem to actually do anything.
Accessories
Champion Damage Bonus +20%
Battle xp Bonus +25%
Champion Damage Bonus +20%
Battle xp Bonus +25%
Champion Damage Bonus +20%
Battle xp Bonus +25%
Champion Damage Bonus +20%
Battle xp Bonus +25%
Fire Resistance +15%
Ice Resistance +15%
Lightning Resistance +15%
Explosion Resistance +15%
Poison Resistance +15%
Mana Resistance +15%
Life Orb Discovery Chance +13%
Physical Resistance +10%
Critical Hit Damage +25%
Jump Strength +10%
Glide +10%
Air Damage +15%
Physical Resistance +5%
Physical Resistance +5%
Item Discovery Chance +15%
Throwing Damage +15%
Item Discovery Chance +15%
Throwing Damage +15%
Item Discovery Chance +15%
Throwing Damage +15%
Item Discovery Chance +15%
Bomb Damage +15%
Item Discovery Chance +15%
Bomb Damage +15%
Item Discovery Chance +15%
Bomb Damage +15%
Item Attract Range +300%
Item Attract Strength +300%
Melee Damage +50%