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Complete Guide to Being an Average Dragonfable Player

 
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2/17/2010 11:51:03   
Prius
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Dragonfable Adequacy Guide
Made by one who is mediocre and helps others attain it too!

Made by: Prius


Intro

Most guides have an intro, but the trouble is this is such a wide subject that I'm not sure what to say. Let's start with a little history. Dragonfable is the second game produced by Artix Entertainment. Although it isn't nearly as old as AdventureQuest, it is surprisingly deep in it's game play mechanics, improving a lot over certain parts of AQ that people thought needed improvement. It started as Arch Knight, a mini game that was available only to guardians and is still around today. The story revolved around a young Ash Dragonblade who "would vanquish all evil and become the Arch Knight!" Naturally, Dragonfable has absolutely nothing to do with Arch Knight except in a series of semi-side-quests. So what do we have instead of Arch Knight? A story of a hero/ein who is trying to get all the prime elemental orbs before a Doom Knight named Sepulchre does. The game plays as one would expect it to. As a turn based walk-around RPG. There is, however, more to Dragonfable than meets the eye. (Cue transformers theme here). I will attempt to delve into all the possibilities here so be prepared for a comprehensive guide.

Table of Contents (CTRL+F)

(Sc001) Getting Started
(Sc002) The Three Base Classes
(Sc003) Other Classes
(Sc004) Story Summary
(Sc005) Farming Suggestions
(Sc006) Equipment Suggestions
(Sc007) Stat Point Suggestions
(Sc008) Staff Description (From What I Know of Them)
(Sc009) Conclusion




(Sc001) Getting Started

What you need to know if you are just starting DF if you came from AdventureQuest is that, even though it is set five years before AQ, Dragonfable IS NOT AQ. I cannot stress this enough. Expect things that have similar plots as AQ to be different. If you didn't come from AQ, then you should know that DF is updated on a weekly basis so it is very fast moving for an online game. Every update usually involves a quest or two and most certainly new equip-able items. This makes it very hard to keep a guide such as this afloat but, alas, I, being a fool, will try. Dragonfable recently underwent a database update adding many new features that are only in a few quests. This will have a large influence on game play later on but right now, the only noticeable differences are the stat revamps and range damage being changed to pierce damage. Of course, if you're a new player, this will have little effect on your game play, but veteran players will have a different game on their hands in the near future. The current level cap is 60, but be prepared for a raise every one to three years. One of the main attractions behind AE games is their membership plans. For a one time payment of $20.00, you can significantly increase your experience of the game. If you have $20.00 lying around, I think it's a worthwhile purchase should you decide to stick with the game.

One of the interesting things about AE games is that the forum posters have a larger than usual influence on what the staff puts into the game. This is unusual in a lot of online games, so if you want, you might just get something you think is a good idea into the game... Within the game, Gold is used as the usual currency, with Dragon Coins being the more valuable, pay-to-get monetary unit. If you have enough money, a player with Dragon Coins is statistically better than all others in the game, even if that player doesn't have a Dragon Amulet. Experience in this game is gained relatively quickly with a level up every few hours of farming at higher levels. The game contains many quests and objectives suited well for a casual player, but also has many elements that hardcore gamers can occupy themselves with. Most of these involve farming in some way. Farming, by the way, is the act of doing anything over and over again for some reward.

Well, I think that is about all you need to know before starting the game, so lets delve in!




(Sc002) The Three Base Classes

When you first start off your Dragonfable adventure, you will be asked to make a new character. You will be asked to name him/her. Name him/her something that you will like for a long time, because name changes cost DCs. 1000 of them to be exact. Specify their gender, after which you are asked to choose the base class of your character. STOP RIGHT THERE! Think about this choice as it will affect your game play throughout the game. You can change it but it costs, like the name changes, 1000 DCs. To help, here is my compiled information about the base classes:

ROGUE:

There are some who say these guys are nothing but thieves, and some who say they are lesser ninjas. Whatever you think of them, they are a solid choice for beginning the game with. Rogues use daggers and claws as their main weapons. If a rogue uses a dagger or claw, he uses two, producing normal damage results with two hits on a regular attack. However, if a rogue were to use a sword, staff, wand, axe or mace, they would only have one attack with it, effectively cutting their damage in half. This is obviously a large disadvantage so don't go buying that huge two-hander. Aesthetically, the class looks quite pleasing to the eye, just some of the attack animations look off. For instance, when going into stealth, the player simply becomes invisible. The rogue also has its fair share of ''useless skills''. I say useless in quotes because the staff are working on making them useful. These include the trip skill that is common to all base classes that apparently prevents monsters from fleeing. The only problem is no monsters flee yet. They have an accuracy plus attack, but the boost is so minuscule you probably won't even notice it anyway. Their Stun attack does no damage, which is inconvenient, but it is three turns long and includes a damage over time effect. The only things left to say are that they have an MP attack that should be far more useful and their multi attack is metal damage. Other than that, a decent choice for a starting class.

WARRIOR:

The grizzled and tough veterans of the battlefield. These guys (or girls) are a good choice for first time players, and remain solid throughout the game. They use all the ''heavy weaponry'' like swords, axes and hammers. When using these weapons, they have full damage. But when using others like staffs or wands, they retain the same animation, but loose attack power. Warriors look quite good on the battlefield, but a lot of their animations for their attacks are the same. This can get repetitive to look at after a while, but it's counterbalanced by their tendencies to shout out humorous quotes during certain attacks. As far as useless skills go, they have their lot too, though not quite as many as the rogue. To start, they obviously still have the trip and mana attack skills that are common among base classes and are useless at the moment, but they do have a few unique useless skills. They feature the multi and accuracy move along with the rogue, but Unlike any other class, they have a weakening skill. Said skill only weakens the monster by 20%. This could be useful on higher damage monsters, but you will most likely use a different class for them anyway, so it ends up fading into obscurity. Other than these few defects though, the warrior is an excellent class and is very much a good choice for a beginner.

MAGE:

The arcane masters of space and time, who bend reality to their will. These guys are the underdogs. I don't recommend starting with them because they are rather odd compared to most other classes. Their skill acquiring is rather out of sync as they acquire four skills at a certain level, then none for a few. Mages specialize in using staffs and wands to concentrate magical attacks. When using any other kind of weapon, besides scythes which I will go into soon and, oddly enough, daggers, they cannot use magic, putting them at an extreme disadvantage. They have the most useless skills out of all three base classes. Along with the aforementioned trip and MP attack skills, they have a plethora of others. The first are a series of elemental bolts they acquire all at once. The premise is that you can use the highest damage weapon you have and just spam one of the bolts over and over again to beat the enemy. The problem lies in the fact that you cannot use any of the other good attacks that the mage robes offer such as final blow. These bolts do have a secondary effect, but they are quite unnoticeable unfortunately. They also have a mana regen skill, but it only regenerates 1% of your mana every 3 turns. Yes you read that right, 1%! The robes, being quite possibly the biggest MP eaters out of all three base classes, could probably use more than 1% MP recovery... however, despite all this the mage is definitely not a bad class; it's multi has no cool-down which is very helpful, plus it isn't metal element (yay!). The class is just challenging to use effectively and, as such, though it can work, is not recommended for beginners.

** Just a note on scythes, they are a class of weapon that is supposed to be used effectively by all three base classes. I'm not sure if this is true at the moment as I have not seen it tested, but it should be true. **

So now that we understand the base classes, let's take a look at some other ones.




(Sc003) Other Classes

Throughout the game, you will encounter various places that allow you to adopt a certain class that Is not a base class. These classes can use any weapon effectively, and are mostly found in quest lines having to do with the story, but there are certain classes that are not. As such, let's explore the world of non-basic classes. I will organize this part in three sections: Offensive, Defensive and general Hybrid classes.

OFFENSIVE CLASSES:

PIRATE:

The first story based class in the game and also one of the most unique. This armor is quite enigmatic at first as it doesn't tell you what most of the attacking skills do. Most of them say ''summon (thing)''. Once you figure out what the heck the skills are supposed to do, it shows that it's a very offense oriented armor, but one of the only with a healing skill. The armor does have a few downsides like a metal multi skill and such, but overall, it's an above average offensive armor that can fit anyone nicely. Unfortunately, it's one of the only classes with a price tag. A relatively high one for new players too, at 3500 gold, you probably won't be seeing this class for a while.

PALADIN:

This class is awesome in some situations, but terrible in others. This is because this class is very specialized, being advantageous in fighting undead, but not much else. This class is hampered by skills all along the left side of the skill bar activating only on a twenty percent chance. This makes the whole side terribly situational and almost useless for free players. The right side is where any sane player would be staying if they had a dragon amulet. On the right side we have a whole flurry of attacks that do massive damage. Against undead. All of the skills are light based, which isn't bad, but doesn't help when trying to attack a monster that is weak to something else. If you're against undead though, hoo boy, they can pretty much kiss their behinds goodbye. Overall, use this class for undead. Otherwise, forget about it.

DEATH KNIGHT:

Ah yes, the infamous DK. This class was commonly dubbed the most offensive class in the game and is still called that by a few people. This is for good reason. This class has no less than SIX all out offense moves with a plethora of other passive abilities that send it's damage even farther through the roof. It sacrifices a reasonable amount of defense for this though, it's stun and shield both last three turns, but both have large cool downs. One defensive merit it has is the ability to drain 10%of the opponents health and heal themselves for 10%. The only problem is the damage inflicted on the enemy is of the darkness element, which is a very bad element to have for a DoT attack.It's multi attack is also darkness element which in many cases makes it even worse than a metal multi. One very big downside of this class is that it's a huge MP eater. You'll be noticing a loss in MP very quickly when you use this class. Death knight is a very powerful class with not much in the way of defense, but if you play that way, death knight is your class.

DRAGONSLAYER:

Oh Dragonslayer, why must you be so obscure... the Dragonslayer class is quite possibly the most specialized in the entire game. Most of the offensive attacks are only worth using on dragons and some don't even work on normal monsters. It plays a lot like a warrior, provided you're fighting a dragon of course. It has a triple sequence of rapid attacks that can only activate on dragon kin. Unfortunately, dragons are not the most common monsters in the world. Dragonslayer is also riddled with useless moves all over the map. It has a ranged fire attack which is quite useless, it has a weakness seeking attack and it has a huge amount of skills that are only useful on dragons. A very large downside is that this armor is demonically hard to train. You need to farm the random quests 7 times for a 100% chance of training the class every time you try to train a single skill. This adds up to having to farm the quests 98 times not including rewards that aren't dragon scales. So if you are fighting dragons, you can try to train this class and use it, otherwise avoid it like the plague.

PUMPKIN KING:

This is another seasonal class that is widely regarded as very good. This class is quite offensive, with two 100% critical hit attacks that can drop your opponents HP by quite a bit. It also possess a few novelty defensive skills, along with the usual stun and shield skills. It does have a healing skill, but it only heals you when it feels like it. This is somewhat mitigated in the fact that it has no cooldown though. Another downside is that a lot of the skills are nature only skills. This abuses the fact that there are no monsters in the game that are strong against nature, but none that are weak against it either. This makes it a veritable void element attack. Unfortunately, this class can only be obtained at Halloween. This is a decent class and worth a look if anything.

CHICKEN COW LORD:

Now we get into the novelty classes. This class was originally only intended as an april fools joke, but after the release of the firebrand series of weapons, it has transcended that title by quite a bit. Like the guardian class, this class has a twelve hit move. The only difference is that this class uses the same element as your equipped weapon and has no cooldown. Because of this, the abuse of the firebrand bug is made much more lucrative, but again, this is not recommended as it is abusing a bug. If you get CCL, get it for the firebrand bug. Otherwise, forget about it.

DOOM KNIGHT:

And finaly we have the quintessential evil class of the game. At $65 real money, this class certainly isn't cheap. The entire package comes with the best darkness weapon in the game, which really isn't much seeing as how darkness is a rather obscure element. As for the actual class though, it is incredibly offensive. It has the potential to do more damage than any other class in the entire game with skills that do well over 300 damage. This is also the only class I can think of that can beat the impossible DOOM crawler in less than five turns. If you have sixty five bucks laying around and want to spend it on something, why not DoK?

DEFENSIVE CLASSES:

NINJA:

The second story based class that is also the apparent rival of the pirate class. Unlike the pirate class, which just uses flat out damage to beat the enemy, the ninja class is all about setting up for a devastating final attack. This class has some of the more powerful offensive moves, but it's passive moves are what really make it shine. A rather slow paced armour, it focuses on weakening the enemy as much as possible for the final finishing blow. This class plays a lot like the rogue, where you will often use skills for their secondary effects rather than their damage, this has the upside of making endurance fights easier, but the downside of dragging a lot of fights on and on. This class is a bit harder to use than the pirate class, but if used correctly, can be very good. However, like the pirate class this class also comes with a price tag of 3500 gold. Better start farming kiddies!

DRAGONLORD:

This is the main armor of the upgraded in Dragonfable. This class is very defensive in nature, with a few offensive moves thrown in for good measure. If using the right equipment, this class can inflict no less than eleven DoTs simultaneously, causing a very large amount of passive damage. This class also has half of the death knight's coil skill, in which it can regenerate 10% of its health every turn for four turns. However, this class has the odd trait of its shield lasting for a random amount of time. This makes it rather unreliable, especialy with a four turn cool down, but with a three turn stun, it shouldn't be too noticeable. If you play defensively, then you should definitely look into this class.

EVOLVED CHICKEN COW LORD:

This is the result of the recently finished Zeuster quest line. This evolution has significantly increased the usefulness of CCL. It was blessed with many new attacks that do a large amount of damage. Unfortunately, this class is in a situation much like guardian class. It will be useful in the low levels, but when you level up a bit, it will begin to lose it's lustre. Also, it can't abuse the firebrand glitch as well as its pre-volution as its twelve hit attack has a one turn cooldown. Check it out for a bit, then you can save it for the bug.

GENERAL HYBRID CLASSES:

GUARDIAN:

One of the classes that is not story dependent, you can only achieve this class by verifying your guardianship. This class is quite beginner friendly as it has many skills that help out at low levels. At higher levels though, you will begin to see it being out shined by other classes. It is, however, unique in the fact that it's one of only 3 classes that has a 12 hit attack skill. This allows it to exploit a bug with the firebrand series of weapons to do massive damage. It is not recommended to abuse this bug in this armour though. Partially because it is indeed abusing a bug, but also because every hit on the twelve hit attack is a random element, meaning that if your opponent has a resistance to a certain element, there is a chance you might activate it. Looks-wise it is alarmingly similar to the guardian plate of AdventureQuest and it really makes you feel like a guardian. Pick it up if you're a guardian, use it for a few levels, then you can forget it even exists...

RANGER:

This class was achieved after several forum members said they wanted a bow for a weapon, and holy cow did they get one. Attached to this bow is the ranger class. A balance between defense and offense, the ranger class is a very versatile threat that monsters everywhere should look out for. A major upside of this class is that only one skill on it is useless. A downside is that once it uses all it's offensive moves, it has a large amount off cool down to work off, but most monsters should be dead before you need to worry about that. The ranger class can inflict huge, and I mean HUGE damage in just four turns, or, with the right trinket equipped, can have a shield up for an absolutely ridiculous amount of turns. This is due to the fact that the class already has three defensive shield moves including the stun, which is unusual for most classes. All in all, ranger is an excellent class, if a little hard to train.

NECROMANCER:

Wow. If the paladin class was specialized then this class is pretty much the jack of all trades. If played correctly, this can be the single cheapest class in the entire game. You can set up monsters so that they have absolutely no chance of beating you whatsoever. The fact that this class can have the longest lasting shield out of any in the entire game (almost infinite) is icing on the cake when you realize that you can time the cool downs of all the most damaging attacks on the class to the cool downs of all the shields, making an almost unstoppable cycle of protection and huge damage at the same time. Overall, this class is extremely effective at what it does. Killing stuff.

TECHNOMANCER:

And then we have Technomancer. This is my personal favorite class in the game as of yet. With many unique skills, it's hard not to like. This class appears at first to be an extremely offensive class with skills that can do up to five hundred damage in a single turn without an enemy weakness, but if used correctly, the class can also be quite the defensive class too. Though this class is hampered by a two turn stun and shield, it makes up for it with the presence of a 15% heal skill. Not the best healer, but good enough to get the job done. It also has the most reliable MP attack in the entire game, completely draining it all in one attack. This makes this otherwise useless skill somewhat justified although it is a fire attack. Other than that, it is indeed a very powerful attacking class, possessing four very nice attacks that all do well over the damage threshold for most other classes. It is worth noting that you will not be able to use Technomancer at all until level 30 and even then the final skill is unlocked at level 40. Technomancer is a class anyone should look into as it has something for everyone.

FROST MOGLIN ARMOR:

Widely considered by many to be the best class in the entire game at the moment. This has a reasonable amount of truth behind it as this is the only class with a three turn stun and a FIVE TURN shield. This is complimented by the numerous offensive moves, most of which have the potential to do a very large amount of damage, especially with a few critical hits thrown in here and there. This class can be even more devastating than necromancer in some situations, although it doesn't have quite the same shield time, it can stay defended for a very long time. The only problem is you can only get it during Christmas. If you can get it, this class makes a great Christmas present for your character.

SNUGGLE BEAR ARMOR:

The valentines class is the epitome of novelty. Almost every one of its attacks do normal damage, but with a nifty dance animation. The only two attacks that have an added effect are the multi attack, and the DoT attack. Needless to say, this class should be avoided at all costs if you want to play the game with skill instead of for laughs. The only upside I can see is that none of the skills cost any MP whatsoever.

DRAGONRIDER:

This one isn't really a class but more of a plot-point armor. It is only equippable when you are facing insurmountable odds against some huge monster that threatens to squish you. Relative to it's damage, this really isn't a very good class. Its stun is unreliable, its shield only lasts two turns and the attacking moves leave a lot to be desired. Unfortunately, in titan fights you are forced to use it.

GNOMISH PERSONAL STEAM TANK:

This class is one of the only ones that cost dragoncoins. As such it is very powerful. With skills that have the potential to do over 1000 damage at rare times. Many of the skills on this armor are not shared with any other in the game. This armor also used to have a bug which allowed it to one-hit-ko absolutely anything in the entire game. It's since been fixed, but it only added to the legacy of this armor. Many people now claim that this armor is very bad now that the bug is gone. This isn't necessarily true as it still has an overwhelming potential for devastation. If you want to spend 1500 dragoncoins, you definitely should consider this class.


**Just another note, all these classes except DoK, the GPS, both the CCA and, obviously, dragonrider can be easily accessed through the house item "armor closet." If you want to make changing your class more convenient, the closet is definitely a purchase to consider. Think about it first though because it does cost 1000 DCs.**

By these descriptions you can see that choosing a class is very much up to personal preference. Chose the one that fits you best. Now with that out of the way, we can move right on into the story summary. This section will be a long one so be prepared.

< Message edited by Prius -- 5/14/2010 21:43:06 >
AQ DF  Post #: 1
2/17/2010 12:44:40   
Prius
Member

(Sc004) Story Summary


This will be the story of Dragonfable as I understand it and as the quests were released and our character plays through them unless otherwise noted. Please note that there is a much more detailed guide here if you want a more in depth analysis. This will only be a brief summary.

PART 1: Prologue

Our story begins with our hero looking out on the horizon in a bored fashion. After being named, classed and gendered, he (I will refer to the hero as a he from now on to make story telling easier) is promptly confronted by a large red dragon who says he would like to fashion the hero as a delectable snack if not for its master's orders. Just as you are ready to fight, a reasonably attractive woman walks off the dragon's back with a small teddy bear, um, thing here called a moglin. The lady is carrying a black box with a dragon symbol on it. In case you didn't notice it's a plot device. They exposit that they are trying to get this box to Oaklore keep, a knight's stronghold in a tree. So naturally, the hero stalks them through the forest. Why? Because he's bored of course! along the way we get to punt the moglin we learn is named Twilly, the woman climbs over a pile of logs away from the keep for some odd reason and we continue on to the conveniently placed Oaklore keep that we had not noticed until now was right under our noses. Within the keep, many opportunities arise to preform various tasks for a perceived reward but none are important to the plot. You tell the guard captain Rolith that you saw the woman, now revealed to be named lady Celestia, has gone into the forest. The captain sends you in after her to make sure she doesn't get hurt.

you do get to the lady Celestia and confront her oppressor. In this case, a scrawny, not very experienced and cocky heir to the throne named Drakath. No not the lord of chaos, no not the huge undead dragon, a scrawny warrior wannabe. So, after you promptly kick his butt into orbit, you should notice in the background, a sneevil is stealing the black dragon crested box. Conveniently named, the black dragon box. The lady Celestia is rather distraught at this whole predicament, so she requests that you recover the box. Before you do that though, you need to make it to Falconreach, so you go deeper into the forest to get there. Once you are in the forest, many inconveniences happen upon you including a small moglin named Zorbak sicking a bear on you, a small group of bandits attacking you, and a roadblock which you have to go around. After all this you should be unimpeded until you arrive at the bridge, at which point your character breaks the fourth wall and a large hydra appears to oppose you. I really hope you have a fire or energy weapon with you here because otherwise this guy is very hard. So, after you repair the bridge with the hydra's face, check out a few of the shops and such in Falconreach, we're off to the story.

PART 2: Falconreach: Total War!

Once in Falconreach, a plethora of wars occurred, many having to do with the story. The first is the Friday the thirteenth invasion. At the end of this war, we see the evil mastermind for the first time, the Necrotic Blade of DOOM. Oh, and Sephulchre too... in this war we learn that there is a nefarious plot to do something sinister in Falconreach, and the victory at the Friday the thirteenth war was part of the plot. Though this didn't add much, it introduced our main opposition. No not that n00b Drakath, Sephulchre, the DOOM knight.

The second story integral war was the Ice Dragon Invasion. In this war, a mysterious frost has engulfed Falconreach and a series of chilly enemies are set out to turn it into a ''townsicle''. At the end of this war, we found Frostscythe. A dragonmaster with a home-made dragon amulet and a superiority complex. He's here for an orb. Apparently Zorbak also has a connection with him. After a long and hard battle, you break his dragon amulet, making his dragon useless to him. He tells you that you are defending something in the town, yet we don't even know what it is. Now that's a plot point if I ever saw one.

The last story integral war before the Dragon Egg Saga is The Invasion of the Eyes. In this war, a strange assortment of eye themed creatures had run amok and were invading the town. What is it with Falconreach being invaded? Anyway, the boss to this war releases a flurry of very desirable story information. He lets the hero know that Sephulchre is not the ultimate bad guy in the story. He told us the object Frostscythe was referring to under Falconreach guardian tower is very powerful, and that we are the only ones who will be able to use it. (You got the touch, you got the power!) He told us that Sephulchre was once a hero much like ourselves who went awry when he lost something dear to him, and that he sought more power to prevent that from happening ever again. He basically became a huge emo until he found the Necrotic Sword of DOOM and used it. It made him stronger but corrupted him, he is now more armor than man. He also told us that the DOOM weapons (The skull staff of DOOM, the twin blades of DOOM and the shadowreaper of DOOM) which appeared a few years ago are among the most powerful weapons Lore has ever seen (shocker). They are apparently spirits of pure, unadulterated darkness that crossed over into our world. They bound themselves to weapons to protect themselves, and anyone who wields one will eventually be corrupted.

That's pretty much it for pre-dragon egg war mcguffins, on to the next part.

PART 3: Amityvale

Before we go on with the dragon box, what do we have? Halloween! (Cue applause) But not just any Halloween, a story centric Halloween. We travel on to the small town of Amityvale, where we find a decrepit old town with a town hall full of grumpy people. They are all arguing over what should be done about recent monster attacks around the town. They complain that several of their townspeople have disappeared without a trace. Ironically they are all named after horror movie villains. They are upset that no one is doing anything about these attacks, not even the ''crazy paladin in the graveyard''. They make a reference back to the first Friday the thirteenth war, which you can check out by the statue in Falconsnest if you feel like it. So after that whole kerfuffle, we go talk to a rather conspicuous little girl standing in the street. We are asked to recover various trinkets for her from various horror movie spoof locations. All are puns by the way. At the end of all these quests for Thursday, we learn that we must defeat her grandfather in order to, um, well I'm not sure really but I'm sure Thursday has a good reason... so we continue along the road until we meet a mysterious necromancer who we have apparently met before when she tried to kill us. She says that we can try to cross over to the Amityvale guardian tower where Lord Frydae XIII is hiding, but we will fail. After testing this theory, we find it to be true, so we elicit the help of the necromancer who we have apparently met before and she says all we have to do is beat a single werewolf. When we do this the path to the tower becomes clear.

Once at the tower, having fought through a bunch of ghouls, we confront the vampire lord himself. He gives us loads of information about his family relations, he tells us that he wants to take over the world by vampirasizing everyone, that Twilight is a book series that is enjoyed by girls aged 12-18, that he forcibly overtook the Amityvale guardian tower and turned all the guardians into ghouls, that the necromancer we have apparently met before is working for someone else (gee, wonder who that could be...) and that the guardians of this tower took something from it that contained great power before their defeat. He then gives you the choice of becoming a vampire or not. Unfortunately, vampirism is a bad thing. After he runs away, but not before a good whipping, we finaly have completed Amityvale. After doing that and snagging a few equips we have learned a great deal about undead in Amityvale. One thing to note is that you can get the good guest Artix here twice. Surprisingly, this is technically not bug abuse. So now that we've done all we can do here, it's time to get back to getting that dragon box.

PART 4: Dragon Egg Saga

This one's a doozy. What's even more insane is that this is all one quest line... So we get to Sure Would Forest, and sure enough, we see a ranger with a sneevil in a trap holding the black dragon box. Said ranger is named Robina the Hood. At least here she is... anyway, you clearly want the box, but the voluptuous ranger refuses to give it to you without getting something out of it. First, we assassinate a troublesome bandit who has been stealing money from various security tight venues, steal his money back and give it to Robina to plant on the monsters. Yes everyone, you can thank Robina for the gold you steal from monsters. After we steal the money, Robina actually gets us to plant the gold. If I were the hero I'd probably just take the gold but, then again, I'd probably end up with an arrow in my back... after giving it all away, we must hunt down the pieces of a vaguely explained artifact called the Quad Force. This is a pun by the way. Once you gather the pieces, you may either fight Gananana, which is also a pun, or continue with the dragon egg quest line. Of course now, Drakath decides to be a jerk and ninja-ports over with a new accomplice. Krakhith to be exact. He really isn't too hard. Once they are disposed of we open the box and find inside *GHASP* absolutely nothing! Dun dun duuuuun! We find out that this is because the darn sneevil dumped the contents out at the sneevil dumpsite. We take a look and see that within the box was, indeed, an egg of some sort. We are then left with a TO BE CONTINUED screen.

This is the part of the saga where the saga went on hold for a little while to service a new villain. We saw a cut scene of Drakath speaking with a new villain, an insane pyromancer whose head is on fire named Xan. He claims that if Drakath wants Falconreach destroyed, he could do it in a week, and thus, the first ever losable war in AE history commenced, and we lost. In the middle of the war, Xan had taken king Alteon and we needed to find him. When we found him we learned that all 500,000 of his knights were defeated, even Rolith. We got a nifty cape from him too. Afterward, Xan left us demolished, demoralized and utterly defeated. We learn that his power comes from his pyronomicon. After that he leaves to have a ''meeting'' with Warlic and leaves you to die. Of course you don't but you now realize the might of Xan.

Also about this time, another war occurred. The Beach Invasion Vacation. This war was notorious for being a hard one. The plot goes that Xan and the necromantress from Amityvale, by the way this comes before the Amityvale saga so this is also the first time we see her, meaning this is when we met her and she tried to kill us, are invading Falconreach for some sinister unexplained reason using "stealthy" monsters, even though the necromantress kindly explains to us that they are all on fire. The middle of this war was rather uneventful, but at the end, the Necromantress thought that we killed her entire army, and leaves in a huff. Xan however reveals that the actual purpose of the war was to plant a spy in falconreach. This is the first time we heard about the spy.

So now we come to the part where it is really recommended that you get to at least level ten. Why? Because these monsters are some of the few that do not level scale past level eight. This means that every level you are beyond eight, the easier the quest will become. Even at level ten though, this quest will be rather difficult. Be prepared to die a few times. So we go to the aforementioned dump site, kill a few monsters, crack a few puns until we finaly get to the egg. What do we do there? We stall of course! While stalling though, a very rude vultragon interrupts us and steals the egg. How inconvenient. Now we go to the next part, we go meet Valencia.

Once we meet the surprisingly attractive rare item hunter, no, unfortunately it isn't me, it's Valencia, we have a long conversation with her in which she breaks the fourth wall and makes a matrix reference. Humorously, she also encouraging posting your characters back story on the forums even though this is actually an illegal action on the general chat. She then tells you that you are destined to become a dragonlord and exposits the existence of a white dragon box. We learn here that the egg is in fact a dragon egg! Now then. Once we have the conversation out of the way, we can focus on taking out the ultra vultragon that so rudely took our egg. The hero shimmies on over to the nest on mount moordoor, which is also a pun, to smack around a few vultragons and we finaly get our egg. Along with four other eggs that look exactly the same. So as Valencia suggests, we take the eggs back to Twilly.

Twilly tells us that a very powerful mage named Warlic might be able to help us here, so we go over to see him. After battling the epically huge amount of lag in this zone we finally get to Warlic's tent. After explaining the situation, we step into his tent. All is not as you expect in here. After having many altercations and conflicting perspectives and a very large sunny side up egg, we learn that there is one dragon destined to destroy the world, one destined to save it and that we need to get a summoning tome. Unfortunately, it's at the end of his tower. So now, we climb up his tower wall, which is much easier than one would expect, fight through hordes of dirty laundry and finally get the tome. Now what? We need ingredients. We go around collecting various things, some are hard to get, some are easy. Now, once we have the ingredients, it's time to summon the DOOM kitten. It sniffs out the magical membrane or something then we have to fight it. This is the first hard boss fight you are likely to encounter if you are following the story. It is HIGHLY recommended that you have a good light weapon. After ridding the world of the kitty, it's FINALY time to put the egg in its proper location, and wait for it to hatch.

Veteran players can probably remember waiting a ridiculously long time for the dragon eggs to hatch, but luckily for you, that statue must be a time compressor or something. It's ready to hatch! BUT WAIT! While veterans were waiting for their eggs to hatch, some egg nappers came and took the eggs away from us. The Chaos Weavers! First things first, we beat them up real good but of course, they refused to admit that. They invaded because they wanted to eat us apparently. They were under the impression that we wanted to eat them... also, it is us who allegedly attacked them first by dropping a large statue of a dragon holding an egg onto their city square. This notion is of course absurd as we were unaware a city was underneath our own. That's right, they didn't take the egg, it just dropped through the ground. Man, they sure don't make ground like they used to... unfortunately, they still wanted to keep the egg. Of course, afterward everything works out fine and we find out that this entire war was a plug for the Spider Man movie which came out that year. Go figure. This was also when we learned the exact date of our eggs hatching.

BUT WAIT! Um, AGAIN! Around this time, ANOTHER plot point interrupted the hatching. Ash sets forth to find you because he found something of terrible power. Or so he says. Turns out he was right. When we follow the little Archknight-to-be we see, above the hills, Sephulchre's terrible flying fortress for the first time. Zoom over to Sephulchre's view and we see, inside, Sehulchre has the white dragon box. Guess Drakath wasn't so useless after all. But how could this be? We recieve a letter from a place called the temple of four winds saying that Drakath had broken in and stolen the white dragon box, wounding many priests in the process. So we go down there, save the priests, they give us the whole "one dragon to destroy the world, the other to save it" speech at which point we realize there is nothing we can do to get the white box back. Back in the flying fortress Seppy is rather mad because Drakath was supposed to steal both dragon boxes. It is heavily implied that he's punished and that's that. Now we could FINALLY get to our eggs hatching.

At the hatching of the eggs, we are subjected to many laughs as we recall the ways in which we tried to make the egg hatch. Then we switch over to Sephulchre, who is sitting in front of the dragon box. Switch back to us and our egg begins to crack. Switch back to them (man how many switches are there in this thing?) and Seppy's egg finally hatches. In a shower of rainbows, bubbles and smiley faces. Needless to say, he got the wrong dragon. This doesn't irritate him in the slightest though as he instantly undead-ifies his dragon and names it Fluffy. Switch back to us and our egg is finally hatching. It hatches just as you would expect it to. In a huge cloud of sinister dark smoke that releases an evil spirit upon the world of unspeakable power. Then it eats Twilly. He gets better though, don't worry. Of course the icing on the cake is that the dragon remained asleep for a year until it FINALLY woke up and we could use the most utterly uber pet in the game.

And that's the dragon egg saga. Things really started picking up from here.

PART 5: A blast from the future, Willowshire and Warlic

Once the egg has hatched, Lady Celestia calls us... somehow... and we get on over. Apparently we need to use our dragons to help save BattleOn, yes the AdventureQuest town, from the Exodus Titan. This was back when AQ was in the middle of the devourer saga and they were fighting a war with the exodus spawn. So Artix, Cysero and a new character we haven't met yet named Zhoom come back to the past in a time traveling phone booth to take you to the future so you can fight a huge exodus creature in the first titan fight in DF history. After that's done with, everybody forgets about everything and all returns to normal.

Now that we have our dragon, we can tackle a large amount of tasks that we couldn't before. The first of these is when we learn that a huge dragon named Gorgok is attacking a small town named Willowshire. When you get there, you see that it is too late to save the town, but you can still save what appears to be the stone orb from the guardian tower. So you go inside, beat up a few dravirs and finaly get to the tower basement where you find the mcguffin and get on outta there. One thing to note is that there is a shop on the bottom floor that sells the guardian blades. They aren't particularily good weapons but they are required for training the guardian class. After the orb is retrieved, it's time to take on Gorgok. You beat him and take the orb to Valencia, who promptly takes it from you with no regard whatsoever about the future.

But it's time to take a break from the plot and focus on everyone's favorite insane pyromancer Xan! Xan is out attacking a small mining town called Lymcrest for as of yet unknown reasons. Once you save up the elemental essences for some reason, we head on over and see just what's going on. Turns out Xan has actually turned the city's river into molten magma, cutting off the towns water supply. Personally, I would like to know what town doesn't have a back up water supply, but I digress. Warlic decides that he isn't going to stand for that sort of nonsense and promptly sends you after the purest spring water ever, conveniently placed in a spring not too far from your location. First you get through the mountain pass, then get the water, then you go ahead and charge head on into Xans fortress. We learn a lot about him here, that he hates Warlic because he set his head on fire forever (to be fair, I would probably be pretty miffed if that happened to me), that Warlic apparently stole Xan's girlfriend Jaania and that Xan and Warlic used to be chem buddies. After Xan sends a series of fire monsters for you and Warlic to beat, he pits the two of you against each other. You defeat Warlic, but no! It was just a copy! The real Warlic pushes Xan into the fire and takes the pyronomicon. After that there is a titan fight with titan Xan and he is cast away forever... OR IS HE?!

PART 6: Sho' Nuff and the Sandsea

Now we start the main plot of the whole game. Immediately upon arrival at Sho' Nuff the hero learns that the pirates and ninja of the isle are fighting over what's called the wind pearl. You are sent to end the fighting. The interesting thing about this place is it's the only place in the game that has the same story, but played from different sides. You can choose either the pirate or ninja sides. The two plots are largely the same though, so it makes little difference which side you chose. The first quest for the pirate side is where we find out how everyone can breathe underwater, oopsie! The first for the ninja is where we test out a new ship and run it through a blockade, unfortunately sinking it in the end, oh well. Then the two plots converge. We delve into the ruins of Kordana. Once we find Kordana herself, we see she's just a hologram. Of course our characters have no idea what a hologram is so it's basicaly just all magic to them. She says that we are currently in a ruined Battlemech. Why yes, this whole thing is a mechquest crossover! How delightful! Apparently reality also had to be reset after some huge battle or whatever. We learn here that the wind pearl is actually the wind orb, shocker, and is gone. Indeed, it was stolen by Drakath. What could he possibly want with the orbs? Seppy wants all the orbs apparently, it all fits into his grand master plan for world domination. After we get out of the ruins, we go to the Sneevil ninja training dojo to see if they know anything about the wind pearl and Drakath. After beating up Ai no Miko, we learn his location and confront Drakath and lose. No really, no matter how hard you try, unless you are really lucky, you'll lose. He promptly escapes. Here is where the plot gets different between the pirate and ninja factions. For the pirates we battle a crazy captain who turns himself into a Braken and for the ninjas, we fight Ai no Miko who releases a huge monster on the village. However, it's only on the ninja side that we see what happens to the wind orb. It apparently flew off on its own free will and we have no idea where it is at the moment. Oh well, at least Seppy doesn't have it.

Now we're off to the desert where we see a lizard with no name. Here we meet a person in a dark robe. At first, he tries to sell you said camel, um, thing, but who comes riding in from the horizon? Zhoom! He saves us from the dastardly corporate marketer and tells us that the man is a no good rebel. Zhoom says he reports all rebels to the king Sek-Duat XV. BUT WAIT! We learn from a rebel that the resistance is actually fighting the corrupt king and that they can lead us to the light orb which is right here in the sandsea! What a conundrum! So, while appearing to help Zhoom capture some rebels while actually letting them escape, you find a lead to a rebel contact within the Oasis inn. You take back the lead and enter the inn where we learn that the entire dynasty of Sek-Duats has abused the power of the light orb to take control of the sandsea. This means that the hero must off the emperor and steal the orb from inside the palace, a difficult job with Zhoom on your case all the time. Of course, to get into the palace, you must first prove yourself worthy. So you go defeat a huge mummy dragon in the first invite-your-friends fight. Then we're in the palace. In the palace Sek-Duat has a bunch of quests for us to do, the first of which is a political assassination of a threat to his master plan that he tricks you into preforming. In the second, he asks you to retrieve an apparent rebel traitor. It turns out to be the rebel you saved from Zhoom. He says that Sek-Duat is going to use the souls of 100 of the rounded up rebels to resurrect his lost ancestors. We also learn that the rebel we saved is apparently a jerk. So after we deal with that we still have Zhoom breathing over our shoulder so what do we do? We fight him! Sek-Duat asks us to take him out because he thinks he's a rebel. So we head over to the lizard prison where Zhoom happens to be waiting for us. So we fight him multiple times until we get to an imperial assassin, who we fight, and then we finaly convince Zhoom to join our cause. With the ranger behind us we delve into the palace basement where we find out that Sek-Duat XV is actually Sek-Duat I through XIIII and beyond. How is this possible? Sek-Duat is actualy a thousand year old lich, who knew... So we beat him, we get the light orb, give it to Zhoom, fight a dune reference and that's that.

PART 7: The Necropolis and Dragesvard

And now we get to my favorite zone. We overhear that Artix has found out where the darkness orb is. Inside a city of the dead. Unfortunately, he found out about this place because all the undead were attacking a nearby town called moonridge. We go there to help out and find strange, different looking undead; once we finished the war, we see the main perpetrator was *gasp* the mysterious necromancer whom we have apparently met before! Dun dun duuuun! Zorbak apparently has the hots for her too. It is here we learn of the necropolis' true purpose. It's a school devoted entirely to teaching necromancy! Interesting to note is that this is also the first war to feature a minigame, a standard that would be followed for all later story centric wars. So we save moonridge and they celebrate in our honor. The celebration is cut short, however, when a large undead skeleton pops up and kidnaps a little girl with a body part obsession named Sally. You quickly dispose of it and who walks in but the Lady Vales. This is a person Artix has vague memories of. She commends you on your strength and abilities, then the mayor tells you how to get into the necropolis. How he knows this is never quite adequately explained but, hey, what do I know? So now we take Zorbak's old student ID card and get into the necropolis, destroying a few undead on the way, as we infiltrate various faculties looking for the orb until Noxus, the leader of the entire necropolis, decides to make his move and build a huge army for Sephulchre. Artix explains he might know why this is, so we delve into his past. In here we see how Artix tried to save Vales, how she was corrupted by the power of the darkness orb, by the way, where is it? In the basement of the Amityvale guardian tower! Which for some reason opens up to an underground cave system... and what happened to the entire village they lived in while they were away. We learn that Vales' brother finds out that something strange happened to Vales, evident by the tiny wings she has, that he doesn't let Artix see Vales ever again, that the Lady Celestia has ridiculously long hair and that she was Artix' paladin trainer, the end. This really didn't explain much besides the fact that Noxus has the darkness orb but whatever. Now we get to the part so many people were waiting for for such a long time. We play through Artix vs. the Undead in DF. In the quest we learn that Vayle is actually the mysterious necromancer whom we have apparently met before! OMGplottwist! And now, we have what I personally dub, the most epic war in DF history. No not the sandsea war, the Assault on the Necropolis. Origionaly, this war only had 500000 waves to it. After how many people beat so many waves in such a short time they had to add another zero behind that! So after we destroyed, and I don't mean beat, I mean utterly destroyed the undead army, we faced Noxus with some epic music to go with the fight! So we beat Noxus, Vayle ran away with the darkness orb and it's another job well done.

Now we head off to the frozen north. No, unfortunately we don't find Santa Claus. We do find Galanoth however, a character many people were pining to be in the game. Turns out he's chasing a fire dragon named Akriloth who killed his entire family, and last he heard the dragon was here in Dragesvard. So we help the charismatic dragonslayer on his quest to slay dragons. He needs to convince the townspeople that he is, in fact, a good guy. He beseeches you to check out the previous home of an ice dragon that is now inhabited by a tribe of intelligent penguins calling themselves the Killy Willies and the location of the last human settlement which is now inhabited by a tribe of armored polar bears named the Ursice Savages in order to bring back any strange artifacts we might find. We find a chakram here, a large throwing star. We take it back to Galanoth and he tells us that it belongs to the ice elves. We go over to the ice elf HQ to find out what they were doing in an ice dragon cave and a human town. We get caught and thrown in ice elf jail where we learn that the ice elf queen Aisha is trying to take over the world using the ice elves. We try to counter their army by allying ourselves with the Killy Willies, the Urice Savages and another new race called the Tuskers. After this we learn that Aisha is actually a dragon in disguise, and she sicks her army on us. A very interesting war occurred here. it had three fronts for us to fight on and three different upgradable weapon series. After that we take out Gary the ice elf and his master and we face Aisha. After we beat her, we find that she had the ice orb so we take it and that zone is now done.

PART 8: The Three Wars

All three of these events marked major turning points in the history of Dragonfable, and all had very epic wars attatched to them. The first of these three is the most dramatic and touching moment in DF history. There was not much humor here but it was very nearly tear jerking for many people. This is the storm. In the beginning, Nytheria, Warlic's assistant, asks us if we can preform a few ''small'' tasks for her. We gather magical reagents for her and find a dragon amulet chest with a few good fire weapons in them. Then she reveals her true feelings about Warlic. She explains that he is taking too long to teach her the magic she rightfully deserves. You see, she's half dragon, and as such has plenty of dragon magic that Warlic will not let her use yet because she is not ready. She's also 200 years old. We go back into her past and see how she angered the elemental avatars and how she was ''grounded'' for a thousand years because of that. Then she puts her plan into action. It seems she is finally fed up with the whole deal and, as such, kills Warlic. Yes you read that right, she kills Warlic. She then revitalizes the avatars anger in her and causes them to invade Falconreach. We were at war. During this war, a cutscene of Warlic's funeral occurred. This is where everybody was so stricken. Even though we knew Warlic would be better, the scene was so touching that it caused many people almost to cry. Afterwards he got better of course, we lost the war though. Warlic went and redeemed Nytheria and got rid of the elemental avatars and everything returned to normal.

The second of these three turning points is actually at the end of the energy orb quest line. In this line we learn that the energy orb was last seen around a gnomish town named Popsprocket. I think that's a pun, but I'm not sure. Once we get to Popsprocket, we find out that the town is in the middle of beng taken over by robots. Yix, the gnomish spokesperson, sends you solo into the barricade to fix the damged town matrix and drive back the Cyclons, the robots made by Balthar who are invading. Once that is finished, Yix remembers a weapon that can defeat the cyclons. It's in the experimental tools tower which is close to where the pipe lets out. So you charge past mecha-gryphons and get to were the tower should be. But where's the tower? Look up, look waaay up. That's right, Sepulchure's here and he stole the whole darned tower. He is now afloat over the city. So in order to barricade yourself further, you prevent all the doors from opening. Sephulchure doesn't like this so he sends his undead army which is supplied by someone different now apparently, and you have to plant a bug on a flying eyeball in Seppy's flying fortress. After this is done we find out that Seppy is indeed after the energy orb. By the way, we never talk about the weapon again. Ever. So now that we know what he's up to, we can stop him. Unfortunately, we have a war on two fronts to fight so we must elicit help from more heroes of Lore. We start by going to the guard captain Rolith who gives us an army of togs. An inside joke about how he always makes quests involving the creatures. We also go to the sneevil king and bribe him with many boxes to get an army of sneevils. What do sneevils and togs put together make? Sneevil togriders! Then, after making a terminator and a 2001 parody in one quest, it's time for war... this is a very special moment for me because this is when I joined the forums, and boy am I glad I did! The entire story of this war would take pages upon pages to retell so I will say this: we won a VERY close victory. Afterwards, we confront Balthar. Turns out all the cyclons were actually so intelligent that they denied the need for such a feeble master and locked the innocent Balthar away. Then it turns out that Popsprocket is a transformer, yes the entire town transforms. Huh, didn't see that one coming... and so we have secured the energy orb without even seeing it once.

The third and final of these turning points is probably the most hyped quest line in DF history. The great fire war. It all starts with Yulgars old assistant, Konnan. No unfortunately he wasn't a barbarian. He beseeches you to save his family from the fire dragon who we were trying to pursue in Dragesvard. Akriloth has apparently been going on a killing spree. Also he is confused about his gender. Konnan begs you to prevent his family's home from being demolished by the raging dragon so naturally we go to get rid of Akriloth with the help of our titan dragon. Unfortunately, he's impossible to beat. This time he's REALLY impossible, there is absolutely no way you're beating him. So we come back, tell Konnan the bad news and he gets angry at us. Very angry at us. So he leaves, never to be seen again... OR DOES HE?! In the mean time, we need to find a weapon powerful enough to kill Akriloth, so we seek out the ice scythe. Unfortunately when we find the scythe, the very greedy owner Izotz shatters it claiming that if he cannot have it, no one can. So what are we to do now? We rebuild it, better than it was before, longer, better, faster, stronger. We built the ice claymore. Now that we have this weapon, we can fight Akriloth. Unfortunately, he has built up an army in our absence. This is where the crux of the great war is, all three of the wars. In this war we fought. And fought, and fought and fought and FOUGHT. We fought for freedom, humanity and for fun of course. After we killed Akriloth, a new threat appeared. Remember Konnan? Yeah, he's back. More importantly, remember Xan? He's back too. Turns out Xan is training Drakonnan in fire magic because they share a common enemy, the hero! He teaches Konnan the ways of fire, how it is unlike all other elements, it breathes, has life but takes life, is as beautiful as it is deadly. Yeah, he doesn't say any of that, we actualy just get a rocky montage, but not before another war could start! This was a very unique war, as it was the monsters truly invading us so that we could not tell how many monsters were attacking us. We won though, don't worry. Next, Drakonnan had perfected his art and went after us personally, burning down our brand new settlement of Battleon. Of course we decided we weren't going to let this happen so we attacked them. Thus the third war. Yeah, i wasn't there but it sounded epic, and I could tell that we had the best defender metal farming ever seen with us fighting regular waves ON OUR TITAN DRAGONS! This was unheard of since the first Halloween war in Amityvale, and even then it was a bug! Anyway, now that Drakonnan's fortress is almost empty, we can go take care of him. BUT WAIT! The ice claymore has run out of power! So what do we do? Reforge it! We got ourselves the vanilla ice katana. Which is definitely a pun. So, we stop Drakonnan and we think the fire orb is lost with Akriloth, so, in the perspective of the hero, all is well. However, everything is not actually so peachy keen. Turns out Drakonnan denied his teacher's teachings and overtook him. This made Xan very angry. Angry enough to help the hero defeat him, but also angry enough to reveal to the player that this whole time he's been in cahoots with Sephulchure. DUN DU DUUUUUUUUUUUN! As we see, Sephulchure now has the fire orb, Drakonnan is subject to much misery, and Xan has somehow resurrected Akriloth with the fire orb. The fire war is not over, it is just beginning...

PART 9: Getting Our Feet Wet

We have recently learned that the water orb has been located. We don't know where exactly it is but we can safely assume it's someplace rather damp... shortly thereafter We learned by being swallowed by a fish that there is an underwater city in Falconreach Bay. It strongly sudgests the presence of the water orb. Plus Aqulla is there too (I KNEW IT!). After that we see what is assumed to be our antagonist this time around. Davey Jones himself! No, not from the monkeys, davey jones is an undead pirate captain who is looking for his locker and has captured Aquilla untill he finds it. The next couple of quests revolve around us trying to find davey's ransom, until we finaly just decide to hang the sense of it and just attack davey anyway. Why we didn't think of this earlier I'm not sure, but whatever. We travel to confront davey but we fail this attempt utterley and are forced into insanity. Well, everyone but me is (I was there in the first place.) Through this we learn the real mastermind is the ancient leviathen Kathool Achoo. Also, our characters have waking nighmares... might want to get that checked... by now the entire town has gone three sheets to the wind and Kathool is influencing us to bring Aquella to him. After clearing up a few questions about the water orb by going to the old guardian tower (turns out Aquella felt guilty because she thought she spelled the doom of her race but that was actualy davey's handywork. We also find out that davey is privy to the location of the water orb, the entire reason we came here and got messed up in this whole kerfuffle in the first place.) we FINALY get to actualy fighting Davey himself. Unfortunately, he's now uber powered. After getting him out of the way with two of his former crewmember's help (the only ones who remained sane), we fight Kathool, who was trying to force Aquella into being his personal body guard, on our dragons in a deceptively easy fight. Of course, the characters don't know where the orb ends up afterwards, but the player is privy to that info! Guess who has it! That's right, Sephulchre, making this zone the only plan of his that actualy went right besides maybe the fire war. Also, curiously enough, this is the only zone that didn't have a war involved with it.

PART 10: Present Day

This section will be updated as new zones are added. I will update all the lines when their corresponding zone is completed.

In other news, this years recent mogloween we met a man named Tomix. most of the Halloween quests are not story centric, but they did introduce Tomix and his nemesis greed.

These plot points are now major parts of the new quest area of Ravenloss. Which vaguely sounds like a pun of some sort. Currently, we have learned the location of greed and guess what? The chaos weavers are back! Yay, more spiderman plugs! So far, we have encountered a large impassible gate that we cannot open without finding several keys. We have found two such keys and have also found a femme fatale for Tomix called Riadne. How the heck are you supposed to pronounce that name?

And that's the story as I understand it up to this point! Now on to the exciting section, the stuff I think you should do! Yay!

< Message edited by Prius -- 5/14/2010 21:23:14 >
AQ DF  Post #: 2
2/19/2010 3:14:57   
Prius
Member

(Sc005) Farming Suggestions

WAIT! Before I delve into farming, there are already three very good guides to be found here, here and here. As with the story synopsis, this will only be a brief summary.

What is it?

Farming is a term widely used by online gamers which refers to repeating a certain thing many times to receive something desirable. In this case, we will look at getting gold and experience points.

For Gold!

There are many quests in the game, but many are very biased against giving you gold compared to experience points. however, there is the odd quest that will give you a decent amount of gold. These quests are usually few and far between, but I will show you where to snipe out these ones. The first one you should check out would be the fire cave. It was the first farming spot in DF and is still useful, albeit quite a bit less useful than some others. It gives a decent amount of gold, just don't expect to be buying that doom weapon in an hour... The second place I would check out would be the bandit camp. You can get some decent gold off the right thieves here. Finally, I would look into farming the stocking the shelves quest. It gives out items that can be sold for a good amount of money. Interesting to note is that most titan monsters give out a very decent amount of gold, so if you have a dragon amulet, I would look into farming a weak titan like the King Bracken or anything like that. Important to note is that if you want gold, go to Ballyhoo. DO IT! You get gold for nothing! Just looking at an ad!

For Glory! (exp)

As said earlier, the game is actually quite generous when it comes to experience points. Most quests will get you a good amount of experience but again, there's a few quests that are just a little better than most. The first that comes to mind is the crystal shards quest. It gives a surprising amount of experience for how old it is. The next quest would have to be Dr. Voltabot's Challenge. You'll always want to farm this on the extreme setting so be sure you can take out the enemies when they're powered up. The third and final quest I leave you with is the Vurr'men Ruins. This quest is pretty much the authority on exp farming quests. Plus you can nab a hefty sum of gold from it too!

One thing to take note of is that if there's a war going on, JOIN IT! Not just because I really enjoy making new friends, but because wars are often the best place at the time for both gold and exp farming.

And that's farming! On to the fun part! Equipment!




(Sc006) Equipment Suggestions

I will do this by weapons by element first to make things easier to read, followed by accessories and trinkets.

Also, the lists will be for non-rare, non-DC weapons only unless I find something interesting enough about the weapon in question.

Weapons:


Ice:

First thing's first. If you have the level 50 Ice Claymore, keep it! It's currently tied for the best non-DC ice weapon in the game.

To start off, if you are a warrior or have a non basic class, the lowest level ice weapon you can get is the north pole arm. You might just get it to fill the void for an ice weapon, but it should be replaces as soon as possible. The one you should get next, for rogues, would be the frozen Kris or the frost pointe. Both will last you until you can get the first DA ice weapon if you are playing DA. Unfortunately, Mages and Warriors will have to wait a bit. At level seven, warriors and rogues, if they have a DA, should look into getting the sardasil and the frosted tips respectively. Mages can finally pick up their first ice weapon at level seven too, providing they are upgraded, this is the shimmering scythe. Non DAs will have to wait till level eight for the chillfury to open up. From there, these weapons should last you a good amount of time. When rogues get to level 15, a great option unlocks in the frozen chakram, a series of weapons that rogues can actually follow right up to level 46. At level 19, non rogue players should try to get the Well, well, well quests ice rewards. ( for mages and for warriors) and now we get into the excellent rewards from the Zeuster chain. Once at level 33, The mages and warriors should get the rewards from the quest Don't Have a Kow, After that, the free players should finish up with the greater BattleOn weapons. The final weapon everyone with a DA should aim for is the level 50 Scythe, the Vanilla Ice Katana. BE WARNED! This weapon IS very hard to farm! You will be at it for quite a while.

You should note that you can get a temporary version of the Claymore from the Mighty Akriloth quest and a temporary version of the Katana from the Final Battle! quest. Both of which scale to your level.



Fire:

Fire starts off way back in Oaklore Keep. At the first weapon shop in the game, DAs and non-DAs should buy their fire weapons from their respective shops. These will help greatly with the hydra that awaits you. Once out of Oaklore, it would be advisable to try to fetch the chaosmoon items from the Mighty Akriloth quests at level eight. This may be a little unrealistic at this point though, so there are a few other options up until level 28, when the weapon series should definitely be followed. Until level 28, free player Rogues and Warriors should go to Lugosi's shop at level 17 for the Scorch and Nightstar. Each for their respective classes, while mages should try to farm the Crimson Fist from the fire cave. These will last up until level 24 for free players, when the Dragonsfall series from the Dragonsfall shop become options. Note that you should go for the middle one. For DA players, you should go into the shop at DragonGrasp, where the Kaaros series should be bought at level 21. After this, you should have picked up the Chaosmoon series. Every player should continue on to the highest level of the series as they are currently the best non-DC free player fire weapons. DAs should go back to the shop at DragonGrasp for the higher level Kaaros series. Those will be your final fire weapons.

One unique option if you have DCs is the hydrocombustion weapons from Lim's Clashening DC Shop. The interesting thing about them is that they are both fire and water weapons, so you could save yourself some inventory space. If you have the DCs, they are supplied every five levels.



Energy:

For your first energy weapons, every character should get the weapons from the Sir Jing's Weapons quest. They are very good and should last you quite a bit. DAs can buy the energy weapons from the Dragonlord Shops in Oaklore Keep, but the damage hardly makes a difference. Save yourself some gold, get the Sir Jing weapons. After that, the weapons of choice for a DA warrior would be the Darth Laser which, aside from being awesome, can and preferably should be followed up to level 50. For everyone else, at level 11, the lowest level of the rewards from the pirate Ruins Of Kordanna quest will do nicely. At level 18, DA mages and rogues should look into forging the Locater Cane and the Demon's Whirlwind respectively at Yulgar's forge. After that, mages can tangent into the energy staves at Lim's shop at level 31 up to level 50. Rogues and non-DAs should definitely look into the crimson set from the Sek-Duat Lives Again quest. From there they should go for the second dragon set from The Coming Storm which should be followed to level 40. This is as high a level as the free player options will go. Every DA player should pick up their respective weapon from the sonic set at level 53 from the Moglin Seeking Queen quest as their final energy weapon, they are the strongest non-DC energy weapons in the game so far.



Stone:

To start things off, warriors go ahead and pick up either the Rock Biter or the Axe of Elders at level 2, it makes little difference which. Mages will have to wait until level 5 to get the Willshaper and rogues until level 6 to get the Drake's Claw. Warriors should catch up at level seven with either the Bottle Blade. From here, it is advisable to follow the rewards from the Race to the Keygems quest until level 20. At level 21, the low leveled stone weapons from the shop at DragonGrasp will be available for DA players, and should definitely be looked at as a possibility. With those weapons, you could probably cruise for a while until level 36 when the excellent stone weapons from Valencia's Shop become useful. Free players should stick with the mid leveled ones for now, while DAs should follow the weapons all the way up to level 46. These weapons can be kept until the best weapons for each are available. The claw weapons from Bear Facts at level 43 for free players, and the weapons from Sitcom at level 50 for DA players.



Water:

As stated with the fire section, an interesting option is the hydrocumbustion set from Lim's Clashening DC Shop. They could save you some bag space.

Early on, warriors have a huge selection of weapons, but the one I would go for would be either the Sea Needle or the Swordfish. Both are fine choices. Mages at the early level have little choice but the Staff of the Tides so be sure to pick that up. After that, all players should invest in the pure pool weapons from the Pure Pool quest. The next easy water weapons to get are at level 17, are the weapons from Warlic's Elemental Shop. After this we can all tangent into the great rewards from the Zeuster chain again and farm the weapons in It's a Wash which should definitely be followed up to as high a level as possible. The mid leveled weapons from this quest are the best free player water weapons and should be kept, while DA players should go all the way to the level 45 set. Finally, DA players should try for the ultimate heart set in the last quest from the Aria in Wanderland line. They are the best non-rare water weapons in the game.



Wind:

Warriors should start off with the Harbinger of Sorrow at level 3, mages with Talon Magic and rogues really have nothing until the Astute Carver at level 10. Once at level twelve, free players will find it very convenient to pick up the next Zeuster rewards, the wind weapons from Bringing Home the Bacon. The free players should stick with the final weapon as their last wind weapon. The DA players, after the level twelve Zeuster weapon, should look towards following the weapons from the Questions quest at level 20 all the way to level 50. There's really nothing else that competes with how easy these weapons are to get compared to their power. When at level 60, all DA players should get the high orbed set from the shop at DragonGrasp for their final wind weapons.



Light:

The weapon set everybody should be aiming for for this section is definitely the destiny weapons. They are without a doubt some of the strongest weapons in the game if not the strongest thus far. The one catch is that they are amazingly expensive to start, especially if you also want a DOOM weapon. As such, there are indeed other options to use until you save up enough gold for the weapons.

DA players should start off by buying their respective light weapons from the shops in Oaklore Keep. These will last for a bit. After that, the weapon series of choice until level 20 are without a doubt the light weapons from Warlic's Crystal Shard Shop. There's really no competition whatsoever with them. After that there are very few options until level 31, where the palladinum weapons from Yulgar's Shop in Battleon, but by then you should have enough to buy a destiny weapon. If not, the victory series from the Final Battle! is entirely followable until you have enough for the blades. They can even be an alternative for free players for the destiny weapons!

One special thing to note, if you have completed the Archknight saga, you are able to receive the Blade of Destiny. It is slightly weaker than the pristine destiny weapons but, hey, at least it's free! The only downside is that it's only a level 50 weapon, meaning that unless you were holding on to the victory weapons and avoiding the destiny weapons at all costs, you will probably already have the stronger level 50 pristine destiny weapons.



Darkness:

The reason I saved this one for last is because if you have upgraded as a DOOMknight, and have the Necrotic Sword of DOOM, you can completely disregard this section as the Necrotic Sword of DOOM is, in fact, the best weapon in the entire game. Yup, that's right, hands down the best weapon in the entire game, plus it scales to your level so you basically don't ever need to worry about darkness at all.

The weapon everyone who isn't a DOOMknight should be aiming for is definitely the DOOM weapons. But, as with the destiny weapons, they are quite insanely expensive so you will probably need some temporary darkness weapons until you can afford them.

As with the water weapons, there are a plethora of beginner leveled darkness weapons, in fact, the whole game is crammed to the limit with darkness weapons. However, the first darkness weapons I would recommend would be the Serrator for warriors, the Arachnomancer Staff for mages and the Furfur's Shadowprism Blade. After this, at level 13, new weapons open up for the rogue and warrior. Rogues should find the Scorpion Stinger while warriors have the Edgar's Blade to look forward to. Free player mages will have to stick with the staves at Lim's shop, while DA mages can acquire the Staff of Trelix from Artix's random deathknight quests at level 10. At level 22, all warriors should get the next level of Edgar's Blade, while DA rogues will want to forge the Stilleto of World's End also at level 22 and DA mages should get the Chargore at level 19. All free players will definitely want to upgrade to the last of the Zeuster rewards I will mention from No Horsing Around. They'll want to stick with those for now. By now you should have made enough to get a DOOMie, but if not, DA rogues and mages should pick up the final deathknight weapons from Artix' Deathknight quest, while warriors should pick up the last of the Edgar's Blades. You should stick with these until you get the DOOMies. Free players should end their dark run with either the Greater Darkovian Destruction set from the Choose Your Own Adventure Quest or, obviously, the DOOMies.



Void Elements:

Wait, wait, wait, hold on! That's what I'm sure most of you are saying right now. What do I mean by void elements? I mean every single element that doesn't have an orb attatched to it, not including bacon (yes it's an element.) Because there is very little use for void weapons in this game, I will only talk in depth about the most useful, silver. All others I will have a brief summary of.

Silver:

The first silver weapons you can receive in the game are at level 15 from Sir Anos quest There's No Place Like Oaklore. This series of weapons can actually be followed up to level 35 for free players, as the level 35 weapon rewards here are the highest leveled free player non-DC silver weapons in the game. The DA crowd can go ahead and take up to the level 45 weapons. After that, DA players have a choice. They can either try to farm the top leveled equips for the quest Packing Up at level 48, or they can buy the best silver weapons in Lims shop at level 50. And that's all there is for silver. No really that's it, there is a very small amount of silver weapons in the game...

I'll just list the rest and their pros and cons:

Nature: This one has the advantage of nothing being strong against it, however, nothing is weak against it either. A somewhat useful element to have at some times.

Wood: Like nature, but more things are resistant to it. On top of that it isn't strong against anything. Not as good as nature, but can do in a pinch.

Poison: The second most useful void element in the game has some things weak to it, but a few more strong against it. It is a justifiable element to keep around, although rather situational.

Metal: STAY AWAY AT ALL COSTS! Metal is hands down the worst element in he entire game. A large number of monsters are healed by it, and only one is weak against it.

Disease: This falls into the same category as nature, nothing is strong against it, but a few enemies are weak against it making it the third most useful void element. Think of it as one step up from nature.

Bacon: This one's a must if you are considering farming pvp. Why? Because Zhoom is allergic to it! He is extremely weak to it and will fall easily, getting you many pvp trophies in the process. Otherwise, it is rather useless.

Evil: Exactly the same as nature, but with far better weapons. Statistically, the top evil weapons should be better than the Necrotic Sword of DOOM, but because of the large damage difference, it is more unreliable. It does, however, have the only weapon in the game that does over 100 maximum damage. Get it if you want a better nature weapon.

And those are the void elements!



Accessories:

This one is much easier to do because we don't need multiple elements. I will just go through what people of certain level groups should be aiming for as there is already a good number of guides on accessories.

Beginner levels (1-9):

Beginners should really look for anything they can find that gives them any stats at all. Once you fill up the empty spaces, you will become stronger. These items can also be used as placeholders for future items to be equipped. Generally, beginners will benefit most from endurance, strength/intelligence/dexterity and wisdom boosts as these will all help one stay alive longer.

Early levels (10-25)

There is a lot of stuff available for those in this range. Many of the equips from your beginner levels may still be equipped. If that is the case, seek to replace them immediately as they will hamper you in certain fights. Look for the best accessory of your level. This is also the level range where trinkets become available. You can either wear a trinket completely for stats, completely for the skill or both. In any case, find one that suits your playstyle. Players at this stage should still be looking to boost their endurance as much as possible, but should start focusing on Crit and the accuracy modifiers, they will help a lot in the end.

Intermediate levels (26-39)

At this point, many of the high-end accessories become available. Try to go for the best one you can possibly get as it will most likely help you out the most. This is when you should decide weather you want to be an offensive player, or a defensive one as your accessories have a great influence on that sort of thing. If you are a more defensive person, try to find the accessories with high accuracy and damage modifiers along with plenty of endurance. This will ensure that you stay alive for as long as you want. Offensive players should put a large emphasis on crit, it will help greatly with many fights. Try to also find some accessories that give your particular base classes attacking stat mixed in with the crit as well, this will help improve your damage output and finish off monsters much quicker.

Advanced levels (40-60)

This is where you start boosting your stats through the roof. If you are defensive, try to make your health go as high as it possibly can without stat training. If you are offensive, make your attacks do as much past 100 damage as you possibly can. That's pretty much all there is to it.




(Sc007) Stat Point Suggestions

Stat point distribution is based largely on your base class, as that is what determines what attacking stat you use. Mages will want intelligence, warriors look for strength and rogues try for dexterity. To make decisions a little easier, I have made a few generic builds that you can build your character off of. Please note, DF is unlike AQ in that even if you have no stats, you can still be a force to be reckoned with.

Sweeper:

Stats at level 30:

  • Dex/Str/Int: 70
  • End: 15
  • Wis: 55
  • Luk:
  • Cha: 5


Stats at level 60:

  • Dex/Str/Int: 190
  • End: 15
  • Wis: 70
  • Luk:
  • Cha: 20


The sweeper build is built for destroying anything in its immediate vicinity with pure power. With not much HP, they can't tank hits as well as other builds, but they make up for it with their large attack stats. The charisma is there to help with pet and guest damage. This build will do best in an offensive class like deathknight or technomancer.

Tank:

Stats at level 30:

  • Dex/Str/Int: 20
  • End: 80
  • Wis: 35
  • Luk:
  • Cha: 10


Stats at level 60:

  • Dex/Str/Int: 20
  • End: 200
  • Wis: 60
  • Luk:
  • Cha: 10


The tank build focuses on being unmovable and outlasting the enemy. Once again, there is charisma to help with the pets and guests. This kind of build works well with defensive classes like ninja or dragonlord.

Hybrid:

Stats at level 30:

  • Dex/Str/Int: 40
  • End: 45
  • Wis: 30
  • Luk:
  • Cha: 30


Stats at level 60:

  • Dex/Str/Int: 90
  • End: 100
  • Wis: 75
  • Luk:
  • Cha: 30


The hybrid build seeks to be somewhere between the two builds above, not too much offense, but not too much defense either. It also features more charisma because it'll need the extra damage boost. This kind of build generally works good with every kind of class, but will be more at home in more versatile armors like ranger or FMA.

Extreme Sweeper:

Stats at level 30:

  • Dex/Str/Int: 75
  • End:
  • Wis: 70
  • Luk:
  • Cha:


Stats at level 60:

  • Dex/Str/Int: 225
  • End:
  • Wis: 70
  • Luk:
  • Cha:


As one would expect, this is a more extreme version of the sweeper build. Wisdom is added in because you realy need that extra MP when you use offensive armor.

Extreme Tank:

Stats at level 30:

  • Dex/Str/Int:
  • End: 95
  • Wis: 50
  • Luk:
  • Cha:


Stats at level 60:

  • Dex/Str/Int:
  • End: 245
  • Wis: 50
  • Luk:
  • Cha:


Same as above, but for the tank build. Less Wis is added because defensive armors generally don't take up as much MP as offensive ones.

Beastmaster:

Stats at level 30:

  • Dex/Str/Int: 40
  • End: 40
  • Wis: 25
  • Luk:
  • Cha: 50


Stats at level 60:

  • Dex/Str/Int: 45
  • End: 50
  • Wis: 50
  • Luk:
  • Cha: 150


The beastmaster sacrifices offensive and defensive power in order to get the most out of his/her guests and pets. This build overall plays much like the hybrid, balancing out its offense and defense, but there is definitely room to modify in order to make a sweeper/tank beastmaster.




And finally (whew) the section on the staff for the DF forums, their position and what I know about them. If you ever decide to look into the DFGD, this may or may not be useful to you.

Alac - I'm not sure what her position is, but she is definitely the most frequent poster on the DFGD. She often is the spokesperson for the staff and has been found to be the messenger between the forumites and the staff. She's a nice person, you'll probably see a lot of her around.

Ghost - Ghost on the other hand is a rather infrequent poster, but that is probably because his position, head animator and impromptu music creator, keeps him working hard. At least I think. He is a well humored person and often posts something funny when he does post.

Rolith - Ah yes, our resident codemonkey. He's the one to thank for all those darned togicide quests. Then again he's also the one responsible for engine 9.0. Needless to say, he is a very hard worker and even has his own DF "holiday", codemonkey day! Where we give him pie! He posts sometimes, and often he is humerous too. He is the head of the DF branch at the moment and is always a joy to have around.

Lim - A very infrequent poster, but man his artwork is gorgeous! He is part of the animation crew and it's a darn good thing too! Needless to say, I wouldn't want anyone else animating my weapons for me. Unless maybe that person was...

Tomix - He's been the man lately with the Ravenloss line in progress. He's also part of the animation crew and does artwork that is very pleasing to the eye. Whenever you see a new release it almost always says "with gorgeous artwork from Tomix" or "with brilliant animation by Tomix". Suffice it to say he was the one who animated all the cutscenes from the storm war.

Cysero - Yes, yes I know he's part of the AQW team now, but he still posts here sometimes. I believe he used to be head of DF, and is now the head of AQW. He is actually my personal hero.

Artix - The boss, the big cheese, the head honcho. He's the guy the company's named after. You will see this man post very rarely if at all outside the design notes, but if he does, you can bet it's on something big.


And that's the guide! Thanks for reading it through!

Credits:
Thanks to SlyCooperFan1 for name/class change numbers and corrections for the story
Thanks to Baron dante for reminding me about Ash's quest, the beach war and Xan's employed position
Tunnel Lord for sudgesting I mention the Armor Closet
Doom Zero for letting me know mages can use daggers
The Braken Bard for letting me know about the mage's multi skill
FallenAngel for corrections on the rogue and warrior's ranged skill
Sasuke Uchiha for price corrections on the GPS


< Message edited by The Legendary Hero -- 2/27/2010 11:22:58 >
AQ DF  Post #: 3
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