Job Change Quests
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If you aren't lucky and the light didn't land on your dice, then some mobs will appear, which you have to kill before trying again.<br><br> | If you aren't lucky and the light didn't land on your dice, then some mobs will appear, which you have to kill before trying again.<br><br> | ||
- | + | The Archers which spawn (Slave of Joker) are easier to kill than the Fighters (Slave of Gamble), so kill off the Archers first. | |
- | You simply kill the Gambler King Joker. He's relatively easy but he stuns | + | You then simply kill the Gambler King Joker. He's relatively easy but he stuns, so use your potions and don't be stingy. Kill him and its over. You will be teleported back to Roumen with the Town Chief. |
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Revision as of 17:26, 13 May 2009
Contents |
Introduction
Throughout your gaming experience in Fiesta, you will encounter various times where you will be presented with an opportunity to advance your "job," or class. As of now, there are three opportunities to do so: Once at level 20, once at level 60 and once at level 100 where you will have to choose between 2 branches within your class(which are specific to the weapon you favor and the skills you would like).
Level 20 Job Change
The difficulty level is somewhat dependent on your class. Assuming base stats, a mage will have the hardest time. However, with the use of scrolls, there should not be any great difficulty. It is not recommended to enter the dungeon without some kind of temporary stat boost, eg. Endure buff, Vitality + HP + Defense scrolls. More details follow.
Preparations
You're encouraged to have the following at hand:
- Surplus of HP and SP Potions (stones are less useful in certain situations - see below)
- A few sets of Aim, Vitality, Defense, and Evasion scrolls for the dungeon
- Elderine/Roumen scrolls to save time walking around
- Your favourite mover
Note: at low levels, having a vitality scroll + buff means the amount of HP healed by a HP stone constitutes a tiny proportion of total HP, and may lead to panic
Starting the quest
Each class will have to meet their designated NPC to complete different missions before being directed to Grand Master Sean for the Dungeon of Shadows.
Before you go to Grand Master Sean for the last part, make sure you have stocked up on all your HP/SP stones, potions and scrolls. This will save some time traversing the Forest of Mist.
- Mages have to seek Enchanter Master Wishis.
- Archers have to seek Scout Master Deikid.
- Clerics have to seek Paladin Master Keast.
- Fighters have to seek Warrior Master Marty.
![]() Quest NPCs Left to Right: - Enchanter Master Wishis, Scout Master Deikid, Paladin Master Keast, and Warrior Master Marty |
Mages
The task for mages is to defeat 10 Boars. These are plentiful in the center of Forest of Mist.
Archers
The task for archers is to defeat 10 Slimes. You can only find these outside Roumen.
Clerics
Clerics need to present their skill master with an SP Potion (Tier 1).
Fighters
Fighters must deliver a letter to Skill Master Ruby in Roumen. They then have to return to Warrior Master Marty to be sent to Grand Master Sean.
Grand Master Sean can be found in Forest of Mist:
Dungeon of Shadow
Grand Master Sean will ask you to fetch him the Shadow Key to get into the Dungeon of Shadow. You can kill any monster in the Forest of Mist to get the key (the key is an actual drop). When you give him the key, you will be prompted to confirm your entry into the dungeon.
You need to have spoken to Grand Master Sean before the shadow key will appear as a drop.
Before entering the dungeon, enable the scrolls (Aim, Defense, Vitality, and Evasion are recommended), and have an Endure buff if possible.
You will have 20 minutes to complete this part.
Tips
- Shadow stats-
- Shadow Fighter: 7980 HP
- Shadow Archer: 5563 HP
- Shadow Cleric: 5260 HP
- Shadow Mage: 4468 HP
- Death in the Job Change quest will not result in the loss of experience.
- The Dungeon of Shadow is similar to a KQ. You can obtain KQ titles from this instance.
- All those groaning about the difficulty of this beginner quest show utter disregard for Scrolls.
- It is helpful to have taken out the Shadow Marlone Clan members before the final room. In the first dark hall, navigate towards the corners. The strange lighting should allow you to see the bleak outlines of these enemies. If you defeat the two mobs here, you will not need to deal with them when you fight your shadow and stone golems later.
- If you have been kindly Endure buffed and arrive at the final battle in the dungeon with a tier 2 vitality scroll, beware that your HP stones will still heal the normal amount of HP - do not let your HP settle too low. You may have a much bigger HP reserve, but the rate at which you can heal has not changed.
Myths
The biggest myth of them all is that your shadow has a replica of your character's equipment. While visually this appears to be the case, in all practical manners the shadow is a just regular enemy with predetermined stats. Approaches such as the 'naked methods' are recipes for disaster. The honest admission of receiving upwards of 100 damage through such approaches tells all - with all your equipments and a defense scroll, the damage received from the shadow characters fluctuates about 30 - 40 (depending on your class). In fact, the only effect your character has on its shadow is visual; attempt these ill-advised approaches at your peril.
Overview
Upon entry to the dungeon, you will meet your shadow for the first time. If you used scrolls, then the short battle that ensues is trivial. The shadow will flee after its HP has been reduced by a few hundred points, but you may not follow until it has moved far away. Follow the shadow and encounter 2 Shadow Kebings in the corridor. Again, these are trivial if you have scrolls on. Beware that using ranged attacks at the corner may cause your character to become stuck (and you will have to try again).
The door to the next part opens when the two Shadow Kebings fall. In this hall, there are 3 skeleton archers and 3 skeleton warriors. Pick them off one at a time. These should pose no problem for a scrolled up character. The doorway to the next part opens once the skeletons are defeated.
In the next corridor, three more Shadow Kebings await. After that, proceed towards the next hall, and suddenly darkness will fall. The way to the final battle is along the light's path, but see tips for a better approach.
When you reach the glowing orb at the end, the room will light up, and if you move back a little, your clone will attack you. At this point, if you have not defeated the Shadow Marlone Clan Fighter and Shadow Marlone Clan Archer in the previous dark hall, they will run towards you and attack you as well. As you fight in this room, the stone figures on the side all around will animate themselves and target you at regular time intervals.
The best approach is not to panic and simply pick off the easy enemies first. The idea is that although you may have a bigger HP reserve with Endure buff and vitality scrolls, you can still only heal as fast as you could before. Therefore you do not want a possible group of 4 enemies hitting 40 each per turn. Start with the Shadow Marlone Clan members if you have not done so previously, then the Stone Golems. If you followed the recommendation of deploying a set of scrolls, you should find that it is sufficient to use only tier 1 potions to maintain your HP reserve. Be calm, and remember not to panic or flee. Due to both HP and SP potion triggering the same cool down timer, if you are not a cleric, be sensible about when you use an SP potion. Clerics should also be sensible about using Heal - if possible, use HP potions instead so that you actually deal damage.
At the end of the quest, after talking to Grand Master Sean to finish it, you will get a level up announcement about your character.
Level 60 Job Change
This job change quest has 3 parts, good luck!
Over Time and Spaces 1
To start the quest, talk to Grand Master Sean in Forest of Mist. He will ask you to deliver something to Town Chief Rumenus, this quest item will appear in your inventory.
Grand Master Sean will then teleport you to a "fake" Roumen, where you'll see a few level 1 NPCs with "???" as names and Town Chief Rumenus by the fountain. Click on Town Chief Rumenus and all of them will turn into Zombies
Zombies can cast poisons, but they don't hit too hard (from a Cleric's point of view). Kill all the zombies, work your way up the town to where Grandpa Robin would be and you should find all the Zombies.
When you've killed all the Zombies, (it will count down for you from 10 Zombies), you'll be teleported back next to Grand Master Sean in Forest of Mist. DO NOT talk to Sean again unless you want to kill Zombies again. Go to the real Roumen and to the Town Chief to cash in your quest.
Over Time and Spaces 2
Once you talk to the Town Chief Rumenus you will be teleported to a weird room comprised of cards and everything you associate with a casino. In the center there is a roulette. You simply pick a dice and spin the roulette by clicking the pole thing in the middle. If your lucky the marker will land on the dice that you selected. In which case a barrier to another room is opened.
If you aren't lucky and the light didn't land on your dice, then some mobs will appear, which you have to kill before trying again.
The Archers which spawn (Slave of Joker) are easier to kill than the Fighters (Slave of Gamble), so kill off the Archers first.
You then simply kill the Gambler King Joker. He's relatively easy but he stuns, so use your potions and don't be stingy. Kill him and its over. You will be teleported back to Roumen with the Town Chief.
Over Time and Spaces 3
Talk to the Town Chief in Roumen again. This time something strange happens and you are ported back in time, into the Ancient Elven Woods. You will be given 5 minutes to find Elf Chief Elderine and Hero Roumen (which isn't hard at all, just follow the path and it turns towards the right). You will find Elderine and Roumen standing by the campfire.
Then the next part lasts 20 minutes. Chaser Elves and Hunter Lizardmen will spawn. Your task is to keep Roumen and Elderine alive for 20 minutes. Monsters will spawn in waves, each wave with more monsters. Within the last minutes you will be flooded with tons of monsters coming from both directions.
The monsters themselves are pretty weak, but your goal is to keep the two alive. Fighters can mock and devastate to control aggro. The mob's deal very little damage so you can easily tank up to 30 or 40 monsters as an axe user. Archers can AoE poison and area shoot to keep aggro. Mages of course can AOE the heck out of the monsters. Clerics may have a more difficult time as they cannot cannot heal Roumen and Elderine, although they could keep aggro by healing large amount( only for monster thats not attacked by NPCs)
In the last waves there are more monsters than any classes AOE can handle. In which case your main goal is to keep as many of the monsters off of Elderine and Roumen as possible.
Roumen and Elderine will heal over time in between waves, however if either of them dies before 20 minutes are up, you'll have to do part 3 all over again.
When you're done, you'll be spawned back to Town Chief Rumenus and CONGRATULATIONS! You've completed your second Job-Changes Quest.
Job Change Quest Tips
- Do not panic.
- Completing the Job Quest without enhanced equipment or scrolls is very possible, but not recommended. Apply common sense.
- Clerics will have the most difficulty with this Job-Change. Players have to keep the NPCs alive but this is difficult for Clerics as they cannot heal the NPCs.
- Don't bother removing the poison the Zombies debuff you with in the first part. They have a high % of inflicting it so it's only a waste of time.
- Remember in the 3rd part of the job changing quest, you have to "keep aggro" from the NPCs.
Control the Spawn
- When monsters spawn, they usually do so in two groups on different sides of the map. Try to run up to one group and have them attack you first. You can see where they are going to spawn because of the spawn animation on the map. The other group will likely target the NPCs, so concentrate on those first.
- The monster's spawn points are fixed, but the position of Roumen and Elderine is not. So move Elderine and Roumen, with the help of the mobs(the NPCs attack the mobs, and the mobs attack/follow you). It works as long they are attacking, because after that they move slowly back to their bad original position. During every lull period after a mob-spawn, move up to the camp where the monsters will spawn. And because they can't find Roumen and Elderine (who you moved away from the camp) they will all attack you. Move back and wait for the next wave, but make sure to keep aggro.
Choose your Targets
- Kill the Lizardmen first, for they have less hp and do more damage.
- Try to prioritize taking mobs first off Elderine, then Roumen. Roumen can take more damage.
- If you have already taken a majority of the mobs off Elderine and Roumen, attack what they are attacking. This not only prevents the mob from targeting the NPCs but the combined damage from your attacks and Elderine's/Roumen's will kill them faster.
- At many points in this part, monsters and NPCs are often overlapping and clustered together making it difficult to individually target the mobs attacking the NPCs. This is only a problem for Clerics and their lack of AoE skills. Move slightly away from Elderine and Roumen, this will drag the monsters that you've already aggroed out of the group, and make it clear which monsters are left that you have to get off the NPCS.
Aggro Control
- Contrary to popular belief, trying to attract aggro through spamming Heal and Rejuvenate is not effective instead heal large amount of your health to attract aggro. Healing yourself increases aggro on Mobs that have already targeted you as well as monster that has not been attacked by the NPCs. Mobs who have targeted the NPCs and has been attack by the NPCs are almost glue to the NPCs and making it harder to aggro those mobs and should be killed first.
- There's less chance of Roumen and Elderine dying if you prioritize taking aggro off the NPCs rather than trying to kill the monsters. Especially if you are a Cleric, try to draw all the mob's aggro to yourself instead of killing the mobs.
- Another Cleric-specific tip. You have to choose either "to be the strongest" or " to be the weakest"
- "to be the strongest"
Most Clerics who go into the Job-Change buff up using buff scrolls and buff potion. Using a high-tier defense scroll will negate mob-damage to almost nothing at all, and using a strength increase potion kills off the mobs quicker.
- "to be the weakest"
So one unusual tip is to remove your armor/to not use a defense scroll or in summary, do the Job-Change with decreased defense. The benefit to removing your armor is contrary to common sense; so that one may receive more damage and aggro more by healing. but because Heal/Rejuvenate generates so much aggro as it heals. if it heals only a small amount, only a small amount of aggro is generated. This will greatly help you keep aggro on those mobs that are already targeting you but note that you still have to attack those mobs attacking the NPCs to get their attention. the easiest way is by auto target(tab) and attack once for all the monsters. (in the last 1:30 min that doesn't matter just keep aggro by healing large amount and if needed put back on a gear or two to keep yourself alive.)
See also
Enjoy