Job Change Quests


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==Level 20 Job Change==
==Level 20 Job Change==
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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 reccommended to enter the dungeon without some kind of temporary stat boost, eg. Endure buff, Vitality + HP + Defense scrolls. More details follow.
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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.
[[Image:Fiesta_jc_npc01_small.jpg|thumb|left|Quest NPCs]]
[[Image:Fiesta_jc_npc01_small.jpg|thumb|left|Quest NPCs]]

Revision as of 00:48, 14 March 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 two opportunities to do so: Once at level 20 and once at level 60.

There is NO job change at level 80, nor is there from 81-119.


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.

Quest NPCs
Locations in Elderine
Location of Grand Master Sean in Forest of Mist
Dialogue with Sean
Your shadow tells you to follow the light, but is it best in your interest to do what they tell you?
Getting rid of the Shadow Marlone Clan members in the dark room is a good idea
Shadow Kebings
Skeleton Warrior
Success notice

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.

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 Image:Fiesta_shadowkey.jpg 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

  • All those groaning about the difficulty of this beginner quest show utter disregard for Scrolls.
  • 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.
  • 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

Part 1: Talk to Grand Master Sean in Forest of Mist
Part 1: The "Fake" Roumen
Part 1: Zombies

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

Part 2: Choose a Dice and Spin the Roulette
Part 2: Gambling King Joker

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 the dice will turn into some mobs, which you have to kill before trying again.

You simply kill the Gambler King Joker. He's relatively easy but he stuns. So don't be stingy and use your potions. Kill him and its over. You will be teleported back to Roumen with the Town Chief.

Over Time and Spaces 3

Part 3: Find Elf Chief Elderine and Hero Roumen
Part 3: Hectic Group of Mobs

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 area 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 you cannot cannot heal Roumen and Elderine.

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.

Finishing

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

Hessah's Tips for Clerics - Part 3

As we don't have Mock or AOE skills, and we can't heal Roumen and Elderine, Part 3 can get very hectic.

My observation is, spamming heal and rejuvenate DOES NOT draw aggros very effectively. (You can try, but it didn't work very well for me.) I found myself wasting time spamming heal that I don't need (as the mobs hit relatively softly, only does about 20-40 damage).

Firstly, when monsters spawns, they usually spawn in two groups from two sides of the map, try run up to one group and have them attack you 1st. The other group will go and attack the NPCs at the same time, so you go and work the other group off the NPCs.

I draw aggro by hitting the monsters that are hitting the NPCs twice, and that was sufficient for me to get the aggro back. (But I used a +9 hammer, you might have to hit it once more if your weapon isn't enhanced). There's less chance of Roumen and Elderine dying if you prioritize taking aggro off the NPCs rather than trying to kill the monsters.

At many points in this part, monsters and NPC are often overlapping and cluttered together, you can't see which monster is hitting who (you, Elderine or Roumen), making it hard to see which monsters you have to hit to get the aggro off the NPCs. My advice is to move away from the entire group of mess, this will walk the monsters that you've already got aggro out of the group, and make it clear which monsters are left, that you have to get off the NPCS.

Good luck!

Finray's tip for clerics: I suggest you run into Lizardmen first, for they have less hp and do more damage. Kill some of them and then bash and trip/bleed like hell on the mobs attacking the NPCs.

Aurum's tips for clerics

Some clerics don't have a +9 mace or hammer, so this quest can be extremely hard for them and almost impossible (I didn't have a +9 weapon so I know what I'm talking about) but following these steps you should not have problems getting success. When you are doing the 3rd part, go to the spawn spot (don't wait until mobs get to you/npc's and focus on lizards (they are weak in defence terms but deal a great damage to the npc's). When you are close to them, immediately cast Rejuvenate to get the whole aggro. Next, as quick as you can, run to the archer and try to get her aggro (remember, first lizards, then the other mobs). If you can't get the aggro just with Rejuvenate, cast quickly Invincible (even if you don't need it) and Restore as chain, then just cast Bash and Bleed/Trip on the mobs. When you have the archer's whole aggro, go to help Roumen (yes, he can take some aggro, but he isn't unbeatable). Try to focus on getting the NPC's aggro rather than killing the mobs. Kill the mobs when NPC's are "clear", especially the archer. At 6:00 there are 'tons' of mobs, and you hardly will be able to see which mobs are attacking "X" npc. Just repeat the mentioned steps and you won't have problems with the aggro. You have to protect the NPC's until the time runs out (the time is 20 minutes). Buy a Defense T3 scroll or a Vitality T3 scroll just in case you don't have a big amount of HP (mobs don't deal a great damage though).

Ukly's tips for Clerics

As most of you know I don't even play a cleric, still did it as a cleric though, a friend couldn't beat it. This is my strategy. Think of Roumen and Elderine as a mob...they have aggro just like mobs do, and they have an aggro range. Why is this important? Because they follow mobs, and the mobs aggro the nearest player, whether it be you, Roumen or Elderine.

At the beginning, get aggro, there are not many mobs, then lead the last few mobs over to the very side. The idea is that Roumen and Elderine follow you. When the next wave spawns, be the first to go and pull them and they will START with aggro on you, then you don't have to keep changing targets to keep the aggro off of Roumen and Elderine. You are essentially moving them to a safe zone, then pulling like you would for an aoe.

The problem is this...the aggro of Roumen and Elderine grows. If you just try and leave them on the side and ignore the mobs, both of the characters will run headfirst into the mob. You MUST go collect the mob before they do, or it is really difficult to complete. I hope this helps ^^.

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