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Void Takeover

A new Void Takeover boss has been released. It's called Diamond Dog and can be a challenge for FO builds. It will be a slow battle regardless of your build and tactic. One of the easier ways of beating it as FD is to use the Bleed/Burn toggles on Neko as well as using Moglin Fan in the Prismatic Burn mode. Being a Takeover boss, it has been added to the Void rotation. See this page. The rewards for this boss are 3 versions of a pet. They all look the same but have different names and effects. Read about them here .

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Summer Donation Contest

The yearly Summer Donation Contest is still active. The prizes for this contest are the Veywild set pieces. Contest ends August 31. EDIT: Contest has ended. See the list of prize winners here: https://www.battleon.com/aq-elftokens.asp

Top 15: Veywild Riding Armor
Top 50: Veywild Fawn Pet
Top 100: 3 Veywild Weapons
Donate at least 2000 Z-Tokens - Veywild Shield
Donate at least 1000 Z-Tokens - Veywild Helm Misc

Prize update: ALL donators will receive color custom Veywild Male & Female Player Faces

Prize update post

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Dragonlorn Keep

The fifth part of Dragonlorn Keep has been released. This part is called Forlorn Wake and contains major spoilers if you haven't played through the Burning Solstice storyline. Rewards for this quest are the Undead Hydra pets and guests: Abyssal/Sunless Undead Hydra

If you beat the challenge version of the boss, you unlock the option to buy a title and a face too.

Abyssal/Sunless Undead Hydra are decent options due to the synergy between the pet and guest version of the same element. They have also been added to the Beastmaster Pets and Beastmaster Guests pages.

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Paladin

The third part of the Paladin rework was released. In addition to the class level 11-15 skills, some previous skills also got new options.

Update: The final skills were also released this month. We now have all 20 skills for Paladin! Now we only need the final part containing level 135 and 150 versions of the armor, as well as "variants". We don't know what type of variants it will be.

I have also added the lvl 0-9 skills to make it complete.

Lvl 0: Resonant Interference (Passive)

  • This is only active/available if your current class title is Paladin.
  • You deal +5% damage on Undeads and +3.33% damage on Demons. These are modified by the standard balance system where Magic attacks get /0.75 and spells get /2 of the boost.

Lvl 1: Paladin Armaments

  • You equip a sword and a shield which both have triggers on Undeads and Demons.
    • Radiant Edge: Melee sword / Ranged spear / Magic sword. Gains +10% damage against undead, +6.67% damage against demons, and -5% damage against anything else.
    • Resonant Bulwark: Light shield. Gains +6 blocking against undead, +4 against demons, and -3 against anything else.

When you reach class level 12, your Paladin Armaments will upgrade. The upgraded versions lose the downtriggers.

Lvl 2: Resplendent Surge

  • Spell locked to Light. It gets eleComp to damage.
  • It follows the attack type of your active weapon.
  • If your current weapon is Melee or Ranged, the skill costs SP. If your weapon is Magic, skill costs a bit of MP as well as the SP cost. It doesn't get the usual Magic penalty to damage due to this.
  • It deals -50% damage for attempting to Blind the monster.
    • Blind lasts for (hits) * 3 turns.
    • The power of the Blind is modified by the monster's Light resistance.
    • Save is X/LUK vs. END/LUK, where X = STR if you weapon is Melee, X = DEX if weapon is Ranged, or X = INT if you weapon is Magic. 0 save bonus.

Lvl 3: Searing Radiance (Toggle)

  • You can toggle between 3 modes.
  • Each mode pays SP to allow you to attempt to apply a status on the monster after your normal/weapon-based attacks.
  • Burn mode
    • You attempt to Burn the monster for 2 turns. Element is Light.
    • Save is X/LUK vs. DEX/LUK, where X = STR if your weapon is Melee, X = DEX if weapon is Ranged, or X = INT if your weapon is Magic. 0 save bonus.
  • Panic mode (Unlocks at class level 7)
    • You attempt to Panic the monster. Power is 0.857143.
    • Save is X/LUK vs. CHA/LUK, where X = STR if your weapon is Melee, X = DEX if weapon is Ranged, or X = INT if your weapon is Magic. 0 save bonus.
  • Burn and Panic mode (Unlocks at class level 7)
    • You both attempt to Burn and Panic the monster.
    • Uses the same numbers and stats as above.
    • Costs twice the SP cost.

Lvl 4: Redeemer's Conviction (Passive)

  • Undeads and Demons get a Bth penalty when attacking you.
  • Base for Undead is 9, base for Demons is 6.
  • The total penalty to Bth is: base * (1 + DEX / [expected main stat]) / 2. The part without the base is capped at a max at 1.1. This means that an Undead monster can have a penalty of maximum -9.9 Bth.

Lvl 5: Resonant Smite

  • Weapon-based skill. It is locked to Light and gets eleComp to cost.
  • It deals +15% damage if the monster is inflicted with Burn. Otherwise it deals -10% damage.
  • It deals +15% damage if the monster is inflicted with Blind. Otherwise it deals -10% damage.
  • These stack, so if the monster is inflicted with Blind but not Burn, you end up dealing +5% damage.

Lvl 6: Paladin Reinforcements

  • Lets you choose between 3 different guests to summon
  • You can choose between SP or MP upkeep (choose this before you summon the guest!)
  • Daimyo:
    • +5 Bth lean
    • Does +10% damage on monsters tagged as "undead" or "doom" and +6.67% damage on monsters tagged as "demon".
    • Can be toggled to pay a 50% higher upkeep cost. Doing so will make him heal you after each attack.
  • Manifestation:
    • Can be toggled between damage mode and boost mode
    • Damage mode
      • If it uses SP, costs double upkeep cost. If MP, costs both SP and MP upkeep.
      • Deals +100% damage compared to a normal guest.
    • Boost mode
      • Standard guest upkeep
      • Boosts your Light damage. It's essentially a guest version of Lepre-Chan.
      • Gives you a *1.1 / *1.066667 / *0.95 boost against Undead / Demon / everything else.
      • Total boost: 30 + 30 * [CHA]/[expected CHA]*[trigger bonus]*[outleveling formula]
  • Apprentice:
    • Can be toggled between damage mode and blocking mode
    • Damage mode
      • Deals +10% damage on undeads, +6.67% on demons, and -5% on everything else.
    • Blocking mode
      • Instead of attacking, the guest decreases the monster's Bth (accuracy).
      • The Bth penalty has a base of 21.6. It is then modified by trigger, your CHA/[expected CHA], and the standard outleveling formula.
      • trigger is *1.25 against Undeads, *1.1667 against Demons, and *0.875 against everything else.

Lvl 7: Harmonic Might (Toggle)

  • Gives you +30 STR and INT for an SP cost.

Lvl 8: Lay on Hands

  • You spend SP to get 3 LoH charges
  • You can afterwards spend 1 charge to heal yourself. This is quickcast but can only be used once per turn.
  • Uses END

Lvl 9: Unwavering (Passive)

  • Makes attacks from undead monsters deal damage as if they were attacking on your armor's Light resistance.
  • Does the same for demons, although slightly weaker, see formula below.
  • Undead: resistance = [armor resistance] + 1 * ([armor Light%] - [armor resistance])
  • Demon:  resistance = [armor resistance] + 0.66667 * ([armor Light%] - [armor resistance])

Example: Using lvl 150 Holy Armor, we have 39% Light and 51% Fire. If we battle against a Demon, the monster will deal damage as if it attacks on (51 + 0.66667 * (39 - 51)) = 43% unless it does Light damage.

For the best protection, you should use a shield that protects against the attack element, not against Light. The only exception for this is the Paladin Armaments shield (Resonant Bulwark). It has the same effect as the armor, so it can be used against any Undead/Demon.

Note: This skill only works on the 8 standard elements. It does not protects against Harm/Void.

Lvl 10: Defiance (Active/Passive)

  • You receive 1 charge per turn. You can spend SP to gain 3 charges per turn instead.
  • (You can only gain charges against monsters that are your power level-20 or higher.)
  • You can choose between 4 different effects
  • When you die, your HP will be set to 1 instead of dying. If you have 10 or more charges, your chosen effect will be used and you will lose all of your charges. The effect gets stronger the more charges you have.
  • The effects:
    • Glorious Renewal. You heal some HP. The more charges you have, the higher is the healing. Also heals a bit of MP.
    • Defiant Blaze. You attempt to Burn the monster. If the monster is Undead, the Burn element will seek between the 8 standard elements. If monster is Demon, element seeks between Light and Harm. On anything else, element is Light. The power of the Burn is: (charges-10) / 0.7. It lasts for 2 turns. Save is X/LUK vs. DEX/LUK, where X = STR if your active weapon is Melee, X = DEX if weapon is Ranged, and X = CHA if weapon is Magic.
    • Heroic Burst. You unleash a spell-based attack that is stronger against Undead/Demon. Against Undeads, it seeks between the 8 standard elements + Harm. Against Demons, it seeks between Light and Harm. 
    • Luminous Abjuration. You get an Elemental Shield against all standard elements for 2 turns. In addition to this, you also get a Light Empowerment (deal more Light damage) for 1 turn. Finally, you heal up some HP. This is based on your END. The Elemental Shield power formula is (14 - (MIN * 13.5 / 21)) / 14, where MIN is the lowest number between charges-10 and 21. The formula for the Light Empowerment is (1 +  (MIN * 0.75 / 21)).

Lvl 11: Overwhelming Aura (Passive)

  • Gives you potence to all status effects inflicted on Undeads/Demons. Undead monsters get a base -10 penalty to their saves while Demons get base of -6.666667. These are further modifed by your CHA. The total penalty to the monster is: base * (1 + [your CHA] / [expected CHA]). It's capped at [expected CHA] * 1.2, so anything above 300 CHA at power level 109+ won't contribute to this effect.

Lvl 12: Mantra of Alignment

  • You can choose the lean of the armor. FD and N are available at level 12 with FO being available at class level 17.
  • You can only change lean once per battle.
  • Your chosen lean stays between battles.

Lvl 13: Summon Steed

  • You can choose between 3 different Steed skills: Charge, Trample, Chase
  • They all follow the attack type of your equipped weapon. They are all locked to Light.
  • Weapon-based skills. They get eleComp to cost.
  • Charge
    • Uses CHA for damage (and CHA/DEX/LUK for Bth)
  • Trample
    • Same as Charge, but it deals -35% damage.
    • Attempts to Daze the monster.
    • The power of the Daze is modified by the monster's Light resistance.
    • Save is CHA/LUK vs END/LUK with +0 save bonus.
  • Chase
    • Same as Charge, but it deals -35% damage.
    • Attempts to inflict a ([hits] / 4 + 1) Light EleVuln on the monster.
    • Save is CHA/LUK vs END/LUK with +0 save bonus.

Lvl 14: Righteous Surge

  • You can choose between 3 different skills: Righteous Inspiration, Righteous Renewal, Righteous Retribution
  • They all follow the attack type of your equipped weapon. They are all locked to Light. 
  • Weapon-based skills. They get eleComp to cost.
  • Righteous Inspiration
    • Heals you based on how much HP you have left. The less HP, the higher is the heal.
    • After healing, you also attack the monster.
  • Righteous Renewal
    • Same as Righteous Inspiration, but it heals MP instead of HP.
  • Righteous Retribution
    • Deals increased damage based on how much HP you have left.

Lvl 15: Inner Light

  • You can choose between 3 different skills: Harmonic Light, Focused Light, Overwhelming Light
  • They all follow the attack type of your equipped weapon. They are all locked to Light and cost SP.
  • They are spells and get eleComp to damage.
  • Harmonic Light
    • A standard Light spell.
  • Focused Light
    • Efficient Light spell.
  • Overwhelming Light
    • Overcharged Light spell.

Lvl 16: Resilient Aura (Passive)

  • Similarly to Overwhelming Aura (lvl 11), this skill also affects saves. While Overwhelming Aura affects all saves against the monster, this skill affects saves against you.
  • Against Undead monsters you get a base of +10 to your saves while you get a base of +6.667 against Demons. These are further modifed by your END. The total bonus to you is: base * (1 + [your END] / [expected END]). It's capped at [expected END] * 1.2, so anything above 300 END at power level 109+ won't contribute to this effect.

Lvl 17: Inspiring Radiance (Toggle)

  • All attacks from the player (normal attacks, specials, spells, skills) deal *0.75 damage.
  • You take *0.875 damage.
  • Your pet and guest deal *1.25 damage.
  • Costs 12.5% of normal skill cost in SP each turn.

Lvl 18: Redeemer's Might

  • A skill that is similar to Werepyre in that it uses STR and INT for damage and Bth.
  • Weapon-based skill. It gets eleComp to cost.
  • Deals +25.625% damage.
  • Deals +25% damage against Undead, +16.67% damage against Demons, and -12.5% damage on everything else.
  • Attempts to Daze the monster for 1 turn.
    • The power of the Daze is modified by the monster's Light resistance.
    • Save is X/LUK vs. CHA/LUK, where X = STR if STR is higher than INT, otherwise X = INT.

Lvl 19: Sunscale's Legacy

  • A skill that is only usable once per battle.
  • It follows the attack type of your active weapon. Its SP cost is *1.6 of a normal skill if it does Melee or Ranged, otherwise it is *1.8.
  • It's a spell. It gets eleComp to damage.
  • Against Undead, it deals +25% damage and seeks between Light, Fire, Harm and Void.
  • Against Demons, it deals +16.67% damage and seeks Light, Fire and Harm.
  • Against everything else, it deals -12.5% damage and seeks between Light and Fire.
  • Deals -25% damage for attempting to Burn the monster.
    • Monster has a -20 save bonus if it's Undead, -13.33 if a Demon, or +10 if anything else.
    • The save is X/LUK vs. DEX/LUK, where X = the highest stat between STR/DEX/INT.
    • Against Undead, the power of the Burn is 6 * 1.25, and the element seeks between Light, Fire, Harm and Void.
    • Against Demons, the power of the Burn is 6 * 1.167, and the element seeks between Light, Fire and Harm.
    • Against everything else, the power of the Burn is 6 * 0.875, and it seeks between Light and Fire.

Lvl 20: Righteous Judgement (Active/Toggle)

  • You can pay 15% of normal SP cost to gain 1 charge each turn.
  • Charges are reset between battles.
  • When you have 5 charges, you can use the skill to attack the monster, dealing more damage if they currently have any of these statuses: Burn, Blind, Daze, Panic
    • It's a weapon-based skill. It gets eleComp to cost.
    • If the monster doesn't have any of the mentioned statuses, the skill deals -10% damage.
    • If the monster does have any of the mentioned statuses, the skill deals +((0.2 * X/3)*100) damage, where X = number of how many of the statuses it has. So if the monster has Burn and Blind, the skill will do +13.33% damage.
  • Against Undead, it seeks between all elements (including Harm and Void).
  • Against Demons, it seeks between the 8 standard elements + Harm.
  • Against anything else, it uses Light.
  • Deals +100% damage.


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Golden Gift Boxes

GGBs for this month are the Paladin Rider armors as well as their corresponding Paladin Lances: Paladin Rider, Crimson Paladin Rider, Champion Paladin RiderRadiant/Zealous/Serene Paladin Lance

The armors borrow skills from the updated Paladin class, while the lances deal +7.5% damage when you are using a Rider/Mount armor.

The Surfboard weapons from last month (the items below) have left the shops.

  • Doom Knight Shortboard
  • Retro Battleon Shortboard
  • Lucretia Surfboard
  • Retro Fire War Surfboard
  • Kneeboard
  • Retro Granemor Kneeboard

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Z-Token packages

The only package for August is a Spirit misc (Spirit of Knowledge). It protects against Water attacks and gives you +50 INT.

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