You can accept quests from various NPCs across the magic land. If you see a non-player character (NPC) with a yellow exclamation marks ! over his/her head, you can talk to him/her to accept a quest.
Press Q to open the Quest Panel to view all quests that you have accepted.
If you fail to complete a quest and you wish to try it a second time, you can abort the quest first and then talk to the quest-giving NPC to start over again.
If you need supply of potions, go to a medicine trader to make a purchase, or you can try to make potions on your own. When you kill a monster, it may also drop some potions.
A Teleporter is always ready to send you to a destination of your choice at the speed of light. Of course you will need to pay a small fee. If you happen to run out of gold, you will have to move there by foot.
Guild function becomes available once you reach Level 10.
Weapons and armors gradually lose durability during combat. However, their powerremain the same until the durability goes to zero.
When an item reaches zero durability, it will no longer function. You can repair it at a blacksmith, an armor trader or a medicine trader. The repair fee is related to the extent of the damage.
Necklaces, amulets, and rings are permenantly immune to loss of durability.
When you reach level 15, you can transfer your class. Go to the Novice Village and find your corresponding mentor to accept the class transfer quests.
Congratulations on reaching Lv22! Now a passive skill becomes available to you. You cannot gain the relevant skill book elsewhere other than from some certain quest reward.
Living skills can be categorized into gathering skills and production skills.
Go to the production principal at the main city (Sky City or Sun City). She is always willing to lend her production tool to you so that you can utilize your production skill to produce something meaningful.
1) Alchemy means the production of various potions;
2) Blacksmithing means the production of warrior's defensive gear;
3) Tailoring means the production of other classes' defensive gear;
4) Craftsmanship means the production of ornaments, furniture and siege weapons.
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