The challenge system offers you the opportunity to increase your fighting gains (drops and XP) if you fulfill the set conditions. When a fight is started against a group of monsters, you will be given a challenge at random - two if you are in a dungeon or arena. It is completely optional - you can choose to either complete both, one or neither.
Challenges apply to all group members - each member must fulfill the set conditions for the challenge to be a success. Currently the possible challenges are:
| Challenge | Icon | Description |
|---|---|---|
| Arachnophile | Summon an Araknee each time the spell is available, for the duration of the combat. | |
| Barbaric | Do not use any spells for the duration of the fight. | |
| Blitzkrieg | Whenever an adversary is attacked, that character must be killed before their next turn begins. | |
| Casino Royal | Cast the spell Roulette each time the spell is available for the duration of the combat. | |
| Clean hands | Kill all monsters without dealing direct damage for the duration of the combat. Traps, glyphs, poisons, pushback damage, reflected damage as well as attacks by summons may all be used. | |
| Contamination | As soon as an ally loses HP, you have 3 turns to kill your ally. | |
| Contract Killer | Your enemies must be killed in the designated order. A new target will be selected each time the preceeding target has been killed. | |
| Cruel | You must kill your enemies according to their levels in ascending order. | |
| Dodgy devs | Finish this fight and you've won the challenge! It is well known that all devs are cheaters. | |
| Duel | When a character attacks an enemy, no other character must attack the enemy for the duration of the combat. | |
| Elementary, my dear! | Use the same element to attack for the duration of the combat. | |
| Elitist | All attacks must be made exclusively on Monster until they die. | |
| Exuberant | Use all your action points before the end of your turn. | |
| First the mules | The weasest mule must finish all enemies off (that'll teach you to 'mule' like a Lousy Pig). | |
| Focus | When an enemy is attacked, they must be finished off before any other enemy is attacked. | |
| Gardener | Plant a Cawwot each time the spell is available, for the duration of the fight. | |
| Gravedigger | Summon a Chaferfu each time the spell is available, for the duration of the fight. | |
| Hermit | Never finish your turn on a cell adjacent to an ally. | |
| Impertinence | Finish your turn on a cell adjacent to an enemy. | |
| Incurable | Do not regain any HP for the duration of the combat. | |
| Keep moving! | Do not steal MP from your enemies for the duration of the combat. | |
| Limpwrist | Never finish your turn on a cell adjacent to an enemy. | |
| Low levels first! | The player with the lowest XP must deliver the mortal blow to all enemies. | |
| Maniac | Enemies must be killed according to the descending order of their levels. | |
| Mystique | Use only spells for the duration of the fight. | |
| Neither Piwi nor submissive | Female players must let male players deliver the mortal blow to enemies for the duration of the combat. | |
| Neither Piwin nor submissive | Male players must let female players deliver the mortal blow to enemies for the duration of the combat. | |
| Nomad | Use all available MP during each turn, for the duration of the fight. | |
| Pighead | Use the same spell or close combat attack for the duration of the combat. | |
| Protect the mules | All your allies and all your mules must be alive at the end of the fight. | |
| Reprieve | Kill Monster last. | |
| Scanty | Each player must not use the same action more than once, for the duration of the fight. | |
| Self Sacrifice | Characters must not be healed during their turn. | |
| Sharing | Every character must finish at least one enemy (enemy summons do not count) off during the fight. | |
| Sightseeing | Do not reduce the range of any enemies for the duration of the combat. | |
| Statue | Every turn, finish on the same cell as you started on, for the duration of the fight. | |
| Survivor | No ally must die. | |
| Tight | Finish your turn on a cell adjacent to an ally. | |
| Time Flies | Do not steal AP from your enemies for the duration of the combat. | |
| To each his pwn | Each character must kill at least one enemy (enemy summons do not count) during the combat, Once a character attacks a particular enemy, no other character must attack that enemy for the duration of the combat. | |
| Two for the price of one | When a character kills an adversary, this character must kill one (and only one) more enemy during the enemy's turn. | |
| Unpredictable | All attacks must be made exclusively on the target selected by a character at each new turn. | |
| Untouchable | Do not lose any HP for the duration of the combat. | |
| Unwilling Volunteer | Kill Monster first. | |
| Versatile | Each player must not use the same action more than once, on every turn. | |
| Zombie | Use exactly one MP per turn. |
Challenges requiring use of spells appear only if someone in the fight has the required spell (Roulette for Casino Royal, Cawwot for Gardener, etc.). Mob-size bonuses are calculated on the number of monsters minus 1.
Glyphs, poisons, and summons' damages and debuffs count as damage and debuffs done by the caster/summoner. This means they affect challenges such as To each his pwn and Keep moving!. Their HP does not count as part of your teams health, and so are unaffected by challenges such as Contamination, Untouchable and Survivor.
Focus is a skill used by all Spells and by all classes. It demonstrates how well you maintain your concentration in battle. The higher your focus skill, the better able you are to cast spells while under attack. The focus skill helps decrease the chance that you will be interrupted when using a skill or a device while being attacked.
Focus may refer to:
| This article is about the item type named focus. For the specific pre-Searing item of the same name, see Focus (Focus Item). |
Focus items are secondary weapons (sometimes called simply "focuses/foci" or "offhands") that increase the equipped character's maximum energy by +3 to +12 (with the sole exception of the Flute, which gives +1 energy). They may also have other modifiers. Like all weapons, middle to high end focus items have minimum requirements from 7 to 13 in a certain attribute for the primary stat (i.e. energy).
Contents |
Focus items with attribute requirements of 0 may have an energy bonus of up to +6. Focuses with the maximum energy bonus of +12 may have an attribute requirement as low as 7. All maximum energy collector, crafter, and unique focuses have an attribute requirement of 9. If a character's rank in the required attribute is less than the requirement, the character will not receive the full energy bonus. How much of a partial bonus is still being tested - it was previously believed that blue/green foci give +3 energy and purple/gold foci give +6, but for whatever reason there are some gold foci which give only +3 and some blue foci that give +6.
Please consult our visual gallery or see them listed by campaign below.
Focus items can be upgraded with one Inscription and one Focus Core. All focuses from weapons crafters or collectors cannot be inscribed, however.
* - This focus has a variant with alternate graphics.
(C) - Crafter / Collector only.
For a comprehensive list of focus items, see Category:Focus Items.
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