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<font size="4">''[[Quests/Accessories|Accessory]]'' ''/'' ''[[Quests/Raids|Raid]]'' ''/'' ''[[Quests/Epic|Epic]]'' ''/'' ''[[Quests/Advent|Advent]]''</font> |
<font size="4">''[[Quests/Accessories|Accessory]]'' ''/'' ''[[Quests/Raids|Raid]]'' ''/'' ''[[Quests/Epic|Epic]]'' ''/'' ''[[Quests/Advent|Advent]]''</font> |
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+ | <font size="5">'''Quest List'''</font> |
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+ | {| class="mw-collapsible" style="width:100%" |
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+ | | Quest List: |
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+ | |- |
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+ | | <tabber> |
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+ | |-| Accessory Quest = {{:Quests/Accessory}} |
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+ | |-| Raid Quests = {{:Quests/Raids}} |
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+ | |-| Epic Quests = {{:Quests/Epic}} |
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+ | |-| Advent Quests = {{:Quests/Adventdisplay}} |
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+ | </tabber> |
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[[File:Chests.png|thumb|right|Chests]] |
[[File:Chests.png|thumb|right|Chests]] |
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Chests are broadly split into 4 types: Bronze, Silver, Gold and Platinum. |
Chests are broadly split into 4 types: Bronze, Silver, Gold and Platinum. |
Revision as of 23:59, 29 October 2020
Quests are the main gameplay of Kamihime Project, and are broadly classified into four main categories, accessible through various means. All Quests require AP to activate, give Rank Points, Experience Points and Gems, and may drop various items, depending on their type. Magic Jewels are awarded for the first time Quests are cleared, and never again after - unlike Gems, they are a non-renewable resource.
If connection drops for any reason while any Quest is active, the Quest will be saved in account memory and replayable upon reconnection. Even if the Quest is an Event Quest and the reason for disconnection is the maintenance that removes the Event, it will STILL be possible to reconnect to the Quest after the Event has already ended to finish the Event in progress, and rewards will still be given.
Quick Links
Accessory / Raid / Epic / Advent
Quest List
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Acessory quests cycle through the six elements every day, with sunday being a random element each wave. They are more difficult than standard SP Quests, but yield accessories that can be equipped to kamihime. == Thunder (Monday) ==
==Fire (Tuesday)==
== Water (Wednesday) ==
== Wind (Thursday) ==
== Light (Friday) ==
== Dark (Saturday) ==
Raids Quests
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Quests/Raids/Guardian+/Aratron+
PB01 Phoenix HP: 850M HP, Orb meter = 2, Defense value = 10 Resistance vs Non Water Attribute Attacks, CT +1 Immunity Any cut halves their effect, i.e., Romulus' 60% damage cut becomes 30% cut, and kaiser's 50% becomes 25%. So, both effect combined are 55%. Behaviour: Phoenix has 3 different phases that change every 5 turns: No gear -> blue gear -> red gear -> no gear -> ... Thus, No gear: turns 1-5 are equivalent to 16-20, 31-35... Blue gear: turns 6-10 are equivalent to 21-25, 36-40... Red gear: turns 11-15 are equivalent to 26-30, 41-45... When HP < 50%: +25% Atk/Def buff (can't be dispelled) and Double Attack probability up. Note 1: Overdebuffing Phoenix until -75%Attack/Defense makes these +25% Atk/Buff useless. No gear phase: Trigger 1: If any unit burst -> x20 damage (~120k damage) to random unit. Trigger 2: When a red ability is used -> x1 damage (~6k damage) to all enemies. If Trigger 1 and Trigger 2 are not activated -> x2 damage (~12k damage) to random unit. OD: 9 random hits of x1 damage. If Phoenix HP < 50%, add -25% defense debuff during 6 turns. Blue gear: "Pahsing": The last turn of blue gear (10,25,40...) -> x5 damage (~30k damage) to all enemies. OD: 9 random hits of x1 damage. If Phoenix HP < 50%, add -25% defense debuff during 6 turns. Red gear phase will change depending on if you meet these 2 conditions:
Red gear: If both conditions are met: Phoenix has +25% damage recieved. Otherwise: Phoenix has +20% damage reduction. Normal attacks hit all your team. OD: Activates normal attacks 3 times, each normal attack can DATA (after 50% HP threshold, Phoenix is likely to DA each normal attack). Tips: Perseus can land shade 3 turns (3C: Plunder Eyesight). Shade is a type of blindness which makes enemy to miss every normal attack. This debuff helps a ton during red phase, avoiding all damage during 3 turns. It's possible to extend this duration 2 more turns (2C: Recovery Jammer), however shade can miss even with (2A Inmunity killer). About 40~20%HP left, it's usually the second rage phase. As the enemy only has 2 orbs and every OD is hitting about ~9 times her damage & debuffing your defense, orb eaters help with damage mitigation. Jupiter can make your team to Tripple Attack, so she's handy to meet 1 of the 2 blue gear conditions.
PB02 Leviathan HP: 850M HP, Orb meter = 3, Defense value = 10 Resistance vs Non Thunder Attribute Attacks, CT +1 Immunity Any cut halves their effect, i.e., Romulus' 60% damage cut becomes 30% cut, and kaiser's 50% becomes 25%. So, both effect combined are 55%. Behaviour: Leviathan has 3 different phases that change every 5 turns: No gear -> blue gear -> red gear -> no gear -> ... Thus, No gear: turns 1-5 are equivalent to 16-20, 31-35... Blue gear: turns 6-10 are equivalent to 21-25, 36-40... Red gear: turns 11-15 are equivalent to 26-30, 41-45... Leviathan's fight is around its "special buff": +300% OD damage /stack. These stacks can be dispelled. When HP < 50%: +25% Atk/Def buff (can't be dispelled) and "special buff" rise from 300% to 350% Note 1: Overdebuffing Leviathan until -75%Attack/Defense makes these +25% Atk/Buff useless. No gear phase: Trigger 1: If any unit burst -> x3 damage (~18k damage) to all enemies + 5 charges of "special buff" + set Orb meter to [Max-1], It will increase to Max when turn ends. Trigger 2: When a red ability is used -> x3 damage (~18k damage) to one unit + 1 "special buff". If Trigger 1 and Trigger 2 are not activated -> x1.5 damage (~9k damage) to random unit + 1 "special buff". OD: x3 damage (~18k damage), Consume all "special buffs" charges to add 300% (or 350% if HP<50%) extra damage per stack. Blue gear: "Pahsing": The last turn of blue gear (10,25,40...) -> x5 damage (~30k damage) to all enemies. Enemy attack: x2 damage (~12k damage x2) to two random units + 1 "special buff". OD: x3 damage (~18k damage), Consume all "special buffs" charges to add 300% (or 350% if HP<50%) extra damage per stack. Red gear phase will change depending on if you meet these 2 conditions:
Red gear: If both conditions are met: Leviathan has +25% damage recieved. Otherwise: Leviathan has +20% damage reduction. Normal attacks: x2 damage (~12k damage) to a random unit + 3 charges of "special buff" + set Orb meter to [Max-1], It will increase to Max when turn ends. OD: x3 damage (~18k damage), Consume all "special buffs" charges to add 300% (or 350% if HP<50%) extra damage per stack. Tips: Perseus helps with debuffing, her soul weapon has cleanse effect and she can run Sniper Shot or Magic Chaos as EX skill. Ascle can run two dispels and make potions, since Leviathan's OD hits one unit, potions are very welcomed. Romulus is the tank you might need for this fight, she can run "nullify all damage" or stacking defense (up to 60%) as EX skill. Athena's cover +900% defense buff can save your team for one big hit. She also has 20% cut (it's halved) for your team. Raiko AW has 25% cut (again halved) and -25% atack debuff. Dian Cecht also makes potion, in addition, her second ability doubles healing efficiency. Anshar has a dispel paired with orb eater (take care during red phase, +3 special buffs) and 20% Atk/Def debuff. Neither Japanese or English are my native languages, this guide was create using google translation, feel free to correct any mistake:PB03 Griffith HP: 850M HP, Orb meter = 5 (4 when HP < 50%), Defense value = 10 Resistance vs Non Fire Attribute Attacks, CT +1 Immunity Any cut halves their effect, i.e., Romulus' 60% damage cut becomes 30% cut, and kaiser's 50% becomes 25%. So, both effect combined are 55%. Behaviour: Griffith has 3 different phases that change every 5 turns: No gear -> blue gear -> red gear -> no gear -> ... Thus, No gear: turns 1-5 are equivalent to 16-20, 31-35... Blue gear: turns 6-10 are equivalent to 21-25, 36-40... Red gear: turns 11-15 are equivalent to 26-30, 41-45... When HP < 50%: +25% Atk/Def buff (can't be dispelled) and Orb meter -1, from 5 to 4 Note 1: Overdebuffing Griffith until -75%Attack/Defense makes these +25% Atk/Buff useless. No gear phase: Trigger 1: If any unit burst -> x2 damage (~12k damage) to all enemies + set orb meter to [Max-1] (after turn ends, it will be ready to OD) Trigger 2: When a red ability is used -> x1 damage (~6k damage) to all enemies. If Trigger 1 and Trigger 2 are not activated -> x2 damage (~12k damage) to random unit. OD: x10 random hits of x3 damage (~18k damage x10) to random units. If Griffith HP < 50%, add +20% damage buff during 11 turns. Blue gear: Griffith adds 3 "charges", if at the end of the turn Griffith has at least 1 charge, it will gain +1 orb meter "Pahsing": The last turn of blue gear (10,25,40...) -> x5 damage (~30k damage) to all enemies. OD: x10 random hits of x3 damage (~18k damage x10) to random units. If Griffith HP < 50%, add +20% damage buff during 11 turns. Red gear phase will change depending on if you meet these 2 conditions:
Red gear: If both conditions are met: Griffith has +25% damage recieved. Otherwise: Griffith has +10% damage reduction. Unless Orb meter in [Max], at the end of the turn set orb meter to[Max-1]. It will be [Max] when theturn ends. OD: x10 random hits of x3 damage (~18k damage x10) to random units. If Griffith HP < 50%, add +20% damage buff during 11 turns. Tips: Perseus helps with debuffing, she also has orb removal available as EX skill and her soul weapon can dispel Griffith's blue phase charges. Romulus is also an interesting choice because of orb removal, cover skill and nullify EX skill. Shamash (limited) has opression, cover and autorevive. Atum (limited) has 30% attack debuff and applies autorevives whch can be used in you "cover" unit. Dian is an excellent healer and potion maker. Mars AW has 20% defense debuff and dispel. Finally, SR Nergal has cover + nullify, cooldown is high, tho. Probably, the most efficient way to challenge Griffith when farming is to forget the survability. Make a team to deal the most damage in about ~10 turns and add SR Nergal as 5th slot. Use her cover+nullify to ignore first OD and you can reach red phase.
Quests/Raids/Malicious/Thunder Quests/Raids/Malicious/Light Quests/Raids/Malicious/Dark
GalleryEpic Quests are reprints of past Raid Events in a format similar to advent battles. Epic Quests were first released on 4th November 2019, however, it wasn't until With of the addition of EXP Spheres on the 22nd May 2020, Enhance Materials Release Dates14th November 2019
25th December 2019 31st January 2020 12th March 2020 21st April 2020 10th June 2020 13th July 2020 1st September 2020 17th September 2020
20th October 2020 30th November 2020
11th January 2021 18th February 2021 31st March 2021 31st May 2021 17th August 2021 14th October 2021 23th December 2021 14th March 2022 14th April 2022
15th May 2022 14th June 2022 14th July 2022 15th August 2022 16th October 2022 21st November 2022 15th December 2022 16th January 2023 15th February 2023 14th March 2023 14th April 2023 14th May 2023 14th June 2023 18th July 2023 15th August 2023 15th October 2023 14th November 2023 14th December 2023 31st January 2024 13th March 2024 Character and Weapons List
ListAdvent Quests are weekly reprints of past Advent Events in a format similar to advent battles. The first Advent Quests was released on the 5th October 2020. In comparison to Advent Events:
Cycle Info
Advent Quest List
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==Drops==
Chests are broadly split into 4 types: Bronze, Silver, Gold and Platinum.
Bronze chests may, in addition, contain a certain amount of Gems, a Healing item or a Stopwatch. The Healing items can be used from the Healing item interface at will and will be sold if unused by the end of the battle; the Stopwatch will reduce the cooldown of the Main Eidolon by 5 turns and is used immediately on drop.
Main Quests
Main Quests progress the storyline of the game. Only characters that are obtained in the storyline and non-player characters will participate in the cutscenes (as there are so many accessory characters it would be impossible to account for all of them). Main Quests are split into chapters each containing 4 Quests. The completion of each Chapter awards 50 Magic Jewels, for an average of 12.5 Magic Jewels per Main Quest. Completing these are the only way to progress in the storyline and unlock Sub Quests, later worlds and characters.
The completion of the Boss chapter per world will unlock the Kamihime for that world. For a list of which characters appear in which World, see Locations.
In addition, the completion of certain Chapters in the Main Quest will also unlock certain pornographic Scenes. In the R18 client Kamihime Project R the pornographic content is both unlocked and played back immediately in the course of the Quest prior to the awarding of EXP, Rank Points and Drops, while in the Age-Restricted client Kamihime Project a dialog box offering the option to continue play in the Age-Restricted client or switch to the R18 client to view the pornographic Scene will be displayed (red button indicates swapping clients, other button skips Scene). Once unlocked these Scenes can be played back in the Harem system.
When a Chapter is the active Chapter it is only possible to play the episodes sequentially. When an entire Chapter is completed, any of the specific Episodes within the Chapter may be played back at will in order to gain drops, Rank Points and Experience Points. The Episode Selection dialog activated by clicking a past Chapter will also contain an Event Skip button on the top right corner of the display; selection of this button will skip all cutscenes, pornographic or otherwise. Playing back past Episodes will require the use of the same amount of AP as it did to play it initially, but will no longer provide Magic Jewels for completion.
Should the player wish to view non-pornographic cutscenes from past chapters without spending AP (or being involved in the respective battles), they can be accessed through the Library system.
Sub Quests
Unlike Main Quests, Sub Quests can be activated in any order. They are unlocked by Main Quests, at a rate of 2 Sub Quests per Main Quest Chapter. Completion of each Sub Quest awards 50 Magic Jewels. Similar to Main Quests, only characters that have been obtained through the Main Quest will appear in the cutscenes. The Sub Quests in a world are only accessible when in the world itself - changing worlds from the World Map interface is necessary to play back Sub Quests in different Worlds from the active one, unlike SP Quests.
Special (SP) Quests
Special Quests do not have any Quest prerequisites. While certain Ranks are a prerequisite to start them, in general they require a significantly higher power level than is available to any normal player at their minimum unlock Ranks.
Special Quests award 50 Magic Jewels per Quest the first time they are completed. They can be broadly classified into three groups: Event, Daily/Guerrila and Accessory.
Event Quests
Event Quests do not reset daily, but are permanent for the duration of the Event. Each Event lasts approximately eight days. Most Event Quests are based on a single element; however, some events will happen in pairs known as "Double Advent Battles", which allow players to fight in two separate events at the same time.
The materials awarded from Events will be usable in the Shop to exchange for rewards corresponding to the Event's element, and various miscellaneous rewards like Soul Points, Half-Elixirs, Premium Gacha Tickets and Enhancing materials.
Daily Quests
In this section, the players are offered three types of quests, Gem Cave, Experience Cave and Materials Cave. Daily Quests are reset at 0 AM (PDT / UST-7) every day. One Elemental set of Materials Cave are available per day in the following weekly rotation:
- Monday - Thunder
- Tuesday - Fire
- Wednesday - Water
- Thursday - Wind
- Friday - Light
- Saturday - Dark
- Sunday - Experience Cave
With the exception of Sunday, the other 6 days of the week award Limit Break Materials corresponding to their element. The non-elemental Limit Break Materials are dropped on all seven days, including Sunday. There are four levels of difficulty: Beginner, Standard, Expert and Ultimate. The higher the difficulty, the higher the number of chests dropped and their quality are.
Experience Caves can be attempted twice per day, from Monday through Saturday, and is limitless on Sunday. As the name implies these quests are a great source of experience and rank points. It is possible to earn between 3240 rank points / 4680 EXP and 5400 rank points / 6480 EXP. This is dependent on how many of the specific carbuncles show up; Emeralds net 360/520, Sapphires net 480/600, and Dark Carbuncles net 600/720 RP/EXP each. All enemies in this quest are dark element.
Gem Cave can also be attempted twice a day throughout the week. They're also available as Guerrilla Quest during certain periods of the day (see section bellow). Enemies featured in this quest are Light element and can drop between 5860 and 6750 gems. Holy Carbuncle drops 750 gems, Diamond Carbuncle drops 700 and Pearl Carbuncle drops 650.
Guerrilla Quests
Guerrilla quests were introduced April 24, 2016. They're a good source of Gem and enhancing materials. These events are available each day at:
Day | 1st quest | 2nd quest | 3rd Quest |
---|---|---|---|
Gem Quest (Standard/Expert) | |||
Monday | 12:00~12:30 | 19:00~19:30 | - |
Tuesday | 12:30~13:00 | 19:30~20:00 | - |
Wednesday | - | 18:00~18:30 | 22:30~23:00 |
Thursday | - | 19:00~19:30 | 23:00~23:30 |
Friday | - | 19:30~20:00 | 23:30~00:00 |
Saturday | 12:00~12:30 | 18:00~18:30 | 22:00~22:30 |
Sunday | 12:30~13:00 | 19:00~19:30 | 23:00~23:30 |
As of the 8th of August, 2019, Weapon Enhancement Quest and Eidolon Enhancement Quest now appear for the entire day, every day of the week, as well as boost to the drop rates for all materials.
Note: Nutaku uses Pacific Standard Time (PST / UTC-8) from November Through March (Winter) and Pacific Daylight Time (PDT / UTC-7) from March through November (Summer).
Players wishing to do these quests may wish to save AP to use during these time brackets. These quests drop a large amount of Enhance-Materials.
Accessory Quests
- See also: Quests/Accessories, to learn more about enemies mechanics
Accessory Quests can only be attempted up to 3 times per day and comes with four ranks of difficulty:
- Rank 1: Corresponds to Expert difficulty Advent Battles
- Rank 2: Corresponds to Ultimate difficulty Advent Battles
- Rank 3: Corresponds to Ragnarok difficulty Advent Battles. Requires three T2 Dragon Bones of the corresponded element in order to attempt the quest. Free on Sundays.
- Rank 4: Exceeds Ragnarok difficulty Advent Battles. Requires three Runes of the corresponded element in order to attempt the quest. Free on Sundays.
- Rank 5: Corresponds to Guild Order. Requires three Dragon Bones of the corresponded element. Drops two or three SR accessories and one SSR or Ancient accessory. Free on Sundays.
Similar to daily quests, each day features a different element and uses the same weekly rotation. At Sundays, each stage of the quest will have a random element.
Raid Quests
- See also: Quests/Raids, to learn more about the bosses mechanics and their drop table
Raids are unlocked by completing the Main Quests for World 1. Raids come in all six elements and four difficulty settings - Standard, Expert, Ultimate and Ragnarok. Each difficulty can be attempted 3 times per day. 50 Magic Jewels are awarded the first time the player successfully completes a raid he initiated. 15 AP are required to start a Standard quest, 25 AP for a Expert quest, 50 AP plus 3 T2 Idea cores of the correspondent element for a Ultimate quest and 70 AP plus 3 Regalia Gems of the corresponded element for a Ragnarok quest.
Unlike normal Quests, Raids are cooperative content. Up to 20 players at once can be involved in a raid, and rewards applies to all players involved as long as they contribute in some small way. It is possible to invite players in the Friend and Union lists separately to the Raid in the Raid Invitation interface. To prevent flooding, there is a cooldown period between Friend invites (any Friends added after the invitation was first sent will not be able to join unless the invite is resent after the cooldown). The invite to Union members is permanent - anyone joining a Union will instantly gain access to all Raids in progress with an active Union invitation.
When invited to a Raid, the Quests symbol in the left sidebar will turn from its default blue colour to red, the Raid button in the right (hidden) sidebar will turn from its default brown colour to red, and Diabolos in the Quests screen will open her eyes. Look out for these signs when playing as in practice raids will occur less frequently than players have BP to spend.
Joining another player's Raid invitation will require 1 BP for a Standard raid, 3 BP for an Expert raid and 5 BP for a Ultimate/Ragnarok raid. In the case of disconnection, unlike normal quests, raids are not rejoined from the Quests home screen, but from the Raid interface. Should the Raid be concluded in the player's absence, the rewards and post-Battle report can be obtained from the second tab of the Raid interface.
The amount of rewards a player can receive from a raid quest depends on quest difficulty as well their contribution to the raid. Standard and Expert drops: 1 Bronze chest; 0-2 Silver chests; 0-1 Gold chests and (0-2) Platinum chests (1 for the Discoverer (the player that started the quest) and 1 for MVP/VMVP). If a player is both Discoverer and MVP/VMVP, then he'll get 2 platinum chests. Expert difficulty have an higher chance to drop multiple Silver chests and/or a gold one.
Ultimate difficulty can drop: 4 Silver chests; 0-2 Gold Chests; 2-6 Platinum chests (2 for every player that contributed, 1 for the Discoverer, 3 for the MVP and 1 for the VMVP. In these raids, the chest granted to the Discovered is guaranteed to give a Gem Idea Regalia, used to buy Soul weapons or start a Ragnarok quest. Other platinum chests will just drop a fragment of a Gem Idea Regalia.
Ragnarok raids can drop: 3-4 Silver Chests (2 from boss and 1 per minion); 0-3 Gold Chests (0-2 Discovererand 0-1 for everyone) ; 0-5 Platinum (1-2 Discoverer; 1-2 MVP; 0-2 VMVP and 0-1 for everyone). Most of the platinum chests will contain a Relic Magna with a small chance of a Phantom weapon. All participants will also have a change to get one extra super rare platinum chest that guarantees a Phantom weapon.
Players intending to farm the Platinum rewards can consider fighting the raid solo up to the 50-60% HP mark to guarantee MVP placing before sending an invitation to Friends and the Union. There is currently no advantage to completing an entire raid solo to provide an incentive to players to involve other players in cooperative content.
Raids provide approximately half the Rank Points and Experience Points per AP spent relative to Main Quests, Sub Quests and Special Quests. They are a way to get high-rarity drops at the expense of experience, while SP quests represent the way to get Limitbreak materials at the expense of rare weapons or Eidolons.
Epic Quests
- See also: Quests/Epic, for a list of available Epic Quests
Epic Quests are reprints of past Raid Events in a format similar to advent battles.