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1
Guides / The Super Duper Basic Guide To PW
November 14, 2019, 05:37:13 am
So you might have heard about Perfect World the game. You might only have heard Perfect World as the company that made Jade Dynasty, Swordsman, Saint Saiya, and the other games on RGN. And in either case, you haven't played it before and installed it to try it, or you're just here to get the network achievements, or you last played over a decade ago and can't remember much more than that you once played it.

Well, good news! This guide is for you!

What the ***** is Perfect World?

Simply put, Perfect World is China's answer to World of Warcraft. An absolutely massive giant of a MMORPG that is also old as dirt. Launched in January 2006, it was also the first game published by the company that named itself after its flagship game and which would proceed to launch many, many, many other games over the years. And in just as many ways, the game shows its age - weirdly proportioned characters; clothes that have no basis in physics when moving; visual bloom everywhere; super fanservicey appearances for the women; and music that's weirdly dominated by electric guitars. What Perfect World does have, and which was very special back when it came out, was one single, large map for the main grind map, and airborne combat. More on the latter later.


The Basics

- In case you hadn't already noticed, you move around in standard MMORPG fashion with WASD keys, or by left-clicking the ground. Spacebar allows you to jump - note that you can do a doublejump in mid-air by pressing spacebar twice.

- You don't get skills automatically. Instead, you have to locate your class' trainer (found in every city) and talk to them in order to pay gold to learn or upgrade a skill once you reach the appropriate level.

- There is no auto-attacking function. Good ol' manual keysmashing and clicking is the only way.

- Now, while there IS an auto-route function, it will guide you in a straight line towards your goal, regardless of any obstacles that are in the way. If you come from a MMO with an actually sane auto-routing, this can take some getting used to.

- Attempting to auto-route will also automatically put you on your aerogear if you have such one equipped, which does help with the auto-routing issues. Make sure that you put the height slider up to max, as otherwise you can and will get trapped in trees/rocks/mobs/buildings/invisible walls/NPCs/hills/decorative spikes.

- Pay attention to where you are! Monsters vary a lot in levels, and you can risk finding level 80 monsters hanging out near the level 2 ones.

- Gear lose durability as you use it. Any merchant with a sales interface can help fix your gear in exchange for gold at the bottom of their interface.

- Skills can be interrupted. Yes, this includes your town portal.


The Races and Classes

There are 5 races in the game - each with their own starting town - and each race has two classes, one magic and one physical

Humans
Humans start in Etherblade City in the north part of the map, and have nothing special about them other than their hometown tends to get crowded due to the sheer number of people going to the City Of Thousand Streams.

The Blademaster is general-purpose DPS of the game, and has a huge variety of ways it can be played depending on skills, gear, weapon and more.

Wizards are the standard squishy, high-damage magic caster with AOE. Their spells take a long time to cast, so they are best paired with someone who can tank enemies while the wizard charges their Destroy Everything In The Vicinity skills.

Untamed
You couldn't have a MMORPG in the mid-naughts that didn't have sapient animals of some sort, so PW's answer were the Untamed. They are found in the City Of Lost towards the middle-west part of the map, and are the only race whose classes are also gender-specific. They can also turn into an animal later on, which gives them new skills and stats.

Barbarians are always male, can look like a bear or tiger, can turn into a big tiger, and is the tankiest tank that ever tanked. Seriously, everyone want this guy in their party. Do note that the tanky nature means that barbarians are expensive in repair-costs.

Venomancers are always female, is the resident sexy fox/cat girl, and can both raise pets from cash shop eggs or just tame a random monster from the wilds to serve as their companion. Thus, don't go for the giant golem trying to crush your head, go for the tiny girl throwing beetles at you from behind it.

Winged Elves
As their name implies, these are elves with wings. While the wings are only apparent when flying, the Elves are never the less the only class to start off with the ability to fly, and tend to hang out in their giant tree-city City Of The Plume.

Clerics are your standard run-of-the-mill magic-based healers/buffers/resurrectors. Note, however, that heals can draw aggro from nearby mobs, and the clerics tend to be a bit on the squishy side when it comes to physical attacks.

Archers are the local ranged attacker. Fast, quick, and able to deal both physical and magical damage, but also squishy when caught by an enemy.

Tideborn
The first race added beyond the initial three, the Tideborn are basically bipedal mermaids and live in the City Of Raging Tides town in the south-eastern corner of the map.

Assassins is your quick-moving crit-stabbing rogue that will do massive critical damage, but who also have to get up close and personal with their target.

Psychics are another mage-class, but one that specialises in buffing and debuffing. They also have little to no party-buffing skills.

Earthforce
The Earthforce are, lore-wise, a bunch of zombies. Raised from the dead to fight against evil, Earthforce is both the newest race available (which means most detailed appearances) and the only ones with a unique meditation.

Seekers are a debuffing DPS class. While they have relatively low health and defence, they can control large crowds of mobs and thus also take on the role of tank.

Mystics are the second healing class, and also the local summoner. They are, however, very expensive in mana.


Flying

One of the main draws of Perfect World is that every single class can fly, and every race has their own general type of aerogear. The winged elves are the only ones who can fly at level 1 - all others have to wait until level 15.

Humans: If you have played Jade Dynasty, you will notice the similarities here, because humans fly around on a big, floating sword.

Winged elves: As could possibly be expected from their names, elves also use wings to fly with. These come in bird/butterfly/bat/etc variations.

Untamed: For reasons unknown to man or woman or anything else, the untamed's standard aerogear is a stingray. There are variations that allow them to ride different animals, however.

Tideborn: Despite their affinity for water, the tideborn mimic the elves in that they also have wings - however, the tideborns' wings tend to be more obviously magical and etheral in nature.

Earthforce: Do you like kites and hanggliders? Because that's how the earthforce flies around.


Transportation and Travelling

Due to the sheer size of the map, the presence of high-level mobs, and the "as the elf flies" auto-routing system, walking from town to town is simply not recommended. Each town (or waypoint) has a teleport master hanging out, who can help you teleport to another waypoint that you have visited before.

Note the visited-before thing. Teleporters can also only teleport you to specific waypoints, and you might easily need multiple teleports to get to where you want to go. I also highly recommend you get the Geographical Map from either your online rewards or the webshop to immediately unlock all the waypoints.

Mounts are a faster way of travelling around the map than by foot. You can get all sorts of mounts, from mechanical to monstrous to animal to, well, all sorts. However, mounts are extremely shy, and will immediately drop you to the ground and disappear into your inventory the moment you get hit by an attack. Mounts also cannot double-jump, and they have the same issue with auto-routing in a straight line.

Flying is the primary method of transportation. You can set the auto-path height from 0 to 78 units, and your character will climb to the level given while they fly to their destination. Height 78 puts you well above any and all mobs and obstacles in the game, thus making for the only kind of manual travelling where you can actually leave your computer without your character getting stuck or getting killed on their trip.


Main Hub Cities

There are two "hubs" that are also considered neutral ground; in that they don't particularly belong to one or the other faction.

Archosaur is the largest city in the game, located to the middle east of the map, and is usually the gathering point for everyone due to it being the central point for quests, tasks, missions, trade, and much more.

City of a Thousand Streams, also just called Thousand Streams, is the central hub for crafting, dungeons, and special quests.


Customisation

Another one of Perfect World's major attractions is the sheer scope of the character creator. You can change just about everything about a character's appearance; from the slope of their nose to their head-to-body ratio. Due to the game's age, however, any player characters outside of your most immediate reach will be spawned with a default appearance for their race, and only have their customisation (aside from their face) loaded in when you get close.


Equipment Basics

One of the fun things about Perfect World is that as long as you have the minimum stats for it, you can equip anything in the game that isn't race/class bound (and very little is). Want a wizard to flounce around in full platemail and whacking things with an axe? Go for it. An archer wielding a magical staff? Sure.

However, a lot of skills require a specific type of weapon, so while it can be a nice change of pace, using gear not suited for your class is not generally recommended.

Armour come in three versions: Heavy, Light, and Arcane. Heavy Armour has high durability and high resistance to physical attacks, but is weak against magical damage and requires dexterity and a high strength stat and to be worn. Light Armour is the middle-of-the-road in terms of defence, and requires equal strength and dexterity to wear. Arcane armour provides high magical defence, but low physical defence, and requires strenght and a high magic stat to equip.


Damage Types and Elements

Damage done to mobs and you can be either physical or one of the six kinds of magical damage. This means that neglecting one type of defence can cause you to easily die to some mobs, while making you practically invulnurable to others.

Each creature in the game apart from players also come in one of the six magical elements. If you have different elemental attacks at your disposal, focusing on one that the enemy is weak to can be a benefit to you.

Metal: Weak against Fire damage, does more damage against Wood

Wood: Weak against Metal, does more damage against Earth

Water: Weak against Earth, does more damage against Fire

Fire: Weak against Water, does more damage against Metal

Earth: Weak against Wood, does more damage against Water

Non-elemental: No particular weaknesses but also no bonuses. Physical attacks are as a general rule of thumb this.


Genies

Simply put, Genies are little helpers that float around your head and can do weak-ish attacks against things you attack. They gain experience as you do from killing monsters, or you may choose to infuse them with your own experience to level them. There is a bunch more to these, but that is for a far more advanced guide.


And now you should be good to go on the very basic concepts! If there are any new-player basics that I haven't covered, please let me know so I can update this guide!
2
Guides / [Classic] How To Ascend
September 19, 2019, 09:05:14 pm
What Is Ascension?
Ascension is basically a "reset" of your character. While you retain all the gear, gold, pet, and assorted items you have collected, you will lose all your tome points and skills (except romance, clan, expertise, and fashion-skills); you will lose your class; and your character will be returned to level 15. From now you will need considerably more experience per level to level up, you will need esper energy for your esper at all times, and you can lose 6% exp by dying without a Puppet Protector in your bag at all times.

You will also lose all currently active quests besides the Mandatory quest line (thus it is recommended to do the mandatory quest up until having defeated Lord Earthforce, as this will give you several million experience when handed in after ascending).

However, ascending grants you far more skill points and tome points than unascended, and once you hit level 90, you can access the Affinity skills and lands, which is where the fun really starts. But that is for another guide.

What Leads Up To It
Once you have reached level 150, you will get an automatic quest popping into your quest log. This one is aptly named "Ascension" and asks you to go talk to Taisung The Tao.

Note that while you can trash this quest, it will pop back into your log after a few minutes.

Once you do accept his quest to ascend, you are asked to obtain a Nirvana Insignia. However, obtaining this Insignia is the tricky part.

The Easy Path Aka Skipping The Quest
The easiest, albeit probably the most expensive method, is to achieve 5 million honour with any of the factions. This can be done by donating either provisions picked up from the ground during grind (higher grade provisions give more honor), or by donating merit incense. Provisions can be sold for gold, and is generally the worse option for obtaining honor.

An alternative is to have 200,000 Renown with your alliance - obtained by donating merit incense to the Alliance Master, in which case the Alliance Master will give you the Insignia instead, or to obtain 5 million piety and receive the Insignia from Nura.

Note that you must have the quest for the Nirvana Insignia from Taisung The Tao active in order to receive it from your appropriate person.

The Nirvana Insignia obtained in this manner will last for 24 hours, and if allowed to time out, cannot be re-obtained. So only accept the Insignia when you are absolutely certain you wish to ascend!

Note that currently, Charity and Culture does NOT give Nirvana Insignias!

Actually Doing The Quest
Your first step is to go talk to the Elder of Arcaneness, and he will give you three trials to complete. The first two trials have different ways that they can be done. If you fail the trials, you will sometimes have to wait until the next day before you can attempt again, though sometimes you can move into another attempt immediately.

The First Trial
The first trial is called Face Your Fears. The name is misleading, however, unless you fear losing money.
  • The first method to do this is to talk to Tonni (sitting on the fence beside Tanis Ka) and give her 50 magic lollipops. These lollipops are obtained by trading her Tiger Crystals (obtained from Tiger Ice).
  • Second method is to defeat 49 Celestial Vanguards in Shura and then talk to Taisung the Tao to receive the next part.
  • Third method is to talk to Banker Etsuk in Sunstream (across from Enchanter Taja) and pay him 1000G. Note that there is a risk that this quest will fail, but if it does, he will not take your money.

The Second Trial
The second trial is called Reforge the Spirit, and there are four ways of going about it. Note, however, that if you fail any of these, you will have to do the First Trial over again!

  • The first option is to kill 999 Monkey Phantasms in Jadeon.
  • Second option is to kill 999 Deadpool Loners in Doom Bog.
  • Third option is to kill 999 Zaaras Disciples in Sunstream.
  • The fourth option is to refuse to kill anything at all. This, however, comes with a considerable risk of failing and is definitely not recommended!

The Third Trial
The third trial is always fixed. Do you remember when you got tier 5, and had to survive against Skyscream for 10 minutes? Good times, good times. Now you need to kill the giant kitty.

Just kidding, it's not actually the same boss as the Skyscream you had to survive against - while it has the same graphics and name as the original Skyscream, this one has considerably lower damage and health, and he's situated in Wildlands. You may still benefit from a party helping you out, but it's still entirely possible to solo Skyscream.

If you die to Skyscream, you will thankfully only need to do the third trial again.

Once you return to the Elder of Arcaneness, you will be given the Nirvana Insignia.

WARNING! IF YOU AT THIS POINT DIE TO ANYTHING, YOU WILL LOSE THE INSIGNIA!

With Insignia In Hand, Ascend

Once you have the Insignia - whether you've obtained it by beating up Skyscream in Wildlands or by pouring way too much merit incense into a faction representative - simply hand it to Taisung the Tao and he will do the rest.

Congratulations! You have now ascended!

Remember that God's Gift is now available again from Tanis Ka until you reach level 90 once more, as is Future Heroes if you need some gear.
3
Guides / [Classic] Ami's Shabby Fishnet
July 12, 2019, 01:04:40 am
You may have noticed this quest available with Ami whenever you go to pick up fishing bait. You may even have tried it, and received a Yin-Yang orb item that told you to go to Fountainhead Hollows.

You may even have followed the instructions and trudgled off to the northern-most part of Sunstream, only to receive a pop-up telling you to locate a carp, and then spending several minutes trying to figure out if there is a fish at all.

The good news is, there is a fish!

Well, there's one of three, really. The fish is, however, invisible, and the only way you know where to start picking up the fish is where your cursor changes to a pick-up hand. Which is a tiny spot, and due to the aforementioned invisibility, it can be an exercise in frustration to locate the right spot without a guide.

Good thing that this is a guide, then!

(-40 440) Smelly Carp - this one is a dud. If you right-click it to eat it, you'll just get a small bleed on you. Sell it to a NPC.

(4 431) Ordinary Carp - a bit more fun. If you haven't already, you can right-click to consume it and get the title <Heroic Characteristics>

(-28 449) Eera Carp - now this is the good one. You can either choose to consume the carp (available once only), which starts a small quest in which you help a koi turn into a dragon (albeit in text-only format) and gain the title <Sorrowful Smile>. I recommend doing this little quest for the title the first time you catch the Eera Carp. After this first time, Ami will give you a Torn Fishnet in exchange for the carp.

What is the fishnet for? It is used to create Xuan Paper for the Unknown Scholar. Once a day, you can talk to the Unknown Scholar near the Skylord in Sunstream. Simply go through all of his green quests (there will be one starter quest, then it splits into four sub-quests, and finally you have the last quest) until you get one of four random blueprints for a writing implement. This can be an ink stone, a writing brush, an ink stick, or... a Xuan Paper. The actual blueprint is entirely random, so you may need to return a few days in a row before you get the one for the paper.

Now you just need to gather Ramie and Bark. The latter is obtained from the clickable trees in South Border's Forest Of Rot--beware the mobs that tend to hang out around them, though. Ramie is obtained by either fishing it up with fishing bait, or by going to Moontop Hollow and locating the yellow Mirage Crystals. These crystals give items for crafting materials for the Unkonwn Scholar, so if you have started collecting the blueprints, make sure you keep some of each type.

Once you have both Fishnet, Ramie and Bark in your inventory, simply right-click your Xuan Paper blueprint, and you will get 2 random elemental beads and one piece of paper. The paper you can trade with the Unknown Scholar, and get one out of 24 random book pages in return (the actual selection depends on what you're handing in). If you manage to gather all of the pages for one book (I, II, or III), you can turn these into an item that will let you read some books in Skysong and give you 5 taichi pills and some temporary stat boosters.
4
Guides / Re: Guide on installing?
June 29, 2019, 09:05:59 am
... You download the file from the site.

Then you right-click the file on your computer after downloading, and select "unzip".

Then you go into the folder you just unzipped, into Launcher, and run Launcher.exe.

Then you wait until it's done patching itself.

Then you press the big Start button.

You are now running the game.
5
Guides / Re: Guide on installing?
June 28, 2019, 10:10:21 am
You go here

https://jadedynasty.online/page.php?page=download (main version)
https://classic.jadedynasty.online/page.php?page=download (classic version)

and follow the instructions on that same page on how to download and run the game.
6
Guides / [CLASSIC] Bloodsmelting And You
June 25, 2019, 01:25:19 pm
What is Bloodsmelting?

Espers are less random floating thingamabobs, and more powerful magical objects with a soul. Thus, it is possible to fuse one esper into another by adding a few drops of blood; hence the phrase "Bloodsmelting". This, at least, is what the game tells you. Of course, espers in-game also corrupt people using them, which doesn't exactly happen to us, so... gameplay and story segregation and all that.
What happens when bloodsmelting two espers, is that the average power of the two espers is mixed; ideally resulting in a stronger esper. But, in some cases (and especially if there is a big difference between the power of the bloodsmelted espers), the fusion can result in a weaker esper than what you started with.

Each esper also comes in three qualities: Precious, Heavenly, and Divined. Each quality determines how high the base stats of that esper is compared to its potential maximum--compare it to Pokémon's IV system if you are familiar with that. A Divined esper will thus provide much greater benefits than a Precious esper of the same type.


How do I do it?

Simple! first, go to the esper mystic in any town, and choose the bloodsmelt option. Take the two espers you wish to bloodsmelt; putting the esper you want to enhance into 'main' and the other into 'source'. Then, just click, and give yourself a few seconds to finish the smelting.


Whaaaat?!? My esper isn't stronger!

This is very common. It will take at least a few bloodsmelts before your espers will change its status from 'precious', over 'heavenly', to 'divined'. The higher the base power of the espers you are trying to bloodsmelt is, the more attempts it will take. Tier 1 Espers will divine within a few attempts, while tier 5 espers are notorious for refusing to grow at all.


Okay. Why does my Bloodsmelting fail when i try, then?

In all likelyhood, this is because Bloodsmelting require the use of a medium to control the fusion process. You most commonly gain these by trading a treasure bowl (gained in a myriad of ways, such as chests, lotteries, fishing and more) with Tonni in Sunstream for the medium needed for your main esper. For tier 5 espers, you have to use wonder mediums for the trade (fishing event, usually. With the low amount of tier 5 espers available at the time of writing and the inability to trade them for mediums, however, it is considered Jade Dynasty's equivalent of catching an old boot).


So main esper is the esper I want to use--but what must I use as source?

The source esper can be any esper, as long as it is at or below the enlightenment requirement of your main esper. People will often choose to use a tier 1 esper as the source due to it low cost and overall versatility. However, the greater the difference between the main and source espers, the more risk you run of your main esper either not improving or even dropping in stats. A good rule of thumb is to go no less than a tier below your main esper.


I want to Bloodsmelt my 105 esper. How do I do this so I minimize the risk of my esper dropping in quality?

As Bloodsmelting takes the average power of your two espers, it means that a divine esper will be more efficient than a precious esper of the same type. To all but nullify the risk of lowering your esper's quality and stats, divine a large amount of level 75 espers and bloodsmelt those into your main esper. Alternatively, and potentially cheaper, buy divine espers from other players. This does require other players to divine espers for the purpose of selling, and at the time of writing there has not yet been enough demand for this service.


Does the usage of the esper matter? Will a tier 1 esper at level 30 have more of an effect than a tier 1 esper at level 1?

This is an issue of greatly differenting opinions. Some people will claim that it matter, others will say that it is only the underlying growth of the esper that has any influence what so ever. I am in the latter camp, and will say that it is the base stats of the esper that matter.

How many bloodsmelts do I have to do to divine my esper?

In my experience, it will take 25-28 trigrams in average to divine a tier 3 esper. The lowest I've had was 12 trigrams to divine a tier 3 esper, the highest was 53.


Is there an easy way to keep track of my esper's growth?

The higher the use-level of an esper is, the higher its stats are, and the easier it is to keep track of even minute chance in your esper's growth. I recommend a minimal use-level of 20 to be able to see the exact changes bloodsmelting brings to your esper. If you are impatient to get your esper levelled quickly, catalyze it at any esper Mystic with Tiamat Blood or Wyvern Blood (available from the marketplace).


What about those espers i see that have red/orange stats, then?

Red/orange stats are only known to appear on trigrams. They signify a 'locked' growth in that stat, in that further bloodsmelting will only increase the orange stat, and thus allows you to better control which stat gets increased at the cost of a slower growth. While this is overall considered useless on low-tier espers due to the short time a character will use such one, many want it on a higher esper--although few will add it on any esper under tier 3 (gambler cube and chi bottle aside).

To transfer, simply place the orange-stat trigram as source, and a Best Dragon Skin in Medium. If you wish to transfer the stat to an esper under tier 3, you must replace the Skin with the equivalent for the esper's level (obtained by trading Tonni a Skin).
7
Celestial Mysteries; how to find, how to farm, and how to do


In Doom Bog and Wildlands, ordinary monsters may drop a specific, yet semi-rare item:

CELESTIAL MYSTERY





Someone's gonna give you a rock for this Also known as one of the very few ways of collecting the highly-prized Mystic Whitespirit and Mystic Bluewonder stones required for any character that wants to progress to T4 (you can also get Redsoul stones, but, let's face it, those are kinda worthless at the moment).

Now, this one differs from the other drops that you will find, as these will auto-activate when picked up off the ground. That means that the quest will start immediately, and as it has a mere 5-minute timer, well... Suffice to say that you need to catch it in the act to avoid it simply timing out and the only proof of its existence being a message box on your screen informing you that You Found Celestial Mystery By Chance.

(Also, make sure that if your Esper is set to only picking up specific things, you have added Mystery to the list, as otherwise your grinding character will ignore all the precious scrolls on the ground).



How to Stack The Mysteries







Why yes, this is exactly why I am in an alliance

There is, however, a trick to avoiding any Celestial Mysteries from triggering automatically:

Filling up your quest log.

If there is no quest slot available for the Celestial Mystery to go into, then the item will remain in your bag and can be e.g. moved to your stash or simply sold to any NPC merchant. Celestial Mysteries cannot be traded to other characters, though, and although they are picked up off the ground, they cannot be dropped either.

The quest log can contain 20 different quests, after which any attempt to take another will simply meet you with a "Quest Log Full" error. Note that you cannot take more than 5 quests from the dispatcher before this message pops up, even if your quest log is still capable of holding more quests. I am personally fond of using alliance provision quests for this, as you can get an easy 10 quest slots filled. Add in the 5 quests you can take from the dispatcher, and you just have to locate 5 more, which should be an easy task.

Now, with your quest log crammed full, any and all Celestial Mysteries picked up will simply go into your bag and stay there until you leave open a quest slot for it to go into. If you make sure to put all of your Celestial Mysteries into your stash before you turn in quests (as quest-items will not auto-trigger within the stash), you can accumulate vast quantities of them.




Beware, Beware, Beware of God's Blessing


The greatest danger to Celestial Mysteries is that quest logs contain one quest that will auto-complete and auto-renew itself: God's Blessing.

Every 5 hours, the quest finishes counting down, flags itself as complete, you get a portal scroll and a meditation orb (possibly a taichi pill pack as well), and then the quest goes back into your log and starts ticking down again. Normally, this is little bother except for the inventory slots that the two (potentially three) items take up.

However, for the Celestial Mysteries, this gives them a tiny window of opportunity where you have a quest slot available, and it may take the slot left vacant by God's Blessing's finishing. This means that every 5 hours, you run a serious risk of losing 1 Celestial Mystery.

Of course, there is also a solution to this little issue.

The easiest method--albeit the one that is not at all recommended due to the nature of the Celestial Mysteries as dropped items--is to split stacks of items apart, so that you have filled every available slot in your inventory. When God's Blessing finishes its countdown, there is no space for the portal scroll and meditation orb to go, and so the timer instead goes into the negatives and continues counting down until you go back to the character screen, after which you will get the usual rewards and it goes back to counting as normal.

The more time-sensitive but far more stable solution--and the one recommended to use while farming massive quantities of Celestial Mysteries--is to take advantage of the brief moment between when God's Blessing finishes its countdown, and when it auto-renews itself into your quest log. It does require some considerable timing, so I would recommend both putting God's Blessing into "Track" mode so that you can see how far along it is, and also set an alarm on the side a minute or two before it finishes so you have time to locate a quest to fill the spot with.

At the moment that God's Blessing finishes its timer and deposits the scroll+orb in your inventory, immediately accept a different quest. This can be a Lunar Blessing, a Mystic Treasure Charm, a dispatcher quest, anything. It just has to be a quest that will not time out on its own. If done swiftly enough, you will now notice that God's Blessing does not appear in your quest log--and until such a point that you clear a space for it to pop into by handing in or trashing a quest, it will stay out of your log entirely. Even across realm-hopping, logging in and out, and all sorts of other shenanigans!

Congratulations! You can now farm as any Celestial Mysteries as you can fit into your inventory!
An ideal quantity of Mysteries



How to Do The Mysteries



(There is a random chance that your NPC will ask for 3 different imbuing talismans. Therefore, make sure you are carrying a minimum of one of each talisman: Focus, Lifeblood, Sharpness, Shield, Spirit, Steadfast, Tranquil, Unfettered, Unwavering, Windflying, and Vigilance)

Now that we have found a way to stack potentially hundreds of Celestial Mysteries onto one character, and have about a stack of each talisman, let us find out how to actually do the quest that the Celestial Mystery gives:

First, you have to check your quest log for details, as the popup does nothing but inform you that the quest is now active for the next 5 minutes. You will be sent to talk to one of 7 different NPCs in the map that the Celestial Mystery goes off in. So if it goes off in Doom Bog, you will need to find a NPC in Doom Bog, and if it goes off in Wildlands, you will need to find a NPC in Wildlands. Note that even if you picked up a Celestial Mystery in Wildlands, it can still trigger in Doom Bog, and vice versa.

Head immediately to the NPC that you have to talk to. Make sure you get as close to them as possible--the quest requires close proximity to the NPC's coordinates, so simply being within "talking distance" will not be enough. I recommend standing on their head to make sure they notice you. After a few seconds of pretending to be a hat, you should receive a quest popup informing you that you managed to locate the proper NPC.
Notice me, Senpai!


NOTE! If you are carrying a lot of Celestial Mysteries and have already done a few in a row, there may be a very notable delay before this next part starts! Therefore, limit yourself to carrying 5 or less Celestial Mysteries at a time while doing them, as otherwise the delay may, in fact, start exceeding the time it takes for another Celestial Mystery to trigger!

Once the NPC gets a green flag over their head, they are ready to talk. Once this point happens, the quest stops ticking down and will remain indefinitely with the NPC at this stage! You can still have a Celestial Mystery trigger, however, as the quest right now sits with the NPC rather than in your log. As this can make it confusing fast, I recommend finishing off one NPC's quest before moving too far away from them.

When you start talking to them, however, the quest will go back into your log and a fresh timer of 5 minutes will start, so do not take too long with your answers.

While the text of each NPC varies slightly, the answers to the line of questions determine your odds of getting the various stones--while Whitespirit and Bluewonder stones have equal odds of dropping, the risk of getting a Redsoul stone can vary from 20%, 30%, and 29.5% which has an additional tiny 0.5% chance of a Yellafairy stone instead. While it has not been confirmed, it appears that the answers for each probability are the top, middle, and bottom answers ("I know nothing", "You seem knowledgeable", and "Sure" respectively). You will also get between 10,000 and 80,000 points of experience, with more experience paid out in Wildlands than in Doom Bog.

This is where there is an additional risk that the NPC finishes off the quest by asking for talismans. As we have already made certain to keep one of each talisman in our bag, however, simply tell the NPC to take what they need. Your final answer does not seem to influence what kind of stone you get, but at this point you are guaranteed to get one.

Then, there is a cooldown of 5-10 minutes before another Mystery can trigger. You can use this time to return to town and make sure you have all the talismans you might need for the next round, or simply go back to whatever you were doing, aka sleepless and trying to wipe out all Yasho in the vicinity, because that is what we all do on this server.


Oh My God There's Too Much Text You Can't Expect Me To Read All Of That



  • Fill up your quest log with 20 quests

  • Murder things until they drop a Celestial Mystery

  • Trash or complete a quest so the Celestial Mystery triggers from your inventory

  • Find the NPC the quest mentions within 5 minutes

  • Talk to the NPC and answer their questions

  • Give the NPC the talismans they require

  • Enjoy your shiny new stone




Wait Where Do I Find All Those NPCs?


What, you don't want to comb the lands to try and locate the specific NPC you have to find and talk to within 5 minutes which is about the time it takes to cross a map on foot? Psh, you have no sense of adventure.

Have some maps!


















Abadom:  -304, -366
Abasiama:  -128, 421
Baridi:  -5, 220
Barine:  283, -333
Jino Yanchee:  345, 35
Nyo:  -130, 293
Zah Wu:  257, 312








Abayomi:  -52, -307
Abalunam:  238, 436
Abazee:  -145, -290
Bamitola:  -331, -360
Baritsom:  -207 357
Nwaro:  415, 140
Nwosu:  -146, -93





... Where In The World Is Bamitola?



Bamitola is a walnut, simply put.

The guy is trying to prove something about his lack of an entirely sensible fear of heights, or he thinks he's a bird.

Either way, he likes to hang out at a rock in Wildlands.

Waaaaaay above the portal to Kunlun.

You will need a skyblade to talk to him.

If you use the correct combination of Charge and movement buffs and jumping in just the right spots...
You will notice that it is impossible to climb the lower parts of the slope on which Bamitola stands.

So, get a skyblade.

Rise up, as far as you can go, then look up.

See that tiny spot on top of this pointy rock?

That's the dingdongdingus we want to talk to.
Jump, you coward!




Path to the CowardThis is the path you will want to take. Fly up as high as you can, and aim for a little stone outcropping at the flight limit. Land somewhere along the red line; if you land too far on either side, you risk sliding right off again or glitching through the stone.

Then follow the blue path to the top. Make sure you keep an eye on your minimap, as straying too far to the right side of the cliff may cause you to touch the portal to Kunlun. Stay just left of the center of the rock (you should see a visible line in the texture where the two slanted sides meet), and you should be good.

When you have passed the Kunlun portal, try to stick to the center of the rock to avoid falling off. Take your time to approach Bamitola on his dumb spot; it takes longer to climb back up than it does to nudge yourself forward a step at a time.



Now go get those shiny rocks!