AVATAR SYSTEM
Complete the four-player Markius quest to unlock Avatar and receive your vocation emblem. Use Avatar Stage Power on an unequipped emblem to advance it, up to Stage III.
Global Avatar Effects
Guardian
- 3% DMG Reduction
- +20% Weapon Damage
- 20% Dodge
- 6% DMG Reduction
- +40% Weapon Damage
- 40% Dodge
- 9% DMG Reduction
- +60% Weapon Damage
- 60% Dodge
Assassin
- 3% DMG Reduction
- +20% Weapon Damage
- 10% Crit Damage
- 6% DMG Reduction
- +40% Weapon Damage
- 20% Crit Damage
- 9% DMG Reduction
- +60% Weapon Damage
- 30% Crit Damage
Stalker
- 3% DMG Reduction
- +20% Weapon Damage
- 20% Damage Increase
- 6% DMG Reduction
- +40% Weapon Damage
- 40% Damage Increase
- 9% DMG Reduction
- +60% Weapon Damage
- 60% Damage Increase
Mighty Cleric
- 3% DMG Reduction
- +20% Weapon Damage
- 20% Healing Increase
- 5% Life & Mana Leech Amount
- 6% DMG Reduction
- +40% Weapon Damage
- 40% Healing Increase
- 10% Life & Mana Leech Amount
- 9% DMG Reduction
- +60% Weapon Damage
- 60% Healing Increase
- 15% Life & Mana Leech Amount
Evolution Path
Basic Unlock
Complete Markius, then equip the matching emblem at level 650 with your Avatar vocation. Casting the Avatar spell requires level 1,000 and stage 1, as well as the matching second promotion and the learned quest spell.
Advanced Mastery
Use one Avatar Stage Power on your unequipped Stage I emblem.
Divine Transcendence
Use another Avatar Stage Power on the Stage II emblem. The item advances one stage per use.
Four players stand on the four entrance tiles. One clicks the entrance fountain to bring the entire team inside; a party is not required. Another team cannot enter while the current fight is active.
Each player collects one wooden stake, one bulb of garlic and one broken ring of ending from the three ingredient boxes. Each box gives its ingredient once per player per attempt. Carry the ingredients and use the blood altar to create a personal blood vial; keep the items in your inventory.
Each player uses their own vial to fill one different outer fountain. The two middle fountains are decorative. All four active fountains must be filled before the castle opens.
The boss is waiting when your team enters the battle room. After its defeat, surviving players automatically move to the treasury and a new team may begin. Click the treasury chest to collect your reward and leave. Logout and Warp Rune travel are blocked during the active quest.
Sorcerers receive the Avatar of Storm Emblem; Druids receive the Avatar of Nature Emblem; Paladins receive the Avatar of Light Emblem; Knights receive the Avatar of Steel Emblem. Promotions follow the same vocation family.
The emblem and Avatar unlock can be claimed once per character. You may repeat the quest to help another team and collect fresh ingredients each attempt; a character who already claimed the reward leaves through the chest without receiving another emblem.