Difference between revisions of "Quest Mechanics"
>LegendarySilke (Text fixes, consistency to game; split Reviving into Reviving and Continuing, added portion on survival bonuses and endeavors; elaboration on helpers, quest objectives) |
>LegendarySilke (Text fixes, consistency to game; split Reviving into Reviving and Continuing, added portion on survival bonuses and endeavors; elaboration on helpers, quest objectives) |
(No difference)
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Revision as of 22:45, 30 May 2020
Basics
In Dragalia Lost, questing is the primary way the game is played. Tackle these to progress and earn rewards and experience points. During a quest, a player can control the adventurers on the team taken to defeat the enemies on the quest map. Each quest also has several victory and defeat conditions. These victory/defeat conditions as well as quest information and acquired items can be viewed from the pause menu during the quest.
Might
Might is a stat that is used primarily as a guide for progression throughout the game. Campaign quests have a suggested Might level to show their expected difficulty. Event quests have a minimum Might requirement that players must surpass with at least one team of adventurers to unlock.
Every adventurer, dragon, wyrmprint, and weapon has a might stat. On the team screen, each adventurer will have a might score that is the sum of their might score and the might score of anything equipped to them. Team might is determined by the combined might of all adventurers on a team as well as their equipped items. Halidom facilities also grant might to Adventurers that they affect.
Helpers
Helpers are special adventurers that can be used during solo questing, providing players with up to 3 uses of the adventurer's first skill, and any Shapeshift Prep abilities they carry. They are selected for a single mission by choosing them in the menu at the start of a quest. The adventurer's skill can then be used at any time during the quest by tapping on its icon at the bottom of the screen. This skill is available for use a single time if a player is not friends with the other player that provided the helper, and three times if they are friends.
In the Home Menu, selecting 'More' > 'Friends' > 'Helper Settings' will open up another interface that allows players to select one adventurer and a full loadout of equipment. Doing so will make that character available to other players to use during solo quests.
Helper skills are subject to a 10-second cooldown after they are used, and if a helper receives unavoidable damage, the original adventurer will receive damage if they are not shapeshifted. Dragons receive neither damage nor loss of dragon time if the helper receives damage.
It is possible to not use a helper in a solo quest; in this case, access to a second shared skill will be available to the leader unit.
Quest Objectives
All quests have an objective that must be completed in order to finish the mission and gain rewards. If the objective is not finished before time runs out, or all of the adventurers on the quest run out of HP and there are no revives available, the quest will fail if a continue is not used or is unavailable.
Common quest objectives include:
- Eliminate a specific threat (defeat the boss/bosses))
- Defeat all the enemies
Common quest failure objectives include:
- All team members fall in battle
- Time runs out
Obstacles
There are various obstacles that can be encountered in quests:
- Spouts- Made of hot lava or steam, inflicts burn.
- Puff Flowers- Releases a cloud that inflicts paralysis.
- Trick Chests- Releases a cloud that inflicts ailments.
- Falling Trees- When players walk within a certain proximity of tree trunks, they will fall down causing damage to any players within the designated area.
- Floor Spikes - Does damage.
- Boulders- Large rocks will roll along straight paths, knocking up any adventurers they impact, and causing damage to them.
- Lightning Bolt - Does damage.
- Puddles - Inflicts poison or bog. Ailment immunity enables running through them with no repercussions.
- Blue Gates- Blue gates will spawn around certain rooms that prevent any adventurers from leaving that room until all enemies have been defeated. Blue gates only block in one direction, so Adventurers can enter the room to fight the enemy, but cannot leave.
- Locked Doors- Locked doors will be impassable to adventurers until they find the corresponding lock in the level. Locks look like giant colored diamonds and can be attacked or rolled into to trigger them and unlock the door.
Reviving, Survival Bonuses, and Survival Endeavors
Players are allowed to use a revive if all of their controlled adventurers fall in a quest and there are revives available to use, and the other conditions of the quest have not yet been failed. Revives will be used automatically after 5 seconds once all of their controlled adventurers fall and stop moving on the ground.
- In solo play, reviving will take effect once all adventurers fall.
- In co-op play, reviving will take effect once all adventurers under the player's control fall, and does not affect or is affected by other players' adventurers and their revives.
If a player has more than one adventurer controlled in a co-op quest, the player's revives available will be reduced correspondingly.
- For example, if a player brings two adventurers under their control in a co-op quest that permits 2 revives, they will have 1 revive for their entire team.
Quests usually have quest endeavors pertaining to the survival of team members.
- If a quest is cleared without all of your team ever falling in battle, or if the revive countdown did not finish before the quest clears by other players' actions, the revive is considered to be unused, and the "don't use any revives" endeavors will be considered satisfied.
- The "don't let any of your team to fall in battle" and "allow no more than X of your team to fall in battle" endeavors will be considered satisfied as long as there are revives remaining, even if the adventurers did fall in battle temporarily. These endeavors only start to fail once you have no revives remaining, and adventurers fall in battle for good.
Not using revives, or not using a high amount of revives may grant the player bonus rewards known as survival bonuses, depending on the quest.
Continues
Players are allowed to use a continue if all adventurers fall in a quest and all revives are used up or unavailable, under certain conditions. The cost to continue is paid in wyrmite or diamantium. In solo quests, the player will be allowed to continue if all of their adventurers have reached 0 HP, there are no revives remaining, and the other conditions of the quest have not yet been failed. Continuing will fully restore the entire team's HP, and all gauges (Skill gauges, Dragon Gauge, support-skill counter) will be reset. In co-op quests, the player will be allowed to continue if all of their controlled adventurers reach 0 HP and there are no revives remaining, even if other players still have adventurers with more than 0 HP. Continuing will fully restore that player's adventurers to full HP, and reset their gauges, but other player's adventurers will be unaffected.
Players are generally allowed to continue up to 3 times per quest.
Failing a Quest, Retrying, and Giving Up
If a player's entire party's HP reaches 0 and no revives are available or remaining, and opts to not continue, or is not allowed to continue, or if a player fails to complete the quest conditions (e.g. Complete within a certain time limit), then a player will fail the quest. All items and currency gathered during the quest will be lost, but no stamina or getherwings will be consumed.
A quest can also be abandoned by selecting the "Retry" or "Give Up" button from the pause menu window. Similar to failing a quest, all acquired items and experience for quest will be lost, but no stamina or getherwings will be consumed.
- Selecting the "Retry" option restarts the quest immediately in solo play; the "Retry" option initiates a voting process where all players have to agree to retry before the quest restarts.
- If some of the players leave or give up before a successful retry, the room will return to the lobby first, as a new player(s) or preparations are needed.
- The "Give Up" option immediately exits the quest.
Giving up on a quest in co-op does not affect the other players in the quest, unless the player giving up is the host, in which case the quest is ended for all players.
Skip Tickets
Skip Tickets are items a player can then use to automatically complete a quest, gaining all rewards from that quests. Skip Tickets can only be used on quests in which all 3 quest endeavors have already been completed by the player. Some quests are ineligible to have Skip Tickets used to complete them. If a player uses a Skip Ticket on a quest that has daily rewards available, those rewards will also be granted to the player.
As of Update 1.5.1, up to 10 skip tickets may be used at once on a single quest, consuming stamina and providing rewards for the tickets used.
Co-op
Co-op mode allows players to create lobbies for quests and invite up to three other players to play alongside them. Co-op must have at least two players to launch, and any other slots will be filled by AI controlled characters from the actively selected teams of players currently in the lobby.
Events
Events are time-limited occurrences which happen regularly in Dragalia Lost. They bring new content in the form of blazon summons, shops, stories, and quests, but are only around for limited periods. Event quests have similar objectives and layouts to normal quests, but some Event quests may require special resources to begin.