QuestAway Beginner Guide
How the game works and what to do first
A party of heroes fights through stages on its own; you choose its classes, gear, skills and upgrades. The steps below cover what opens up first, and the sections after them explain each system.
First steps
- 1 Let the party fight Heroes fight and cast the skills on their bar by themselves. Kills give gold and XP; gear, materials and gems come from chests.
- 2 Spend your points Levels give each hero skill points and passive tree points. Resetting either is free.
- 3 Open the Codex From hero level 3, buy Codex runes with gold. Each is bought once and works for the whole account.
- 4 Grow the party Rune of Command I (level 5, 300 gold) adds a party place. Gold classes cost 500 gold.
- 5 Fill the skill bar Only skills on the bar fight. Rune of Insight (level 10) and Rune of Mastery (level 35) each add a slot.
- 6 Improve your gear Forge and Salvage are free. The other workbench stations open from Alchemy at level 4 to Awaken at level 24.
- 7 Hunt pets Kills in a biome unlock the pets hunted there. The Tideling needs the fewest: 10,000 on the Isles.
- 8 Beat the act bosses Stage 10 of each act is its boss, and each fight needs a riftstone. Beating the last act of a map opens the next.
- 9 Plan ahead Load your save in My save, then open your party in the Party Builder to try changes.
Levels, prices and kill counts are the game client's 1.0.0 values. Class prices are defaults the server can change.
Heroes and classes
A party holds up to 4 heroes, one per class. Each class has its own weapon and offhand, an armor weight and 20 skills:
| Class | Role | Fights | Armor | Weapon | Unlock |
|---|---|---|---|---|---|
| Guardian | Melee | Heavy | Sword and shield | 500 gold | |
| Elementalist | Ranged | Light | Staff | 500 gold | |
| Warden | Ranged | Light | Holy book | 500 gold | |
| Elementalist | Ranged | Medium | Bow | 500 gold | |
| Elementalist | Melee | Medium | Two daggers | 500 gold | |
| Elementalist | Ranged | Medium | Hand cannon | 500 gold | |
| Guardian | Melee | Heavy | Two axes | 800 crystals | |
| Warden | Melee | Medium | Fists | 800 crystals | |
| Elementalist | Ranged | Light | Scythe | 800 crystals | |
| Guardian | Melee | Heavy | Hammer and shield | 800 crystals |
Guardians (Warrior, Barbarian, and Paladin) hold the front line: while one is alive, normal monsters attack only guardians, and bosses always attack the first living guardian (who gets hit). Unlock prices are the client's defaults. Stats and skills of each class are on Classes.
Gear: rarities and enhancement
An item is a base, a rarity and an item level, and nothing on it is random. A higher rarity carries more affixes and can be enhanced further at the workbench:
| Rarity | Affixes | Enhance up to |
|---|---|---|
| Common | 1 | +2 |
| Uncommon | 2 | +4 |
| Rare | 3 | +6 |
| Heroic | 4 | +8 |
| Mythic | 5 | +10 |
| Legendary | 6 | +10 |
| Eternal | 7 | +10 |
Enhancing feeds other items to an item and every step succeeds; see Enhance. Bases, affixes and drop odds are on Items and Chests & loot.
Skills and the passive tree
Each class's skills run in lines out to an ultimate, and only skills on the hero's bar are used in combat. Every hero also has its own copy of one shared passive tree, and spends points on nodes next to ones it owns. Points per level are on Leveling and XP.
The Codex
The Codex is the account's rune tree. Runes are bought once with gold and work for the whole account: more gold, XP and drops, extra party and skill slots, a bigger bag and stash, chest automation and stats for every hero. A rune needs the runes before it and a party hero at its level; there is no refund. See Codex.
Pets
Every pet gives the whole party a permanent bonus once it is unlocked, and the bonuses of all your pets add up:
| Pets | Count | How to get them |
|---|---|---|
| Hunted | 11 | 10,000–300,000 kills in one biome |
| Crystal Shop | 4 | 400 crystals each |
Each pet's bonus and biome are on Pets.
Maps and stages
The game's 3 maps, in rising difficulty, each run through the same 10 biomes as acts of 10 stages, starting with the Isles. Beating an act boss moves you to the next act, and beating the last act opens the next map:
| Map | Stage levels | Power multiplier | Act-boss riftstone |
|---|---|---|---|
| Veil | 1–33 | ×1 | Rare |
| Breach | 34–67 | ×10 | Mythic |
| Abyss | 67–100 | ×100 | Eternal |
Each stage has a recommended level, and heroes earn full XP only on stages close to their level (level gap). Above level 30, regular monsters get the endgame reinforcement: more HP and damage, more XP and gold.
Recommended power
The client works out a recommended power for each stage, as the yardstick for the endgame reinforcement, but the game never shows it. The Party Builder puts it next to your party's power.
Workbench, professions and potions
The workbench is where gear is made and improved. Each station opens once any hero, in the party or on the bench, reaches its level, and is then bought once with gold:
| Station | Hero level | Gold |
|---|---|---|
| Forge | 1 | Free |
| Salvage | 1 | Free |
| Alchemy | 4 | 1,000 |
| Transmute | 8 | 2,000 |
| Socket | 12 | 2,000 |
| Scroll | 14 | 16,000 |
| Enchant | 16 | 30,000 |
| Enhance | 20 | 40,000 |
| Awaken | 24 | 50,000 |
Your account has 4 professions (Blacksmithing, Jewelry, Alchemy, and Enchanting), each levels up from its workbench station, and My save shows your levels. The 9 potions are brewed at Alchemy, and only one is active at a time.
Planning a party
The Party Builder plans a party in the game's own windows: heroes, gear, gems and enchants, skills, the passive tree, Codex, pets, bestiary, Circle and potion. It shows each hero's Status and fight power and the party's power, worked out the way the game does.
Source: game client 1.0.0.