Twilly

AQ Challenge Areas

In Adventure Quest, challenges refer to a series of consecutive battles with no rests in between. Once you exit from the challenge area, your win total is reset back to 0. In the past, the highest score is recorded on the BattleOn! homepage but this is no longer applicable.

Falgorr Dungeon
Frogzard Challenge
Jousting Training
Moglin Forest
The Pits
Wrath of Carnax

 

Falgorr Dungeon - return

Location: Robina Hood, Yulgar's Inn.

Specifications: None.

Monsters:

 
Monster Lvl Exp Gold Life
Fire
Water
Wind
Ice
Earth
Energy
Light
Dark
Potion Chest
0
0
0
500
100
100
100
100
100
100
100
100
Undead Knight
1
60
25
100
100
100
100
100
100
100
150
0
Undead Troll
5
175
20
60
150
100
100
100
100
100
120
50
Stone Golem
7
120
25
120
50
110
50
50
-10
50
100
100
Fumidus
9
100
25
150
100
90
120
90
80
80
70
70
Undead Wounded
13
130
20
100
80
80
80
80
80
80
150
0
Hell Hound
15
200
12
150
0
125
100
150
50
100
120
50
Emerald Slime
20
250
5
320
150
-50
90
150
100
200
80
80
Undead King
25
180
75
150
75
75
75
75
75
75
150
-50
Slaxe
30
200
40
400
100
100
100
100
100
100
200
-100
Kresh
30
300
30
500
350
100
150
150
175
200
350
-100
Average (10)  
171.5
27.7
                 

Comments:

A decent leveling spot for both low and high levels. Good elements to use here would be Light and possibly Fire element in support. Defensively, good earth and dark armour would suffice (such as Vampire Slayer) but is generally unnecessary after level 50 or so.

 

 

Frogzard Challenge - return

Location: Twilly, BattleOn!

Specifications: None.

Monsters:

 
Battles 1-20 Lvl Exp Gold Life
Fire
Water
Wind
Ice
Earth
Energy
Light
Dark
Frogzard
0
50
13
50
100
100
100
100
100
100
100
100
Icezard
0
50
23
50
120
100
100
-10
100
100
100
100
Firezard
0
60
15
50
0
120
90
120
100
90
100
100
Energyzard
1
60
25
50
100
120
100
100
100
-10
100
110
Darkzard
3
100
18
50
50
50
50
50
100
50
150
-10
Tadzard
3
100
20
65
0
-10
100
10
100
150
110
100
Rayzard
6
100
20
120
100
100
100
100
100
100
-10
150
Windzard
7
110
20
100
100
100
-100
100
100
150
50
50
Average (8)  
78.8
19.3
                 

For battles 1-20, the only zards that appear in the challenge are the basic zards. Difficulty level is not high and none of them are weak against Earth, making the Frogzard Sword a worthwhile item to use for lower levels.

 

Battles 21-40 Lvl Exp Gold Life
Fire
Water
Wind
Ice
Earth
Energy
Light
Dark
BlizZard
15
150
30
100
140
100
100
-10
100
100
100
100
CloudZard
15
150
30
100
100
100
50
100
140
100
100
100
LightZard
15
150
30
100
100
100
100
100
100
100
50
140
NightZard
15
150
30
100
100
100
100
100
100
100
140
50
StormZard
15
150
30
100
100
140
100
100
100
50
100
100
WhaleZard
15
150
30
100
100
50
100
100
100
140
100
100
ToadZard
15
150
30
140
100
100
140
100
50
100
100
100
InfernoZard
16
175
45
200
50
100
100
140
100
100
100
100
Average (8)  
153.1
31.9
                 

For battles 21-40, the zards encountered are now mutant zards, ungraded twisted forms of the basic zards that you have encountered earlier. Although slightly more difficult than before, they are still easy prey.

 

Battles 41+ Lvl Exp Gold Life
Fire
Water
Wind
Ice
Earth
Energy
Light
Dark
MotherZard
30
350
25
320
100
100
100
100
100
100
100
100
Snow BunnyZard
40
250
150
800
200
125
100
0
100
100
125
100
Elite Frogzard
63
600
150
350
75
75
75
75
75
75
75
75
Average (11)  
220.5
52.7
                 

From battle 41 onwards, you will encounter the above three "advanced" zards in addition to the mutant zards in the second tier of the frogzard challenge.

Comments:

A decent leveling spot for both low and high levels. Good elements to use here would be Light and possibly Fire element in support. Defensively, good earth and dark armour would suffice (such as Vampire Slayer) but is generally unnecessary after level 50 or so.

 

 

Joust Training - return

Location: Kai, Guardian Tower level 1.

Specifications: Rider Armor Only. If you switch to a non-rider armor during battle, the challenge will end and be counted as a Flee.

Monsters:

 
Monster Lvl Exp Gold Life
Fire
Water
Wind
Ice
Earth
Energy
Light
Dark
Frogzard
0
50
13
50
100
100
100
100
100
100
100
100
Arroc
4
100
23
75
110
90
90
90
100
110
90
90
The Bloatt
5
120
26
100
100
130
100
100
100
150
100
135
SkyHunter
15
120
25
160
120
110
50
110
120
110
90
100
Soldier Wasps
15
125
25
150
100
120
80
140
100
100
20
130
Whomp
15
150
20
300
50
25
100
150
100
200
100
0
Velociraider
16
200
20
170
100
100
100
120
90
100
80
80
Worm Knight
17
150
45
200
110
140
140
110
-50
140
110
50
Shevite
18
150
20
180
100
100
100
100
100
100
100
100
Worm Rider
18
170
50
200
100
130
120
130
80
120
90
60
Drakel Air Raider
23
150
40
220
80
100
50
140
100
130
100
100
Griffin
25
250
20
280
80
200
80
100
75
150
100
90
Fire Cobra
35
175
40
300
-20
130
100
140
100
70
70
100
Necrofiend
50
375
80
550
90
90
140
140
90
170
200
-50
Average (14)  
163.2
31.9
                 


Temporary Equipment:

 

Drakel Tube

  Type Ranged
  Element Fire
  Damage 8 to 24
  Bonus to Hit 10%

Drakel Air Raider drops this weapon upon death.

Although the listed damage is only 8 to 24, the actual damage done always seemed to be on the higher end.

Comments:

Currently, there are only four Rider Armor in the shops -- Frogzard Rider, Horse Rider, Inferno Steed Rider and Daulfin Rider. Adventurers are thus restricted to these armor but Guardians have the additional option of picking from the selection of Rider Armor from the guardian stables. These includes armors like Black Dragon Rider, Pegasid Rider and Unicorn Rider.

Bear in mind that the armor need to have the word "Rider" to be recognized. Thus, ZardSlayer is not considered a rider armor and you will be booted out of the challenge if you switch to it midway through the battle.

Monster list was only compiled via 50 battles and so may not be complete.

 

 

Moglin Forest - return

Location: Twilly, BattleOn!

Specifications: No potions. Potions will be confiscated and returned to you after you exit the challenge. However, you will have the option to receive partial healing (about the quantity of a healing potion) from Twilly every five battles won.

Monsters:

 
Battles 1-15 Lvl Exp Gold Life
Fire
Water
Wind
Ice
Earth
Energy
Light
Dark
Frogzard
0
50
13
50
100
100
100
100
100
100
100
100
Giant Spider
1
65
50
150
200
150
100
100
100
100
150
100
Deathwood
2
60
21
50
200
-10
100
100
100
100
50
100
Drakel Warrior
2
75
40
60
100
100
100
100
100
100
100
100
Wasp Swarm
4
100
20
80
110
100
150
100
100
100
50
100
Undead Soldier
5
120
20
105
100
100
100
100
100
100
150
0
Undead Troll
5
175
20
60
150
100
100
100
100
100
120
50
Mantik
6
1
100
165
130
100
100
100
100
100
100
100
Gnarl
8
170
20
120
150
-30
90
110
110
100
60
100
Drakel Power Scout
10
100
55
150
125
150
150
150
125
100
125
125
Wild Worm
10
110
30
120
60
100
100
130
100
80
100
100
Mawler
11
130
40
185
90
90
100
90
90
150
90
90
Worm Caster
12
120
30
140
100
100
100
100
40
100
100
100
Chrask
13
140
50
240
100
100
120
100
90
100
90
90
ToadZard
15
150
30
130
100
100
140
100
50
100
100
100
Young Minotaur
15
150
35
200
120
100
140
100
100
100
80
80
Velociraider
16
200
20
165
100
100
100
120
90
100
80
80
Worm Knight
17
150
45
200
110
140
140
110
-50
140
110
50
Average (18)  
114.8
35.5
                 

The basic introductory bunch of monsters are all between levels 0-15. All elemental resistances are fairly equal and neutral so most weapons would work well, particularly fire and wind.

 

Battles 16+ Lvl Exp Gold Life
Fire
Water
Wind
Ice
Earth
Energy
Light
Dark
Cyclops
15
200
50
250
101
102
104
103
105
106
107
122
Forest Demon
20
225
45
200
100
100
100
100
0
100
0
0
Grizzle
25
200
30
200
80
150
80
80
70
-50
80
80
Demon Tree
25
250
40
170
120
-50
100
100
100
100
50
100
Troll
30
150
50
550
120
100
140
80
100
140
140
80
Red Moglinster
30
250
30
320
50
100
80
100
80
80
80
80
Kresh
30
300
30
500
350
100
150
150
175
200
350
-100
Lesser WarBeast
32
200
40
380
70
100
100
100
100
70
110
110
Ruby Golem
37
200
175
590
20
60
150
90
130
120
80
80
Elite Frogzard
63
600
150
350
75
75
75
75
75
75
75
75
Average (10)  
257.5
64.0
                 

Bigger monsters now but still reasonably killable. Forest Demon is particular interesting with its variable defences. Fire, wind and ice still generally works well on most of the monsters.

Comments:

The first 15 battles are quite easy and would be quite a decent experience gaining area for low levels. The next few battles can be tedious and more dangerous but would still be a half decent leveling spot for middle levels. Higher levels might find better gains per unit time elsewhere.

Monster list may not be entirely complete as it is only compiled from a few runs to 25 battles. There might be a second tier where you start meeting the level 10-15 monsters and before that the level 0-10 monsters.

 

 

The Pits - return

Location: Secret, BattleOn!

Specifications: No exits. The only way out of the pits is to Cancel, Flee or Die.

Monsters:

 
Battles 1-15 Lvl Exp Gold Life
Fire
Water
Wind
Ice
Earth
Energy
Light
Dark
Torch Foot
2
75
20
100
-50
120
70
140
100
100
100
100
Mud Golem
6
110
20
180
50
120
100
110
10
10
100
100
Stone Golem
7
120
25
100
50
110
50
50
-10
50
100
100
Swamp Trog
9
125
35
200
120
70
150
100
60
120
100
70
Vampire Bat
10
150
20
150
160
80
130
80
25
50
200
10
Undead Mage
14
150
20
100
100
100
100
100
100
100
110
0
Wun-Dead
15
200
20
150
95
95
95
95
95
95
120
-50
Demon Cat
16
150
33
300
100
100
150
100
100
200
30
30
WereBat
20
150
30
250
100
100
100
100
100
100
150
30
Weather Witch
24
200
30
100
120
80
80
80
120
80
100
100
Average (10)  
143.0
25.3
                 

Average (15 fights)
2002.0
354.2
Small Treasure Chest
0.0
125.0
 
----------
----------
 
1913.3
471.9

Weak earth and dark monsters plus torch foot in this first section of the pits. Light element with fire element in support would be good for this area.

 

Battles 16-30 Lvl Exp Gold Life
Fire
Water
Wind
Ice
Earth
Energy
Light
Dark
Moonray
26
150
35
200
100
100
100
100
80
100
150
-700
Troll
30
150
50
500
120
100
140
80
100
140
140
80
Lesser WarBeast
32
200
40
400
70
100
100
100
100
70
110
110
DarkShifter
35
325
25
200
100
100
110
100
80
80
-50
-50
Undead Giant
35
400
40
600
230
80
80
80
80
80
150
90
WereWolf
40
250
50
450
80
80
80
140
50
100
140
50
Demon Panther
48
450
75
500
110
100
140
100
100
180
25
25
Zarlath
50
375
80
550
100
180
100
100
80
-30
80
80
Death Knight
66
800
100
650
60
50
60
50
80
60
100
-100
Average (9)  
344.4
60.6
                 

Average (15 fights)
2002.0
354.2
Small Treasure Chest
0.0
125.0
Average (30 fights)
4822.2
770.0
Big Treasure Chest
50.0
425.0
 
----------
----------
 
6874.2
1674.2

Stronger mix of earth and darkness monsters, the same Light and Fire combination would still work well.

 

Battles 31-45 Lvl Exp Gold Life
Fire
Water
Wind
Ice
Earth
Energy
Light
Dark
Velociraider Rex
52
500
100
500
105
100
100
100
50
100
50
50
Angel of Darkness
55
625
70
650
100
100
80
140
90
100
160
20
Four Eyed Menace
63
650
200
500
60
60
150
140
60
140
60
120
Night Terror
72
825
300
1500
150
100
100
100
100
100
200
-100
Mr. Worm
99
2625
0
1250
100
75
0
0
0
100
125
0
Average (5)  
1045.0
134.0
                 

Average (15 fights)
2002.0
354.2
Small Treasure Chest
0.0
125.0
Average (30 fights)
4822.2
770.0
Big Treasure Chest
100.0
425.0
Average (45 fights)
14630.0
1876.0
Treasure Hoard
200.0
800.0
 
----------
----------
 
21704.2
4350.2

Very strong monsters now which does some heavy damage in earth and darkness. Light element with Energy or Ice in support for Velociraider and Four Eyed Menace would work out well if you are sufficiently well defended against their main elements.

Thereafter, the battles are all repeated random monster from battles 31-45.

Gallery:

 


Temporary Equipment:

 

Dark Angel Spear

  Type Ranged
  Element Darkness
  Damage 5 to 30
  Bonus to Hit 0%

Angel of Darkness drops this weapon upon death.

It has a darkness special of around 10-70 untyped damage and works in conjunction with multihit armour for its normal attack.

   

Werewolf Form

  Fire
110%
  Melee
20
  Water
105%
  Ranged
20
  Wind
105%
  Magic
30
  Ice
90%
     
  Earth
85%
     
  Energy
105%
     
  Light
90%
     
  Darkness
90%
     

WereWolf will confer this armor when it performs a bite attack.

WWF is a three-hit armour doing 100% base and 60% random damage for each hit. Easily the strongest offensive armor in the game.

Comments:

Velociraider Rex is a relatively easy monster with weak earth attacks. Fire, water, wind, ice and energy weapons all work equally well against it. So, between this and the four eyed menace, you can have wind, ice and energy as a supplementary element since they are both strong against light.

Angel of Darkness is monster with two mediocre darkness attacks. After the battle, you will receive the Dark Angel Spear as a temporary weapon after winning the battle.

Four Eyed Menace does four medium attacks of fire, water, earth and light. Strong against light, it would need you to have a supplementary element for greater killing efficiency. Wind, ice and energy will both work well, especially since they are useful against Velociraiders as well.

Night Terror is a dark monster with long life and either attacks with a weak magic attack, or a strong multiple hit range attacks. Weak against both light and fire, this is one of the two monsters that will contribute most to the damages you take.

Mr. Worms is a level 99 earth monster. With 1250 life and a very strong earth attack that can exceed 100 damage. Fire and light both works well against it as well and it would do you good to have some good earth resistances when fighting it.

 

 

Wrath of Carnax - return

Location: Teleporter Room, Guardian Tower level 2.

Specifications: Guardians only.

Monsters:

 
Monster Lvl Exp Gold Life
Fire
Water
Wind
Ice
Earth
Energy
Light
Dark
Right Hand
93
950
450
1600
20
110
130
130
20
90
90
90
Left Hand
93
1000
450
1600
130
100
100
50
120
50
90
90
Carnax
108
5000
2000
4500
100
140
140
99
100
100
100
140
Entromorph
200
2100
800
2000
200
200
200
200
200
200
200
200
Average (4)  
2262.5
925.0
                 

Gallery:

 

Comments:

This is the toughest challenge of them all. If you are going for consecutive wins, the left and right hands would be the places to slow down the killing speed and get your life and mana back up via Guardian Angel. Although they have long lives, they do not do as much damage as Entromorph or Carnax.

Entromorph is a damage machine but otherwise quite easy to dispatch. Lower level characters may have problems surviving long enough to kill Entromorph due to its high damage (as high as 200 per turn) but well-built level 60+ character should already start to have an easier time. The most damaging way to fight Entromorph is Elemental Doom. Its previous disadvantages of being octa-elemental and having low BtH are both non-existent here and you will find Entromorph consistently going down in 10-12 turns (depending on life spawned). However, a more time efficient approach to Entromorph would be to use Purity Portal or Darkness Dragon Ambush.

Carnax is the monster to beat in Lore. High life and strong damage makes it a formidable foe against most characters. Although its ice resistance is 99%, Carnax can still be frozen once its resistance is scrambled up. This potentially paves the way for a 66% life damage Fire Dragon to take off 3000 life! Thereafter, you can still use freezing tactics like Mogleets or Ice Katana to keep him from attacking. Without scrambler beam, you can still do things the old fashion way and use Guardian Dragon (via Guardian Blade, BoA or Dragonhand) to take chunks off his life before finishing him off.