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 Proving Grounds I - Raid on Quaris-Taen (AG) Formal Adventure?
Location: Takes place in Quaris-Taen and the surrounding area
Description: A lethal band of masked raiders, who fight with the skill of master swordsmen...a horde of savage forest trolls thirsting for battle...a silent mage, his face concealed and his hands wreathed in dark flame...a quiet frontier town marked for destruction...and you...lucky you
Requirements: none
Saga: Proving Grounds
Difficulty: Recommended MR/SP: 60-70 MR, 70-80 SP. Hardest required combat will be 9+ at MR 70, although there are optional 9+ at MR 75 combats
This quest gives a chance to earn xp to all skills and powers.
This quest gives a chance to earn Adventurer Tokens.
Note: This is not an "Adventures for This Location" quest. It can be accessed from any Proving Grounds location.

General information Edit

  • Added: October 2005
  • Note: Unlike later Proving Grounds adventures, this one doesn't feature a completion award after each stage.
  • Estimated completion time, with MR/SP 80/90: 2 hours minimum.

Tips Edit

  • Many skill and stat checks which were in these challenges when they were introduced have been replaced by much harder normal random number checks. Take care if you're a returning player with a new character
  • Make sure to have either Fortification (30+), Telekinesis (30+), or Destruction (30+) for Part 2, in The Stables
  • The hardest optional enemy (9@75) is on Part 4 - In Pursuit of The Enemy
  • Part 9 - The Shadow Path will be much easier with Gating 40+
  • Take care at "A Beast from Beyond", on Part 8 - The Enemy Unmasked. A good attack power will help you against this foe, which has a large SP pool and a very strong special attack. Do not quick-combat it unless you're very well prepared.
  • The Grand Ashen Bow will definitely help with uses of Archery, it will add an extra +0.15 to your rolls
  • Bring your Goblindoom and your The Creyn Blade for the final part (Part 11 - The Battle of Southleaf)


Part 1 - Arrival Edit

Thick plumes of black smoke billow into the late afternoon sky above the forested hills of Tysa's western frontier...

The Approach Edit

You find some people fleeing from their village. They explain that a band of masked raiders and a group of forest trolls are searching for a certain mage Jathor and his daughter, Unleri. Then you witness a couple of masked horsemen pursue a group of children. You can:

  • Use Illusion for 8 XP
  • Charge ahead and engage the two horsed swordsmen: 2 Masked Horsemen (9+ at MR ??-55 Approx, 50 SP), 6 SP special, can't FLEE. You get some gold and common loot items for this.

Then you meet two sentries on the bridge on your way to the town. You can:

  • Attempt to sneak across the bridge and attack the two masked swordsmen: 1-100 random check + Thievery + Agility + Luck (95 is a win, and they are surprised, 2 Masked Horsemen (9+ at MR 51-53 Approx, 53 SP, 5 XP), frequent special causes 7-10 damage)
  • Remain where you are and continue to watch the two masked swordsmen: Two more masked men join the fight: 2 Masked Horsemen (9+ at MR 51-53 Approx, 55 SP) followed by 4 Masked Swordsmen (9+ at MR 64-65 Approx, 65 SP), 8 SP special attack, can't FLEE
  • Use Illusion for 16xp or Archery for 8xp, which requires two rolls on a Random check (1-100 + Archery * 0.25). 40 or more needed to pass when used on the bridge sentries. Elementalism results in 16xp and combat with the two masked horsemen, as above. (all tested)

Grith and Par-Gak Edit

A masked man commands two hulking trolls, and he commands them to attack you:

  • No opportunity to use Restoration between combats.
  • Grith (9+ at MR 49-50 Approx, 60 SP, 8+ XP), frequent special deals 14-18 damage, can't FLEE
  • Par-Gak (9+ at MR 54-55 Approx, 70 SP, 8+ XP), can't FLEE
  • Masked Troll Master (9+ at MR 49-50 Approx, 50 SP, 0 XP), special deals ~7, can't FLEE, he flees the combat when his SP is below 50%
  • 2 Savage Forest Trolls (9+ at MR 48 Exact, 60 SP, 6 XP)

After you finish the trolls, a masked raider throw two bolts of black flame to you. You can:

  • Use Fortification (30+)/Gating (30+) FOR 16 xp (Both tested)
  • Attempt to dodge: Random check (1-100 + Agility * 1). 50 or more needed to pass. You lose a little SP (~6 SP) if you pass. You lose ~42 SP if you don't pass

Surrounded Edit

Your magic-wielding enemy retreats, after calling his cohorts to battle you:


Part 2 - The Rescues Edit

The desperate cries of the embattled and terrified townsfolk is your guide as you struggle through the smoke and flame that consumes much of the frontier town...

The Stables Edit

You're faced with a flaming arrow screaming through the air aimed at you! You can:

  • Use Fortification (1+) for 8 XP
  • Attempt to dodge the flaming arrow: Random check (1-100 + Agility * 1). 50 or more needed to pass. No consequences if you pass. You lose ~12 SP if you don't pass.

Then you face three trolls who were hoarding men and women into the burning stables. You slay one automatically, before engaging:

  • Forest Troll (9+ at MR ??-50 Approx, 60 SP)
  • Forest Troll (9+ at MR 54-55 Approx, 70 SP, 4+ XP)

In the burning stables, a massive broken crossbeam collapses over you!. You can:

  • Use Fortification (30+)/ Telekinesis (30+)/ Destruction (30+) for 16 XP (All tested)
  • Attempt to leap to safety: Random check (1-100 + Agility * 1). 50 or more needed to pass. You DIE if you don't pass.

Be careful!! Powers rarely, if ever, fizzle any more, so don't take a risk and make sure to have one of the powers above on the required level.

Finally you'll face 2 Masked Swordsmen (9+ at MR 51-53 Approx, 60 SP, 8+ XP) and will receive some common loot and gold.


A Judgement of DeathEdit

You find a hulking forest troll about to decapitate a man. You can:

  • Rush forward and attack the Forest Troll (9+ at MR ??-62 Approx, 84 SP, 9 XP), can't FLEE
  • Use Archery/Illusion/Telekinesis/Fortification/Elementalism for 16 XP (All tested). Archery requires a Random check (1-100 + Archery * 0.25). 40 or more needed to pass

After this the man you saved fills you in on most of the story of the rider's attack, and directs you to the old mill, where Unleri is resisting.

Note: Since this man fills you in on an important part of the background story, it's very probable that failing to prevent his death counts as a defeat at this stage of the adventure (just speculation, confirmation needed).


Part 3 - A Turn of Events Edit

Amidst the chaos and confusion that runs rampant in the burning town some questions are answered and an ally is revealed...

The Old MillEdit

You can:

  • Use Divination to help decide: You get 4 XP and you sense that danger lurks in the forest behind the old mill.
  • Approach the front entrance of the mill: Three horsemen attack you. You can:
    • Use Illusion/Elementalism: You get 8 XP (Elementalism) or 16 XP (Illusion), dispatch one horseman then fight 2 Masked Horsemen (9+ at MR ??-62 Approx, 55 SP, 2 XP), can't FLEE.
    • Hold your ground and face their attack: 3 Masked Horsemen (9+ at MR 61 Exact, 70 SP), 6-7 SP frequent special, can't FLEE. You get a decent amount of common loot and 40-60 gold.
  • Move around to the back of the mill: 8 XP to Archery when used against masked raiders approaching the back of the mill, leaving 2 Masked Swordsmen (9+ at MR ??-62 Approx, 60 SP, 5 XP), can't FLEE. If you fail, you will fight 3 Masked Swordsmen (9+ at MR ??-62 Approx, ~70 SP, 7 XP), can't FLEE.

After this you enter the mill and meet the resistance: a dozen armed men and a young woman holding a tall wooden staff (Unleri). She reveals his father, Jathor, is a sage in the knowledge of Shadow Paths and knows the Quorid's Cipher used to unseal them almost by heart. Since the only known copy of the cipher is under the guard of the Grey Mage, this makes Jathor an unbelievably powerful and desirable weapon.

Then an attack begins on both doors of the mill. Unleri goes to the front. You can:

  • Use Divination to help decide: No XP, and you learn there is a group of forest trolls in the front door and a band of masked swordsmen on the rear one.
  • Go to the front: You face Forest Troll (9+ at MR ??-62 Approx, ~75 SP, 9 XP), followed by 2 Forest Trolls (9+ at MR ??-62 Approx, 80 SP, 17 XP), 9 SP special and Forest Troll (9+ at MR ??-62 Approx, 60 SP, 3 XP)
  • Go to the rear: You face 2 Masked Swordsmen (9+ at MR 54-55 Approx, 60 SP, 5 XP), 8 SP special, can't FLEE, followed by Masked Swordsman (9+ at MR ??-50 Approx, 50 SP, 5 XP), 9 SP special, can't FLEE and 2 Masked Swordsmen (9+ at MR 54-55 Approx, 60 SP, 5 XP), can't FLEE

After the battle you find that Jathor has been taken! After a final battle with 2 Masked Swordsmen (9+ at MR 60 Exact, 65 SP, 5 XP), can't FLEE, Unleri and you move through the forest, in pursuit of your common enemy...


Part 4 - In Pursuit of The Enemy Edit

The race to save Jathor will lead you to the doorstep of the enemy...

A Path of PerilEdit

You find two horsemen watching the road. You can:

  • Use Divination (0 xp) to help decide. The hint is "to set foot upon it [the road] for any extended period of time would be to invite unnecessary danger"
  • Deal with them. You can
    • Use Archery: Both shots require a Random check (1-100 + Archery * 0.25). 42 or more needed to pass. You get 8 Archery XP for each killed horseman if you pass
    • Attempt to sneak up on them and attack: Random check (1-100 + Woodsmanship * 1 + Thievery * 1). You sneak up on them and Unleri kills one with her staff, you're left to deal with the other if you pass.
    • Decide against attacking them: Section 4478. Probably the same as ignoring them first thing.
  • Ignore them: Section 4479. You just skip the fight.

Then you'll have to decide on a course of action (road fork): The swamp is harder (9@75), but quicker and with better rewards.

If you go through Goblin Gate

Random check (1-100 + Woodsmanship * 1 + Thievery * 1). 124 is a win. You spot and avoid a goblin trap if you pass. You fight a "Goblin Net" if you don't pass. Then you face

  • 3 Cave Goblins (9+ at MR ??-61 Approx, ?? SP)
  • Caped Goblin (9+ at MR ??-50 Approx, 50 SP)

After this you're pursued by goblin arrows. You can:

  • Use Fortification/Gating/Illusion for 16 XP and you flee (Fortification tested)
  • Use nothing: Random check (1-100 + Agility * 1 + Luck * 1). 116 is a win. You're unharmed if you pass

Then you'll face several goblins with wolves:

  • 2 Savage Wolves (9+ at MR ??-50 Approx, 50 SP), 6 SP special
  • 2 Cave Goblins (9+ at MR ??-50 Approx, 50 SP)

A sudden Random check (1-100 + Agility * 1). 50 or more needed to pass allows you to try to dodge an axe blow, before facing

  • Cave Goblin Warrior (9+ at MR 54-55 Approx, 65 SP, 9-18 XP), 9 SP special
  • 3 Cave Goblins (9+ at MR ??-50 Approx, 40 SP)

And finally a goblin shaman appears

  • You get a Random check (1-100 + Body * 1). 50 or more needed to pass. You lose ~10 SP if you don't pass and then face him:
  • Cave Goblin Shaman (9+ at MR ??-50 Approx, 50 SP, 17+ XP), wave of nausea does ~7 damage. You get Unidentified Wooden Charm, which identifies as Goblin Charm.
If you go through swamp
  • Roll 1-100 for an encounter. It seems any roll (16-89 observed) results in facing a Massive Swamp Serpent (9+ at MR 75 Exact, 140 SP, 25-33 XP), can't FLEE. Unleri does assist through fairly frequent ~12 damage special attacks.
  • 268-300 gold, Unidentified Silver Ring ( Silver Ring).
  • As you leave the swamp, you fight 2 Masked Swordsmen (9+ at MR ??-62 Approx, 65 SP, 8+ XP), can't FLEE.
After the fork

You arrive to the masked horsemen camp. They are packing, headed to Dra-Kih-Tor, an ancient Aldvari temple.


Part 5 - Ambushed! Edit

No warning preceeded the sudden and savage attack that left you to face a series of brutal foes...alone...

A Sudden EngagementEdit

When you're following the raiders, Unlery is hit by a forest troll. You can:

  • Use Archery: Random check (1-100 + Archery * 0.25). 40 or more needed to pass. You get 8 XP and slay a troll if you pass. Then you battle against 2 Forest Trolls (9+ at MR 54-55 Approx, 65 SP, 5 XP), 4-8 SP special
  • Prepare to defend yourself against 3 Forest Trolls (9+ at MR ??-62 Approx, 80 SP, 9 XP), 10 SP special

After the battle, four masked horsemen approach you...


Four Against OneEdit

Two of the masked men shoot crossbows at you. You can:

  • Use Fortification/Telekinesis (both tested) for 8 XP.
  • Attempt to dodge: Random check (1-100 + Agility * 1 + Luck * 1). 78 is a win. 48 is a fail. You avoid only 1 bolt, resulting in losing 10 SP if you pass. You don't not avoid any bolts, and the two strike you for ~21-26 SP if you don't pass

After this,

  • You fight 2 Masked Horsemen (9+ at MR 54-55 Approx, 60 SP, 1 XP), 11 SP special, can't FLEE
  • One of the riders hurls an axe at you. Random check (1-100 + Agility * 2 + Luck * 1). 88 is a win. 74 is a fail. No damage if you pass. Lose approx. 10 SP if you don't pass
  • 2 Masked Horsemen (9+ at MR 54-55 Approx, 60 SP, 1 XP), 7-11 SP special, can't FLEE - Seems identical to first pair.

A Second EncounterEdit

The troll master you encountered in Quaris-Taen faces you. You can:

  • Use Archery/Telekinesis/Gating/Illusion for 8 XP (all tested, Archery requires you to pass a Random check (1-100 + Archery * 0.25). 40 or more needed to pass) which allows you to surprise your enemy: Masked Swordsman (9+ at MR 62 Exact, 65 SP, 32+ XP), 8 SP special, can't FLEE
  • Attack the Masked Swordsman (9+ at MR 68-70 Approx, ~60 SP, 17 XP)

You get a Longsword (superior) and ~20 gold.


Dark FireEdit

The powerful sorcerer you faced back in Quaris-Taen is here again. You must pass a Random check (1-100 + Agility * 1 + Luck * 1). 85 is a win. 67 is a fail. No damage if you pass. Lose ~22-49 SP if you don't pass to reach him before he unleashes his magic. Then you fight Silent Masked Man (9+ at MR 54-55 Approx, 60 SP, 0 XP), frequent ~9-20 SP specials, can't FLEE.

When he's hurt enough (<40 SP) he flees, and you are forced to cut through the forest to avoid further ambushes.


Part 6 - To the Temple Edit

Under the cover of the trees you follow Unleri's lead as she treks toward the ancient temple of Dra-Kih-Tor. You only hope that you will arrive in time...

Tiu the TerribleEdit

You find three forest trolls attacking an unarmed man.

You must pass a Random check (1-100 + Woodsmanship * 1). 84 is a win. 67 is a fail. You escape a sneak attack by another troll if you pass. Lose ~32 SP if you don't pass before facing Forest Troll (9+ at MR ??-50 Approx, 70 SP)

After this you encounter Forest Troll (9+ at MR 54-55 Approx, 70 SP), 11 SP special and Forest Troll (9+ at MR 54-55 Approx, 75 SP), 11 SP special

The man you've rescued introduces himself as "Tiu the Terrible". Tiu informs you of the temple's situation, as he witnessed the masked men bringing Jathor into it, and that the temple has two entrances. He offers to become a distraction for the guards to allow you to enter, as a payment for his rescue.


Part 7 - Into the Temple Edit

The twisting passages of the ancient Aldvari temple are no place for the meek, yet in you must go, in pursuit of an enemy that now holds the key to their wicked plans...


Dra-Kih-TorEdit

Thanks to Tiu's distraction, you can enter the temple from the front entrance or the rear entrance. The path is much shorter if you go through the front entrance.

  • Green - Front Entrance. After you enter, you encounter 2 Masked Swordsmen (9+ at MR 60 Exact, 60 SP, 5 XP), can't FLEE.
  • Blue - Back Entrance. After you enter, a Random check (1-100 + Agility * 1 + Woodsmanship * 1 + Thievery * 1). 102 is a win. You still lose ~2-6 SP if you pass. You lose more SP, amount untested if you don't pass. After the trap you fight a Forest Troll (9+ at MR ??-62 Approx, 75 SP).
  • Red - Stone Door

Map Proving Grounds 1 Part 7

  • 3 - 2 battles with Masked Swordsman (9+ at MR 54-55 Approx, 60 SP) - You get 3 Longswords and a little bit of gold.
  • 4 - Trap Random check (1-100 + Agility * 1 + Luck * 1). 101 is a win. 80 is a fail. You still lose ~5 SP if you pass. Lose ~20 SP if you don't pass. After the trap you fight 2 Masked Swordsmen (9+ at MR 60 Exact, 70 SP), 7 SP special - You get 3 Longsword and a little bit of gold.
  • 5 - It's marked in the map but nothing happens
  • 6 - 2 Forest Trolls (9+ at MR 62 Exact, ~70 SP), can't FLEE
  • 7 - Lone Masked Swordsman (9+ at MR 54-55 Approx, 60 SP), can't FLEE - You get a Longsword and a little bit of gold.
  • 8 - Masked Swordmaster (9+ at MR 68 Exact, 85 SP, 34 XP), 4-7 SP special - You get a Longsword (sturdy) and his Leather Breastplate (well-crafted), along with ~30 gold.
  • 9 - Large circular chamber. The masked sorcerer is there, along with a heavy escort, an open Shadow Path and Jathor, still alive. This point is the end of this stage.

Part 8 - The Enemy Unmasked Edit

The true face of the enemy is revealed as you make a last, desperate stand in the chamber of the Shadow Path...


The UnmaskingEdit

As a fearsome being enters through the Shadow Path, with the head and torso of a snake, and arms and legs of a human, the masked raiders reveal at last their true form: Tzaril!

You are discovered, and face the minions of the new robed tzaril: 2 battles against Winged Ogre (9+ at MR 55-56 Approx, 80 SP, 5-9 XP), frequent 11-16 SP special, can't FLEE


The Second WaveEdit

Now the six masked raiders turned Tzaril attack you, one at a time. A total of 4 battles against Sword-Wielding Tzaril (9+ at MR 1-62 Variable, 65 SP), 6 SP special, can't FLEE.

After you finish them, the robed tzaril makes their swords attack you by themselves. You can:

  • Use Fortification(30)/Telekinesis(40) for 16 XP
  • Attempt to dodge the blades: Random check (1-100 + Agility * 2 + Luck * 1). 141 is a win. 83 is a fail. You lose ~3 SP if you pass. Lose ~25 SP if you don't pass

A Beast from BeyondEdit

Something large emerges from the Shadow Path, a massive, grey-scaled serpent. You can:

  • Use Archery: Random check (1-100 + Archery * 0.25). 41 or more needed to pass for 8 XP - Success reduces the upcoming serpent's health to ~170 SP, else it stays the same.
  • Prepare for combat: Unleri attacks the serpent, giving you an opportunity to attack. You face Massive Venomous Serpent (9+ at MR ??-51 Approx, 195 SP, 33 XP), rare 30-60 SP special attacks, can't FLEE, Unleri helps you through the battle with special attacks ~10 SP

A Final StandoffEdit

You finally face the leader of the raiders, the mage tzaril who opened this Shadow Path: Tzaril Mage (9+ at MR 55-56 Approx, 70 SP, 9 XP), 8-14 SP special, can't FLEE

Unexpectedly, Tiu the Terrible appears to help. He leaves you to attend to the Shadow Gate while he takes care of Jathor.

You're faced with two more battles against Sword-Wielding Tzaril (9+ at MR 55-56 Approx, 65 SP), 8-13 SP special, can't FLEE. Unleri then magically pushes the last robed tzaril into the Shadow Path. Now the only thing left to do is close it!


Part 9 - The Shadow Path Edit

The race to close the Nevernal portal is on...


The Shadow PathEdit

Unleri will try to close the Shadow Path. You can:

  • Use Gating (40+) to help her (recommended): 16 XP and you close the portal.
  • Stand guard next to Unleri: Random check (1-100 + Luck * 1). After each roll, you may fight the following, seemingly independent of your roll results:
    • 2 Sword-Wielding Tzaril (9+ at MR ??-62 Approx, 65 SP)
    • 3 Sword-Wielding Tzaril (9+ at MR ??-62 Approx, 75 SP)
    • 4 Sword-Wielding Tzaril (9+ at MR 63-65 Approx, 80 SP)

It seems you must have at least 3 battles, and possibly several more (6-9) until you've rolled at least 90 twice??. This is still unclear. Way better to use Gating.

From all your defeated enemies of the chamber, you receive several good quality items (5 Longswords, a pair of well-crafted Ring Greaves, a well-crafted Padded Sash) and ~120 gold.

You meet with Jathor and Tiu outside the temple, and discover that the remaining masked men are planning a raid on the village of Southleaf. Tiu promises to take care of Jathor and head back to Quaris-Taen, or what remains of it, while Unleri and you rush to the aid of Southleaf.


Part 10 - The Outskirts of Southleaf Edit

Your journey to Southleaf was swift, but as you approach the outskirts of the remote village you encounter the first sign that the enemy is ahead of you...


A Wayard, Savage Pair Edit

You meet a pair of Forest Troll (9+ at MR 55-56 Approx, 75 SP), frequent ~5 SP specials and remove them from the fight, before joining the surprisingly strong defenses of Southleaf.


Part 11 - The Battle of Southleaf Edit

A brutal battle rages on the outskirts of Southleaf! Forest trolls, Tzaril, and a legion of cave goblins assail the surprisingly sizeable force of defenders that fight to keep the enemy out of the village...

The first five parts can be done in any order, once finished the last one will appear. You can't flee from any enemy, so they haven't been marked individually.

One Down, Four to GoEdit

4 melee fights against

  • Forest Troll (9+ at MR 57-59 Approx, ~75 SP)
  • Forest Troll (9+ at MR 60 Exact, 75 SP)
  • Forest Troll (9+ at MR ??-57 Approx, 80 SP), ~3 SP special
  • Forest Troll (9+ at MR 55-56 Approx, 80 SP)

The Tzaril AdvanceEdit

4 melee fights against

  • Sword-Wielding Tzaril (9+ at MR 57-59 Approx, 60 SP), ~12 SP special
  • Sword-Wielding Tzaril (9+ at MR 60-61 Approx, 65 SP), ~13 SP special
  • Sword-Wielding Tzaril (9+ at MR 57-59 Approx, 70 SP), ~8 SP special
  • Sword-Wielding Tzaril (9+ at MR 61 Exact, 75 SP), ~13 SP special

Cave Goblin War BandEdit

6 consecutive melees against

  • 2 Cave Goblin Warriors (9+ at MR ??-55 Approx, 55 SP)
  • 2 Cave Goblin Warriors (9+ at MR ??-51 Approx, 55 SP)
  • 4 Cave Goblin Warriors (9+ at MR 57-59 Approx, ~65 SP), ~10 SP special
  • One-Eyed Goblin (9+ at MR ??-51 Approx, ~60 SP)
  • 4 Cave Goblin Warriors (9+ at MR 57-58 Approx, 65 SP)
  • Brutish Cave Goblin Leader (9+ at MR 60 Exact, 75 SP, 25 XP), 15 SP special

Goblindoom is very handy here.


A Terror Among TrollsEdit

A single battle against Massive Troll (9+ at MR 65 Exact, 105 SP), frequent 20-24 SP specials


Blades of FireEdit

A single battle against 3 Sword-Wielding Tzaril (9+ at MR 65 Exact, 100 SP, 17 XP), 12-22 SP specials


The Enemy's Last GaspEdit

This scenario will not appear until you have completed the 5 previous ones.

You meet Sensokar, the mage on the blue tunic that was among the Southleaf defenders, and together with Unleri, prepare to face the last menace: a great tzaril warrior, Scarback the Slayer. He summons three undead tzaril warriors, one for each one of you, and you must face Undead Tzaril Warrior (9+ at MR 67 Exact, 105 SP, 17 XP), frequent 13-17 SP specials, can't FLEE

After defeating them, the two guards of Scarback face you. You must face Elite Tzaril Warrior (9+ at MR 64-65 Approx, 75 SP, 9 XP), 15 SP special while Unleri and Sensokar take care of the other one.

When you dispatch his guards, Scarback summons the rest of his army and swiftly massacres them, just for show. As he's going toward you, he's interrupted by Tiu the Terrible, who manages to wound him from the back. Scarback slays the bold Tiu, too. Unleri, Sensokar and you face him, ready to finish the battle.

Scarback the Slayer (9+ at MR 69-70 Approx, 175 SP, 129 XP), can't FLEE, Unleri and Sensokar help you with special attacks

After the fight, you're much elated to discover Tiu alive! You bid farewell to Sensokar, who's headed to Talinus, while Tiu, Unleri and her father will start the reconstruction of Quaris-Taen.

You've finished Proving Grounds I!


Completion award Edit

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