Item Quest

**Item Quest** is a periodic Campaign that lasts two days. Its rewards are themed to provide Artisan Points and assorted Boosters for your items. It consists of seven Missions, each having three Stages, and you may select four Heroes for your party.

## Campaign Properties

This campaign consists purely of machines, yielding Artisan Points and Item Boosters ranging from level 10 to 60 at various rarities. Prior to the so-called "uber stages" (Missions six and seven), only a few machines boast added skills. Alterations are as follows:

* Firebreather: Fireball
* Triple Ballista: Double Shot (works like Ranger's Multi Shot)
* Lightning Blaster: Zap (party-wide)
* Razor Wall: All counter-damage is True
* Stout Guardian (Mission 6): Cover Allies
* Oak Guardian (Mission 6): Earthen Strike, Stunning Blow, Deadly Rage (passive), Regeneration
* Triple Ballista (Mission 6): Concussive Shot, Take Aim
* Spear Wall (Mission 6): All counter-damage is True
* Suit-of-Arms (Mission 7): Parry (party-wide), Dispatch Foe, Charge, Divine Favor (passive), Excruciating Aura (passive)
* Chill Turret (Mission 7): Icy Barrier (party-wide), Acid Lance, Horrify, Demonfire, Evil Brew (party-wide), Penance (party-wide), Acid Bolt
* Firebreather (Mission 7): Howl, Beam of Death, Fire Storm
* Runic Construct (Mission 7): Taunt, Block, Divine Favor (passive)
* Spiked Bladesman (Mission 7): Riposte (passive), Bloodthirsty (passive), all counter-damage is True

## Rewards

Notable:

* 4,061 Artisan Points in total
* 9 assorted level 60 item boosters

## Strategy

### Mission 6 turtle strategy for low levels:

**Druid**

**Warmaster -- Knight**

**Cleric**

 Warmaster
 Knight
 Cleric

This strategy takes a long time, but it allows the Mission to be cleared very early on (some players have beaten it as early as Keeper Level 28!).

There isn't much to do as far as strategy except to just spam Inspiration and Shield Allies whenever they become available-preferably in that order. Occasionally you will need to use Rapid Regeneration if your heroes fall dangerously low in health, or Resurrect if a hero ever dies, but for the most part you will do nothing except stack defensive boosts and wait. There are a couple things you need to keep in mind, though: First, target the Triple Ballistas to slow them down via Entangle. Second, and more importantly, **always invigor Knight whenever possible.** It is absolutely essential that Knight continues to have Threaten active throughout the entire stage, or else the Triple Ballistas will rapidly destroy the backline and defeat you. Invigor cannot be used on a hero that has full health, so one may even consider holding back on healing Knight (by redirecting Renewal to other heroes, like Warmaster, instead) so as to leave his health below max and therefore maintain his ability to be invigored. You will be most vulnerable when transitioning to another wave, since the timing of Knight reactivating Threaten can rely on luck. Potions (such as Immune, Revive, and Heal) can help you keep Cleric alive so that your run doesn't end due to bad luck.

### Mission 7 for players below Keeper Level 55:

**Warlock**

**Paladin -- Warmaster**

**Cleric**

 Paladin
 Warmaster
 Cleric

Important tips:

* As with all uber stages, beating this Mission sub-55 can be very RNG-reliant. Don't give up hope if your first attempts are unsuccessful, as you may get lucky on another attempt.
* High gear and stars are essential. To beat Extreme, everyone needs to be 7 stars and most heroes should be using enchanted gear. Since healing is disabled for half the battle (by an additional Passive Skill granted to the Suits-of-Arms), the key to winning is reducing incoming damage, in other words, high defense (7 star defense boost skills, high level heroes, high item enchants). Lower difficulties may have some more wiggle room, but not much.
* Bring high-level (preferably Epic) Heal, Revive, and Soul potions. (Immune is not as good due to the excess of damage-over-time attacks.) Save these for the final Stage, because you'll need them.
* Warmaster's Call to Arms is massively powerful, as it reduces your skill cooldowns significantly. It is the only buff that carries over from one Stage to the next, so the luckiest runs will be those in which Warmaster uses Call to Arms a few turns before advancing to the next Stage.
* In the first Stage, use Shield Tactics ASAP. Then start spamming Bless, Shield Tactics, and Shadowy Censer whenever they are available. Ball of Darkness should supply you with plenty of soul energy to do this. As the battle goes on, Shield Tactics and Holy Shield will stack together numerous times to give you thousands of defense and make attacks barely tickle. **The Suits-of-Arms weaken/prevent healing, so they should be killed as soon as possible.** However, due to Runic Construct taunting in the first stage, you have little control over this. Fortunately, the Suit-of-Arms can severely damage itself by charging at your avenged Paladin, so you'll kill it first and then have enough time to heal while only the Construct is left on screen. For this reason, your luckier runs will actually be those in which the Construct takes *less* damage than usual, as it gives you more time to heal before you kill it.
* Once you advance to the second Stage, immediately use Shield Tactics, then target the uppermost Suit-of-Arms. Spam soul skills as before. It is essential that you target the uppermost Suit because of the way the taunts work in this Stage. If both Suits and the Construct are taunting, you will automatically prioritize the lowermost Suit (which is good), but if that Suit is gone, you will automatically prioritize the Construct instead of the uppermost Suit (which is bad). For this reason, it is best that you deal whatever damage you can to the uppermost Suit before the taunts come into play. Spam all your soul skills as before and hope that RNG allows you enough time to heal to almost full before killing the last Construct.
* The third Stage is by far the hardest, so it is the one in which you will be using your potions. There is no concrete guide as to when potions should be used; use them when you think the time is right. Heal potions should go to a low-health hero; Revive potions should be used when a hero falls in battle and you don't have enough soul energy to use Resurrect; Soul potions should be used when your soul skills are cooled down but you don't have enough soul energy to continue spamming them. Keep allowing Warlock's AoE attacks to whittle down all the enemies, target the Suit for the rare occasions in which the Constructs aren't taunting, and once everything except the Constructs is dead, your victory is assured!