Nephilim: Quests, Characteristics, Magic, Which choice is better.

Nephilim is the ultimate battle form, combination of a Warrior and Dragon.                                                                                                                                                                                                                       


Nephilims also have classes - Witcher, Berserk, Paladin.
You must have a dragon and complete 16 not easy quests from 21 to 36 levels, to get a Neph.

21
Path to Initiation

Talk with Dailenkar at Colosseum to obtain the Nephilim Quest.

21
Colosseum Training

Deal 35,000 damage in Arena of Honor.
Have completed 3 Collections "Castor of Arrows".
Earn Soldier of the First Blood rank.
Earn 3,000 Gladiator Reputation.

22
Skills of the Vigilant Guards

Complete the Faith of the Vigilant Guard Collection.
Claim 10 Victories in the Arena of Honor.
Purchase 3 Scrolls of Loss of Control I.
Earn 1,000 Vigilant Guard Reputation.

23
Battle in the Ruins

Fight in the Ruins of the Ancient Capital with any covers on (auto-complete for 5 ).
Purchase 3 Scrolls of Elements Weakness II.
Strike down 7 enemies (or 5).
Earn 3,000 Seven Bridges Reputation.

24
Loyalty to the Empire

Complete three secondary tasks of Daily PvP quests (5).
Complete two weekly quests with completed 4 or 6 Daily-s (5).
Purchase 3 Scrolls of Dragon Shackles II.
Earn 3,000 Hero of Empire Reputation.

25
Battles on Land and in the Sea

Win 3 sea battles (5).
Slay 15 Boarding Masters [3 monsters in each sea battle] (5).
Deal 40,000 Damage in Boarding (5).
Collect 500 Golden Piasters [which disappear on completing] (5).

26
Faithful Protector

Deal 45,000 damage in Arena of Honor.
Complete 3 Experienced Protector Collections.
Purchase 3 Scrolls of Unbearable Burden II.
Earn 3,000 Protector Reputation.

27
Improving Magical Skills

Earn Solider of the Second Blood rank.
Upgrade any Striking Spell to Level 4.
Upgrade any Poisoning (dot) Spell to Level 4.
Strike down 5 Paladins in the Arena of Honor.

28
Death to their Leaders!

Twice Strike down 2 or more players in one fight in Ruins (5).
Slay Chieftain Hurugh-Khar (Skrag Caves).
Slay the Ghost of Shaman Marmarukh (Skrag Caves).
Slay Dragon Kshigurakh (Skrag Caves).

29
Tracker’s Skills

Complete each grey Tracker's collection 3 times ( 3 + 3 + 3 ) [don't count, if you've spent them for making idols].
Earn 1,000 Tracker Reputation.
Deal 35,000 Damage in Ruins of the Ancient Capital (can't be auto-completed).

30
Guardian of the World

Deal 50,000 Damage in battles against Shaab monsters and defilers (5).
Gather 500 Sparks of Abyss [which disappear on completing] (5).
Complete a Star Ciklotor Collection.
Earn 3,000 Defender of Adan Reputation.

31
Conqueror of the Seas

Purchase 3 Scrolls of Bounty I.
Deal 70,000 damage in Sea Battles (5).
Earn Vandal title (5).
Strike down 5 enemies in Sea Battles (5).

32
Gladiator’s Fame

Purchase (or already have) the Green Spiketail.
Complete 3 Bone Shatterer Collections.
Strike down 5 witchers in Arena of Honor.
Earn 7,000 Gladiator Reputation.

33
Crusher of the Ancient Capital

Strike down 5 Berserks in Ruins of the Ancient Capital (5).
Win 2 Battles in a row in Ruins of the Ancient Capital (5).
Purchase 3 Scrolls of Elemental Weakness III.
Earn 7,000 Seven Bridges Reputation.

34
Personal Experience

Purchase 100 Powerful Orbs of Self-Preservation [they preserve after completing].
Strike down 20 warriors of the opposing faction [your level or higher] anywhere (5).
Complete 3 Elite Protector Collections.
Purchase and equip any baldric.

35
Hordes of the Undead

Complete the Diligence of the Vigilant Guard Collection.
Purchase 3 Scrolls of Loss of Control III.
Earn 7,000 Vigilant Guard Reputation.
Take part in the Invincible Warrior Tournament (7).

36
Nephilim Initiation

Obtain 150 Insignias of Redeemers.
Slay 60 summoned skeletars in any battleground.
Anywhere, Kill 30 players of your level or higher.
Strike down 30 enemy Dragons in any battleground.

The last quest rewards one of Nephilim armor, depending from your choice:
Shell of Proud Oppressor, Shell of Mysterious Seekr, Shell of Restless Moneymaker.




Now you have a Neph ability and let's understand, how it works.

In all battles will appear a new orange bar above the mana, called Fury. When you collect 100% fury, the Neph button will activate and you can transform. Max required fury points depend from your level. And received Fury points depend from spent mana and magic level.

Fury Points = (Spent Mana) x Magic Level

For example, 90 lvl character needs 4858 Fury; 11 = 3.317...
It means, I have to spend 4858 / 3.3 = 1465 mana with 11 lvl spells, to collect enough Fury. It equals to 10-11 used spells. Neph makes more beneficial to upgrade full magic, but not use low-level.



Neph and dragon can't work together. You must choose: Use the Dragon or Nephilim. But if dragon can be summoned only once per battle, Neph transformations are infinite. After each transformation, Neph button needs 40 rounds for cooldown. While in Neph, orange fury bar is converting into 12 special Fury Points, which spend during your attacks.

After each transformation your dragon loses all his HP and you must food him each time.



Class and look

You can choose any Neph class. It depends from equipped Neph armors, and can be changed any time. Also can keep all three classes of armors in the backpack and change them as necessary.

Class of the Neph influences on his skin color. Red - Berserk; Blue - Paladin; Green(brown) - Witcher.
Outlook color of the armor says about equipped mask. Purple - chaos, Green - Earth, Blue - Water, etc.
Black color means, that mask was upgraded to orange quality.


Attacks

By default, Nephilim has three base attacks:
• Physical Strike [requires 1 Fury point];
• Magic Bite [2 Fury points];
• Magic Breath [2 Fury points];

Magic Bites have additional effects, which depend from equipped masks.
They are similar to main magic spells:
— Earth has a higher chance to deal a crit;
— Fire has a stable stronger damage;
— Order has a chance to deal +25% damage;
— Chaos can get a heal, equal to 100% of dealt damage;
— Water has a stable heal, equal to 18% of dealt damage;
— Air has a small chance to deal x2 damage.

Magic Breath depends only from Neph's class.
Berserk has a Fire breath, Paladin - Order, Witcher - Earth. Breath deals multiple damage: always one primary and sometimes +1 or 2 additional +50% damage.

Both of magic attacks can disorient with magic orbs and deal damage, depending from Neph's strength and level of your character. Magic level doesn't matter.

You don't lose a Fury point, when missing a turn. Also don't lose it for using self-preserve orb.


Neph Armor

All neph armors have only one slot, for parcels of strength.
Here is a list of all base parts of armor, which can be purchased at the shop for 20 - 25.





Base armor has two tiers of upgrades for Sydian and reals.
— First upgrade to 50-70 lvl requires 16,000 Adan reputation
— The second tier 70-90 lvl - 37,000 rep.

Also, each armor can be a bit more strengthened for 14 days to orange quality, with small amount of sydian.
— Blue armors require 7000 to be 'oranged';
— 50-70 first tier - 37,000 ;
— And 70-90 second tier oranging requires 81,000 .




Characteristics


Total Neph stats = [Your own stats] + [Neph Armor] + [All battle buffs]

Dragon stats doesn't matter. So, If you're going to use only Nephilim, all dragon armor can be removed, to spend less food for Dragon. From each transformation you're getting +10% heal from your total (in Neph) max-HP.


Marks and Stats transformation effects

Firstly, a short guide about marks and magic:
— There are three primary magic elements, used by only one class - Fire, Earth, Order;
— And three secondary, used by two classes - Water, Chaos, Air;
— Each class can equip marks from his own primary element + three elements of magic of [weaker to him] class.

Witchers have access to marks of [Earth] + [Fire, Air, Chaos] = = Other words = = (Earth + Bers magic)

Paladins - [Order] + [Earth, Water, Chaos] = = = = (Order + Witch magic)

Berserks - [Fire] + [Order, Water, Air] = = = = (Fire + Pal magic)

So! When you are transforming to Nephilim, if your class and Neph class are the same - nothing happens, you just get the sum of all stats from your and Neph armor. But if your classes are not the same - all main class stats and marks transform too.

Let's say, you are a Witcher and have a Neph-Berserk. When transforming:

1. Main stat of witcher is Will, and berserk's main is Intuition.
So, all your will is transforming to → Intuition;
Your intuition, in his turn → to Stamina;
And stamina → to will

2. All your damage decrease bonus becomes to crit bonus.

3. Remembering, this:

Witchers have marks of [Earth] + [Fire, Air, Chaos]
Berserks - [Fire] + [Order, Water, Air]

And looking for matches. Fire-Fire and Air-Air = matched, nothing happens with their %.
Earth and Order /// Chaos and Water don't match.
— So, your % from Earth marks become to Order (primary - to primary);
— % from Chaos marks become to Water (secondary - to secondary).

More visual:

WitchPalBersWitch
No Match
Change
Match
Save
No Match
Change
Match
Save
No Match
Change
Match
Save
No Match
Change
Match
Save
No Match
Change
Match
Save
No Match
Change
Match
Save


Looks a bit crazy, but with enough experience, you'll start comparing and understanding percentages during a battle.


Nephilim Magic

Each Neph has three magic skills, which can be learned additionally. They also spend two Fury points and it's a big question, which will be better to use - magic skill, or two Phys-Strikes.

Available magic elements depend from the class of your Nephilim. If you are a Witcher with Neph-Bers, you can access to Fire, Chaos, Air neph-magic. If chaos is easy to learn for you, fire and air must be somehow upgraded to 6 level, which will allow to learn 6 lvl Neph-magic. And you must keep upgrading your main magic, to continue upgrading the Neph-magic. Instead of reals, you also can purchase green armor of another class and farm essences.

All magic can be reflected*

LevelFireEarthOrderWaterAirChaos
36
49
58
68
79
90


Even if you are not going to use this magic, it's good to learn at least one spell, which sometimes will help to spend your fury, if you are standing in reserve with Neph.




Which Neph is better for my class?

Firstly you must know, that logic "I am berserk and want a Neph-pal to kill witchers" - doesn't work. Neph is more about specialization, than killing someone. You must choose, which task you want to solve.

Neph-Bers is the best in instances, against bosses and any other PvE. He just does everything faster. It's also good in PvP, cause nearly everything in the game depends from your damage. Faster damage - more gold - more heroism etc. If you can't decide, which Neph to use - take Berserk and don't mind. You will like it.

Berserk has only one big problem...

Neph-Witcher. It's exactly about anti-NephBers. The key ability of Neph-Witcher is damage reduction, which is his bad side at the same time. Damage reduction works great against Neph-Berserks, but is useless, if you are fighting against someone, who already has a low damage (ex. other player-witchers, player-paladins). Even against player-Berserks - Neph-Bers is better with his huge damage, than Neph-Witch.

In 1 vs 1 fights, considering that people mostly use Neph-Zerks, witcher will be the best for win. But you have to calculate each your turn and use Neph with your opponent at the same time. Otherwise he can just wait for the end of your Neph, and only then transform to Bers and deal killer crits.

Conclusion: Neph-Witch is cool, but requires some skills.

Neph-Paladin is the best in huge team fights, but not so good at 1 vs 1. You must know, that Nephs get additional HP due to their armor, which makes more beneficial to drink elixirs in Neph. While Neph-zerks are doing huge damage and drinking 4-5-6 elixirs with bonus HP, your paladin just blocks everything and you don't need to use so many elixirs in Neph.

Why paladin is the best in team fights? Now let's check the magic

PaladinBerserkWitcher


Berserks rarely use magic, cause it's usually better to deal two additional phys-crits, than to use magic. Fire dot can used against other strong Nephs, to reduce their phys damage, but usually they have high fire reflection. Air magic works good in combo with Neph-Breath, cause each damage from the breath bouquet can deal an additional air damage and give additional heal effect = fast huge damage, a little heal.

Witchers have to stand 12 rouns against berserk's 12 phys-attacks and also use magic rarely.

If berserks do a huge damage, paladins and witchers can punish too brave berserks with the Dead Water XI. It works rarely even at 11 lvl (once per 6-7 hits), but sometimes it's too painful to get -5000 reflection, dealing -4000 damage. But dont forget about water reflection, which can have berserks.

Paladins have the best magic. If Neph-Zerks and Neph-Witchers need to stand exactly against the convenient opponent, paladins can do targeted attacks where they want. They even don't need to have cool armor, cause 11 lvl magic can be learned even with blue neph armor and remotely bring a good harm to enemies.

Also, with Powerful Black Spot Pal can catch a skeleton, which has a 'zero' damage, and start missing all his turns and using self-preservation orbs by cooldown. This will save all your fury and allow to deliver six (!) Mental strikes to required target. With such support, any top player can be killed. And now imagine, if there are 2-3 Nephs, but not one ;)

Neph-pals still have a big minus... supporting doesn't allow to deal a good damage and get as good rewards, as berserks.

As I said previously, if you still don't know, what to choose - take a Berserk.



  

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Comments
Hmmmm... I see a big troll potential on pally nephs and I like it! It might even compliment my style more than a zerk neph while in pvp.

Also, just out of curiosity. If you have protection marks do they work the same as reflection when using a different neph?
Jose MIf you have protection marks do they work the same as reflection when using a different neph?

Yes)

But... usually zerks don't like that 'Troll potential' of pally... They can just use the Neph and do their damage without thinking, but you must use the magic, which leads to conflicts...
Thank you again for the great guide :)
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