Quests

Quests are the highly active gameplay part of Kirara Fantasia. This is where you send your Kirara characters to fight a multitude of creatures or watch a full sequence where Kirara characters are interacting. For quests that contains battle, each quest is fought through waves. Each wave will contain one to three enemies. A battle quest can have as few as one wave or as much as five waves. A non-battle quest contains a full cutscene of Kirara characters.

Quests are undertaken for the following:
 * 1) Progress storyline, whether main- or event-related.
 * 2) Collect Items, whether regular or event-related.

Quest Rewards can vary depending on which quest you undergo. The rewards can be found by pressing the chest button found on the quest itself. Playing a quest at least once awards 5 Starlight stones.

Quests can be identified through the following:


 * 1) Main Quests - Quests that contain the main storyline.
 * 2) Daily Quests - Quests that cycle per day. It contains quests that reward Reinforcement Materials or Evolution Materials.
 * 3) Memorial Quests - Quests that contain special storylines to specific characters.
 * 4) Event Quests - Quests that related to the special ongoing event. Usually found on top of everything.
 * 5) Challenge Quests - Quests that contain a single wave with a really strong rehashed boss from past events. Usually only appears during the weekends.

= To Access = There are two ways to access the Quests Page.

First Method Second Method
 * 1) On the main menu screen, press the "Quest" Button located in the middle of the town. The Quest Button is designed as a Gateway with stars of various colors and sizes found both inside and on the ground of the gateway. At the ground part of the gateway, a compass is found. A blue ribbon with the word "Quest" written in Katakana can be found on the very bottom of the button.
 * 1) Open your Menu by pressing the button located at the upper right of your screen. This should open a side display of other sets of buttons.
 * 2) Press the Quest Button, located on the top right portion of the side display with the icon of a blue gateway. This should transition the game to the Quests Page.

Upon opening the Quests Page, you are greeted with a screen similar to this:



Starting from the top:
 * Event Quest (Not pictured) - This button would open to the currently active event quest. A timer can be found under the button indicating how much time it has left before being removed in the list.
 * Main Quest Button - This button would open to the latest Main quest event the user has unlocked.
 * Daily Quest Button - This button would open to the available Daily quest.
 * Challenge Quest Button - This button would open to the available Challenge quest. A timer can be found under the button indicating how much time it has left before being removed in the list.
 * Memorial Quest Button - This button would open to the list of available series with characters that have memorial quests.

After selecting one of the listed quests above, you are greeted with a smaller set of quests, each grouped with its commonalities, whether related by quests or the rewards the quests give. Selecting the group of sub-questswould show you the official list of the quests. For quests that have battles, each listed event would have its requirement of stamina or keys. For quests that do not have battles, the game goes directly to the cutscene.

= Clearing Quests =

Preparations and Starting Quests

 * 1) Select one of the quests as listed on The To Access Section.
 * 2) For non-battle quests, a cutscene is immediately played.
 * 3) For battle quests, a party selection screen would appear, similar to the image on the right. Party Select.jpg''.]]
 * 4) After finishing setups, pressing the Confirm button leads to the Support Selection Page. The Confirm button is a cylindrical orange button located on the lower right of the screen.
 * 5) The Support Selection Page brings out a screen of potential support characters from friends or guests, similar to the image on the right. Support Selection.png''.]]
 * 6) To select a support, simply select the character you wish to have your support. After selecting a support, the game loads a Final Check page.
 * 7) The Final Check Page shows the full setup of your party, including the support you have selected, similar to the image to the right. The characters in this screen cannot be changed or altered anymore. To change any of the selections, pressing the back button located on the upper left of your screen would revert to your Support Selection page first, then Party Select Page afterwards. Final Check_1.15.png
 * 8) The Kirara Skill Orb is also displayed before the Confirm button, and pressing the left and right buttons beside it changes the selected Kirara Skill Orb.
 * 9) After confirming everything for battle, pressing the Confirm button would load into Combat. The Confirm button is a cylindrical orange button located on the lower right of the screen.

= Combat =

For more information regarding The Battle System as well as other mechanics, see Game Mechanics.

After the game finishes loading, you will be greeted with a screen similar to this.



The number of waves can be found on the upper left. Waves can be as low as one, and can be as high as five. Also found on the upper left is the number of chests dropped by defeated enemies. The chest can change colour, from bronze, to silver, to gold, depending on an item's highest rarity found in the obtained chests.

Enemies
On the center left portion of the screen are the enemies. Each enemy will have a status bar on top of it. The status bar contains the following items:
 * 1) The enemy's element, represented by the icon, which is found on the upper left.
 * 2) The enemy's designation, represented by the letter below the element icon.
 * 3) The enemy's health bar, represented as the green bar found on the upper part of the status bar. The green color reduces in color, scaled by its current health.
 * 4) The enemy's current health, represented by the number found on top-right portion of the status bar, layered above the health bar.
 * 5) The stun bar, represented by the black bar below the health bar. If the enemy receives damage, the stun bar gets filled with yellow color. If the stun bar is filled, the yellow bar gets replaced by a transitioning red and yellow bar, and a corresponding animation is played on the enemy to show that it is stunned.
 * 6) The moves done, represented by the black circles found below the stun bar, for each move the  enemy does, one black circle gets replaced by a red circle. If all the circles gets replaced by red circles, the said circles will begin to flicker in red and black, indicating that the enemy is doing a "super" move by its next turn.
 * 7) The enemy's buffs (not pictured),  represented as the upper portion of a half-cylinder. For a list of buffs, see Game Mechanics.
 * 8) The enemy's debuffs (not pictured), represented as the lower portion of a half-cylinder, For a list of debuffs, see Game Mechanics.

A cursor can be seen on an enemy. The cursor are four arrows with a crescent shape on one end, and the pointers towards the enemy. This signifies which enemy will be dealt damage with, or which buff will go to which character. The cursor 's default color is grey, when there are no element strength/weakness is applied. The cursor turns red when the targeted enemy is an element strength to the currently active playable character. The cursor turns blue when the targeted enemy is an element weakness to the currently active playable character. The cursor can be applied to all enemies, if the skill or attack can target all enemies.

Player Characters
On the center right portion of the screen are the first three playable characters you selected in your party. Each playable character will have a status bar on top of it. The status bar contains the following items:
 * 1) The playable character's element, represented by the icon, which is found on the upper left.
 * 2) The playable character health bar, represented as the green bar found on the upper part of the status bar. The green color reduces in color, scaled by its current health.
 * 3) The playable character's current health, represented by the number found on top-right portion of the status bar, layered above the health bar.
 * 4) The stun bar, represented by the black bar below the health bar. If the playable character receives damage, the stun bar gets filled with yellow color. If the stun bar is filled, the yellow bar gets replaced by a transitioning red and yellow bar, and a corresponding animation is played on the playable character to show that it is stunned.
 * 5) The playable character's buffs, represented as the upper portion of a half-cylinder. For a list of buffs, see Game Mechanics.
 * 6) The playable character's debuffs (not pictured), represented as the lower portion of a half-cylinder, For a list of debuffs, see Game Mechanics.

The support you selected from the Support Selection Page can be found in the lower left of the screen, encased in a quarter circle with a waxing circle inside, with three round-cornered traingles pointing to the upper left, lower left, and lower right, with the word "Support" written in English.

Attacks
The segment from the lower center up until the lower right portion of the screen contains the timeline, the "Last Resort" (とっておき) button and its gauge bar, the current active playable character and its available skills.

The timeline shows the activity order, with all currently active characters in a move order queue. A stunned character is marked as a heavily shaded portrait of the character with a X found on the upper left of the rectangle. The move order queue is read from right to left, with right as the currently active character. The arrow corresponds to where the active character would move in the move order queue after successfully executing a move or a skill. If the Last Resort gauge button has more than one star, the currently active playable character can be seen surrounded by a rainbow outline instead of a regular outline.

The Last Resort Button unleashes a special skill from the playable characters present on the screen. The Last Resort cannot be used immediately, and must be charged by using any move. This charge is reflected in the gauge bar, represented by the curved rectangle surrounding the button on the lower right. When the gauge bar is filled, it resets to zero, and gives a star to the Last Resort Button. Each active star corresponds to how many characters can use the special skill. The Last Resort button can be filled up until three stars. Activating the Last Resort Button would either, a) Have one, two, or all characters do their special skill, or) show a selection of the available characters to do the special skill. If the Last Resort button has two or more stars, The Last Resort Button automatically selects a specific order of how the characters would do trigger their special skill. This can be deactivated in the "Battle Options" Menu.

Beside the Last Resort Button are the available skills from the currently active playable character. Starting from the right, it has 1) Basic Attack, 2) Character skill #1 3) Character skill #2, and 4) Weapon skill. The weapon skill can be blank if the character does not equip any weapon. Using character skills put the said skills on cooldown. If the character skill is currently on cooldown, the skill is greyed, and a vertical green bar can be seen in front of the skill. The green bar fills from the bottom to the top, disappearing if the skill has fully finished cooldown.

The currently active playable character is displayed as a portrait. Swiping the portrait to the right, reveals the current active Kirara Skills and the other characters selected from the Party Selection Screen.

Options
There are three buttons found on the upper right of the screen. Tapping the button with two right arrow would increase the combat game speed. Tapping the clockwise-arrows, would change the combat quest to auto. An auto combat quest means that no player interaction is needed to progress through the combat quest. Currently, tapping on the screen does not turn off auto combat. Tapping the auto button again would deactivate auto combat. Tapping on the gear button would open the Battle Options menu.



While the Battle Options menu is active, all combat is put on hold. The Battle Options Menu shows a basic diagram on each element strength and weakness. Pressing the "Close" button on the lower portion of the active window returns to the combat quest. Tapping on the "Help" button, represented by the topmost button, brings out a set of images to assist how the Combat system works. Tapping on the "Battle Options" button, represented by the second button from the top, opens the Game Options Menu. Tapping on the "Team Effects" button, represented by the third button, opens the full list of buffs, debuffs, and status effects. The list can be found on Game Mechanics. Tapping on the "Withdraw" Button, represented by the lastmost button, gives the player an option to leave combat. Leaving combat means it is not fully cleared. All potential drops are not gained when leaving combat.

= Clearing Combat Quest =

After finishing all the waves in the combat quest, the game is greeted with a quest success message, indicating that the quest been successfully cleared. The game shows the Battle Results screen (pictured below).



The Quest Results screen shows the clear results, the player experience gained, and the kirara skill experience gained. The amount of experience gained for the player experience and kirara skill experience is displayed on top of each bar. If the player experience or the kirara skill experience is maxed, the experience bars are filled. Tapping anywhere would lead to the next screen (pictured below).



The Next screen shows the level experience each character gained from clearing the combat quest. The amount of level experience gained for each chararacter is displayed on the top portion of the screen. The progression of each character is displayed as a bar below for each character. If the character is already at max level, the experience bar is filled. Tapping anywhere would lead to the next screen (pictured below).



The Next screen shows the bond experience each character gained from clearing the combat quest. The amount of bond experience gained for each chararacter is displayed on the top portion of the screen. The progression of each character is displayed as a bar below for each character. If the character is already at max bond, the experience bar is filled. Tapping anywhere would lead to the next screen (pictured below).



The final screen shows all of the items dropped by all enemies that dropped chests. Each item is represented by its icon and a number found on the lower right portion of the item. The number shows the amount of times each item is dropped. An extra number in yellow text can also be shown beside the regular number in white text, indicating that extra items are added for that item. The extra amount of items only shows during event quests, and are added for each character that can for each item. Below the item show the amount of coins gained for clearing the quest on the left, and the total amount of coins on the right.

The two buttons at the bottom give the player an option whether to repeat the combat quest or not. The screen also displays the amount stamina or quest requirement needed if opting to repeat the quest. Repeating a quest means re-doing the combat quest with the same set of characters, as well as the same selected support.

= Tips for Clearing Quests =

Beginner

 * 1) It is most advisable to make a party that uses the element weakness of the enemies. The enemies' elements can be seen on the quest selection page.
 * 2) Make sure to use the available character points as possible. If there are excess points available, check if each of your starting party members are holding weapons.
 * 3) Don't forget to use your support character if you find it hard to clear waves.
 * 4) If you plan to leave your combat quests on auto, it is recommended to have the character skills to be turned on as well. Levelling character skills gives the skill more power and less cooldown.

Advanced

 * 1) It's advisable to get a friend support character instead of a guest support character. A guest support can only be used in three moves, while a friend support can be used with two more extra moves before leaving. A guest support is marked as blue on the Support Selection Page, and a friend support is marked as green.
 * 2) Aiming for a gold clear for the first time in clearing a combat quest is not necessary. Most combat quests have no additional rewards when gold cleared, excluding Main story quests on an entire chapter, boss quests on event quests, and challenge quests.
 * 3) Stunning an enemy would allot a little breathing room for any damage the party might receive, as well as give a Last Resort Stack.
 * 4) Don't forget to use Kirara Skills during battle quests. Each orb can be effective, depending on which you would like to use.
 * 5) Last Resort Stacking is a good alternative in clearing enemy monsters with large health numbers. Last Resort damage gets an additional percentage increase if it goes second or third on the stack.

Expert

 * 1) Party preparation is crucial on quests with limited accessibility, such as quests with high stamina requirements, keys, or special event-only tickets. It is important to gather as much information as possible before going through the quests. You can check for quests info through Fan-created sites. If not, you can follow these basic structures:
 * 2) * Having a Knight with ample health with taunt and def/mdf buff can be crucial. Just make sure that the Knight is on element weakness, or element neutral to the enemy. This would avoid having other party members, whether crucial in the clearing or otherwise, survive better.
 * 3) * Carry a Warrior or a Mage that is on element weakness, depending on which stat the enemies would have lesser on (Warrior for enemies with lesser def, Mages for enemies with lesser mdf). If this is the first clear, having the other as a backup member does not hurt.
 * 4) * A priest can be useful in helping the knight in soaking up all the potential damage it would receive, as well as negate any potential debuff or status it might get. Priests always have a Last Resort that gives the entire party major health restoration. The priest's element preferably should be on element weakness.
 * 5) Learning to juggle characters with different element can be effective, as well as make it faster in clearing combat quests.
 * 6) There are two ways in clearing boss/challenge quests. One method is through bursting the boss by Last Resort Stacking as well as Overloading and Buff stacking your character. The other method is through attrition, where you outlast the boss by having a priest that gives heal skill cards, or having one Last Resort stack available at all the times to that the priest can always cast a party heal.

= Types of Quests=

Event Quests
These quests are special quests that occurring for a specific amount of time. Event quests are used to introduce new characters or new series in the game, or show special interaction of character from different series, whether related to an annual celebration or not.

Challenge Quests
This quest is a special combat quest only available during the weekends. The combat quest only contains one wave and it features a boss encountered during the previous events. A substantial increase in stats can be observed in the challenge quest. The boss AI might be altered as well.

Clearing the challenge quest for the first time awards a challenge quest token, while clearing the challenge quest on a gold clear awards an additional challenge token. The tokens can be exchanged in the store for Limit Break Materials or Etoilium shards.

The currently running challenge quest is:

Memorial Quests
Memorial Quests are unlocked once certain *5 characters are evolved. These quests tell their own unique tales, and all dialogues within these quests have full voice acting.