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☦ The Inquisition of Shadows




📜 A Dark Chapter Beneath the Ice


Long ago, a forgotten Inquisition temple stood on a frozen island north of Timbra.
Sealed beneath an enormous iceberg to contain demonic corruption, it remained hidden for centuries, until now.

With the ice finally cracking, the Sanctums Edge has been revealed - a place where faith was twisted, Inquisitors fell and darkness took root.
Only the bravest adventurers will uncover the truth behind the Inquisition of Shadows and confront its final guardian - Seraphine, the Fallen Inquisitor.


🔐 Quest Structure and Progression

The new Inquisition Quest is designed as a long term, endgame challenge, meant to be completed over many days, not in a single rush.


✝ Key Features

  • 8 unique Seals, each with its own theme, mechanics and dangers
  • Checkpoint system - once you reach a checkpoint, your progress is saved and you can safely return later and continue from your last checkpoint
  • Carefully designed progression to prevent rushing and reward planning
  • Heavy focus on exploration, survival and teamwork

This is not a sprint - it is a journey.



❄ Entry to the Inquisition

The entrance to the Inquisition lies on the icy northern lands beyond Timbra.
To break the ancient seal, adventurers must offer an Ice Mammoth at the altar - a relic forged from pure Ice Cube, carrying the frozen essence of ancient guardians.


Only the frost of an ancient guardian can unseal what the Inquisitors once bound.
  • It will unlock the passage until the next Global Save
  • The required level to enter is 100 and 1 Pits of Inferno throne is also required

🧊 Seals of the Inquisition


Each Seal represents a corrupted trial left behind by the fallen Inquisitors:

  • ❄ Seal of Frozen Penance
  • 🔥 Seal of Searing Judgment
  • 🌊 Seal of Drowned Conviction
  • ☣ Seal of Corrupted Alchemy
  • ⚔ Seal of Eternal Sentence
  • 🌍 Seal of the Fractured Balance
  • 🩸 Seal of Unholy Confession
  • 🌑 Seal of Fallen Grace - Final Seal and Seraphines Domain


🏆 Rewards and Endgame Content


Completing the Inquisition Quest unlocks exclusive, permanent endgame content.

Valuable items and new boots

At the end of the quest you can directly redeem different rewards:

  • Valuables
  • Demon Hunter outfit from NPC Zulathar
  • New backpack with more slots
  • Choose between 3 new boots

Boots selection

  • Boots of Waterwalking - faster movement speed underwater
    Recommended for new INQ Paladin exp place
  • Boots of Firewalking - reduced fire field damage
    Recommended for new INQ Knight exp place
  • Boots of Energywalking - reduced energy field damage
    Recommended for new INQ Sorcerer and Druid exp place

Boots are charged for 4 hours and can be refilled via NPC Zulathar for 2 000 gp.


⚔ New Hunting Grounds

After finishing INQ, players gain access (required 100 level) to three powerful EXP areas:

🔮 One dedicated for Sorcerers and Druids - On Svagrond, requires Ice Island access

🏹 One dedicated for Paladins - On Calassa, requires Explorer access

🛡 One dedicated for Knights - On Goroma, requires 3rd Island access

These hunting grounds feature exclusive armor drops, unavailable anywhere else in the world:

  • Master Archers Armor (Arm:17, distance fighting +3, Vocation: Paladins)
  • Fireborn Giant Armor (Arm:17, sword/axe/club fighting +2, protection fire +5%, energy -5%, Vocation: Knights)
  • Robe of the Underworld (Arm:13, protection physical +6%, poison -6%, Vocation: Sorcerers & Druids)

👑 Daily Boss Access


Once the quest is completed:

  • You can challenge 6 different bosses as a team of 1 to 6 players at once (required 120 level)
  • You can fight up to 6 bosses per day, either the same one multiple times or different ones, but the maximum is 6 per day
  • Each boss drops unique weapons or a spellbook

Boss drops and entrances

  • Emerald Sword (1 hand, Atk:49, Def:33 +3) - Entrance near Annihilator
  • Hellforged Axe (1 hand, Atk:51, Def:28 +2) - Entrance near Behemoth Quest
  • Obsidian Truncheon (1 hand, Atk:50, Def:30 +2) - Entrance in Drefia
  • Warsinger Bow (Range:7, Atk+1, Hit%+5) - Entrance in Ape City
  • Royal Crossbow (Range:6, Atk+3, Hit%+3) - Entrance in Chor (Lizards Port Hope)
  • Spellbook of Dark Mysteries (Def:34, magic level +3) - Entrance in Venore Elf Fortress

This creates a brand new daily endgame loop for advanced players.
Inquisition items have vocation requirements, boots are for every vocation.

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