Quest

Wanted: Armada the Invincible

Level 70 alignment Wanted Notices: take the notice at the Brakmar militia at [-25,33] or the Bonta militia at [-32,-57], find Armada the Invincible in Otomai's Ark and bring her back to prison. All the steps, her spells and how to remove her invulnerability.

What to prepare

Nothing to gather: you need to be Brakmarian or Bontarian aligned, order 1 or higher. For the fight, plan for a weapon or critical hits, and a character able to get into contact with Armada.

The 4 quest steps

  1. 1Take the wanted notice

    Dialogue

    Go to the wanted room of the militia of your alignment. Click the Armada the Invincible sign, which is highlighted.

    • Brakmarian: Brakmar militia, go up the stairs to the first floor and go straight to the left. Some notices are in this first room, others in the room on the left.
    • Bontarian: Bonta militia, enter the room at the top left, then the one at the top, next to the stairs. Some notices are in this first room, others in the room above.

    Dialogue

    1. “Head out questing for Armada the Invincible”
  2. 2Find Armada the Invincible

    Movement

    Armada the Invincible always appears in the Otomai's Ark zone, on Otomai Island. If a group beats her without anyone getting her as a follower character (no one started the quest, or everyone has already finished it), she immediately reappears.

    Armada is not always present: once defeated, she disappears from the zone for several hours before reappearing.

  3. 3Defeat Armada the Invincible

    Combat

    Armada and all the monsters accompanying her are Invulnerable. To make her vulnerable for 2 turns, place a character in contact with Armada, then land a critical hit or a weapon hit. Once Armada is dead, her allies lose their invulnerability, so you must eliminate her first. Each monster present with her takes away 300 Vitality and 50 Power from her.

    Avoid making her vulnerable when she is under While You're Tank It: she then protects herself during her 2 turns of vulnerability. Also beware of the zone's Flibs, which can make all monsters invisible.

  4. 4Deliver Armada the Invincible

    Items

    After the victory, Armada follows you as a follower character, provided you started the quest. Go back to your militia's wanted room, the same way, and deliver her. She leaves your group and the quest ends: she appears behind the prison bars, in the rooms after the notices, with the other captured wanted targets.

    • Brakmarian: talk to Lobo Tommy, at the Brakmar militia
    • Bontarian: talk to Fairy Valentine, at the Bonta militia

    Dialogue

    1. “Deliver Armada the Invincible”

The fights

In Otomai's Ark: 5,300 HP, 9 AP and 5 MP, 0% resistance in all elements. She has only one long-range area attack spell, in Air, Fire and Earth. She may be accompanied by monsters from the area, notably Ze Flib: he can make you skip your turn in melee and make all monsters invisible for 1 turn, which can cost you one of Armada's two vulnerability turns.

  • Ad Hoc Allies

    State common to all wanted targets: 300 less Vitality and 50 less Power, with no duration limit, per monster present with her. Alone, she has no penalty.

  • Gravelines

    From the start of the fight and with no duration limit: Armada and all her allies are Invulnerable. Each critical hit or weapon hit from your team triggers Gravelines on the 4 cells adjacent to each of your characters: if one of them is in contact with Armada, she loses her invulnerability for 2 turns. Only Armada can be made vulnerable this way.

  • While You're Tank It

    On herself, 4-turn cooldown. For 2 turns, if you make her vulnerable, she gains a shield worth 20% of her HP (1,060) for 1 turn and reduces damage taken by 10 (45 in practice) for 2 turns.

  • Gunner

    Hits for 100 in Air, Fire and Earth (300 in total) in a circle of radius 3 and pushes back 1 cell. Up to 10 range, once per turn.

  • Manœuvre

    Gives herself 1 AP, 1 MP and 100 Power for 1 turn (2 turns on a critical hit). On herself, cooldown of 3 turns.

The rewards

Experience and 7 Aliton, based on the game data.

  • Icon of Aliton7 × Aliton

Related quests

The quest does not unlock any other quest. It counts toward the Spell in a Cell achievement, which covers nine alignment wanted notices, including Wanted: Nono the Wobot, Wanted: Dragodingo and Wanted: Prince Sharmin.

Spell in a Cell achievement icon

Achievements · Wanted Notices

Spell in a Cell

Quest 6 of 9 · 20 achievement points

Capture the monsters wanted in Bonta and Brakmar.

  1. Wanted: Sam WyzLvl. 20
  2. Wanted: Bolete MasterLvl. 30
  3. Wanted: Craff TibballsLvl. 40
  4. Wanted: Boothe BaybeLvl. 50
  5. Wanted: Nono the WobotLvl. 60
  6. Wanted: Armada the InvincibleLvl. 70
  7. Wanted: DragodingoLvl. 80
  8. Wanted: DegolasLvl. 90
  9. Wanted: Prince SharminLvl. 100

Wanted: Nono the WobotNext quest: Wanted: Dragodingo

Where does the Wanted: Armada the Invincible quest begin?

In the wanted room of the militia of your alignment: Brakmar at , first floor on the left, or Bonta at , room at the top left, then the room at the top. Click the Armada the Invincible sign.

What are the requirements to take the notice?

Be Brakmarian or Bontarian, order 1 or higher.

Where do I find Armada the Invincible?

Always in Otomai's Ark, on Otomai Island. Once defeated, she disappears for several hours before reappearing.

How do I remove Armada's invulnerability?

A character in contact with Armada, then a critical hit or a weapon hit from your team: she becomes vulnerable for 2 turns. Her allies only become vulnerable once Armada is dead.

Who do I deliver Armada the Invincible to?

To Lobo Tommy at the Brakmar militia, or to Fairy Valentine at the Bonta militia, in the wanted room.

What does the quest give?

Experience and 7 Aliton. It also counts toward the Spell in a Cell achievement.

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Wanted: Armada the Invincible

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