Introduction
The Card Album is the card binder of your account: store your cards in it, follow your collection, and use them in the Trial Master, a card game where you duel players and NPCs on a 5 x 5 board, and climb from the Bronze to the Diamond league.
- @album opens the Card Album (DARO client)
- 4 tabs: Binder, Collection, Trial Master, Leagues
- 20-40 cards in a deck, up to 10 decks
- 24 cells on a 5 x 5 board, the center is blocked
- 4 leagues, from Bronze to Diamond
Binder Store your cards, filter them, take them out or slot them into your gear.
Collection Every card that ever dropped for you, sorted into sets with reward steps.
Trial Master Build your decks for the card game (20 to 40 cards).
Leagues Your league, your reputation, and the NPCs you can challenge.
The Binder
The binder belongs to your account: all your characters share the same binder, and a stored card is no longer in your bag or storage. Right-click a card (or use the buttons under the card sheet) to act on it. A card that is not stored can still be stored from the same menu when it is in your bag.
Take out of the binder One copy goes back to your bag.
Slot into Puts the card straight from the binder into a free slot of an equipment you wear (the card must fit that equipment).
Location Opens the page of the card in the Codex.
Favorite Marks the card as a favorite in the binder.
Store all Every card of your bag goes into the binder. Cards marked favorite in the bag, bound cards and rental cards stay in the bag.
Take all Every card of the binder goes back to your bag, until the bag is full.
Each binder page shows 3 x 3, 4 x 4, 5 x 5 or 10 x 10 cards. Show only the cards you own, or all the cards of the game, and narrow the list with the search box and the filters: Type, Location, Race, Element, Size and Effect. The card sheet on the right shows the card art, its effect, and its Trial Master values.
Card types

MonsterCards of normal monsters.
Mini-boss Cards of boss monsters that are not MVPs.
BossShown in the window, but no card is sorted here for now (boss cards are in Mini-boss).
MVP Cards of MVPs.
Other Cards that no monster drops (event, quest, elite and other cards).
The counter at the bottom of the binder shows how many different cards you have stored, against all the cards of the game, for example 41 / 2247, with the same count for each type (Monster 38 / 494, Mini-boss 2 / 62, MVP 0 / 86...).
The Collection
A card counts once it drops from a monster for one of your characters, solo or in a party (the owner of the drop). It stays counted for good, even if you sell it. Cards you buy or trade do not count.
Each set fills up as you find its cards, with reward steps at 25%, 50%, 75%, 100%. The window says Reward to come: the set rewards are not set yet.
By card type
MonsterCardsBossCards- MVP Cards
By race
- Formless Race
- Undead Race
- Brute Race
- Plant Race
- Insect Race
- Fish Race
- Demon Race
- Demi-Human Race
AngelRaceDragonRace
By element
- Neutral Element
- Water Element
- Earth Element
- Fire Element
- Wind Element
PoisonElement- Holy Element
- Shadow Element
GhostElement- Undead Element
- 25% of the set
- 50% of the set
- 75% of the set
- 100% of the set
Trial Master: the card game
Two players each bring a deck, take turns to place cards on a board of 24 cells, and take the cards of the other side. At the end, the one who owns the most cards wins.
Building a deck
- Open the Trial Master tab of the Card Album and click New deck (rename, duplicate or delete it there too). Up to 10 decks per account.
- Pick cards in the list on the left: only cards stored in your binder can go in a deck, and each card once per deck.
- A deck needs 20 to 40 cards, and the total of its stars must not go over the limit of your league (Bronze 40, Silver 60, Gold 80, Diamond 100).
- The deck chosen last is your active deck: it is the one used against NPCs, and offered first when a player challenges you.
Only cards that come from a monster have Trial Master values (753 cards today). A card without values can sit in a deck, but it is left out when a duel starts. If you take a card out of the binder, the decks that use it can no longer be played until you store it again.
Card values
Every card has 4 values, one per side: top, left, right and bottom. In the album and on the board they are drawn as a diamond in the corner of the card.
- X Always loses: when it attacks it never wins, when it defends it is always taken. Never raised by any bonus.
- 0 - 9 The higher number wins. Bonuses and penalties change these values, and a number can go above 9.
- A Worth 10, but beats any number, even 9 + 2. Only S beats it.
- S Worth 11, beats everything except another S.
Among the 753 cards with values there are 51 A, 11 S and 52 X values. Bonuses (Fury, Mystic...) only change numbers: X, A and S never move. Two A (or two S) against each other are a tie.
Stars
The stars (1 to 8) come from the monster of the card. They set the points shared out over the 4 sides before any bonus, the turn from which you may play the card (a 5-star card from turn 5), and the cost of your deck.
- 1 star Monster level 1 to 20 12 points 64 cards
- 2 stars Monster level 21 to 40 14 points 100 cards
- 3 stars Monster level 41 to 60 16 points 127 cards
- 4 stars Monster level 61 to 80 18 points 111 cards
- 5 stars Monster level 81 and more 20 points 163 cards
- 6 stars Boss (not MVP) 22 points 75 cards
- 7 stars MVP below level 90 26 points 31 cards
- 8 stars MVP level 90 and more 24 points 82 cards
The points are shared out evenly over the 4 sides; what is left goes to top, then right, then left (14 points: top 4, left 3, right 4, bottom 3).
How the values are made
Starting from the shared-out points, the values are changed in this order. The numbers below are added to each side (top, left, right, bottom):
Element of the monster
- Fire top +1 left -1 right 0 bottom 0
- Water top -1 left 0 right +1 bottom 0
- Wind top 0 left 0 right -1 bottom +1
- Earth top 0 left +1 right 0 bottom -1
- Holy top +1 left 0 right 0 bottom -1
- Shadow top -1 left 0 right 0 bottom +1
Poisontop 0 left +1 right -1 bottom 0Ghosttop 0 left 0 right 0 bottom 0 (doubles the race modifier)- Undead top 0 left 0 right 0 bottom 0
- Neutral top 0 left -1 right +1 bottom 0
Race of the monster
- Formless top +1 left 0 right +1 bottom -1
- Brute top +1 left -1 right 0 bottom +1
- Undead top 0 left 0 right 0 bottom 0
Dragontop +1 left 0 right -1 bottom +1Angeltop -1 left +1 right +1 bottom 0- Demon top 0 left +1 right +1 bottom -1
- Demi-Human top 0 left -1 right +1 bottom +1
- Fish top 0 left 0 right 0 bottom 0
- Insect top +1 left +1 right -1 bottom 0
- Plant top -1 left +1 right 0 bottom +1
Size of the monster
- Small the two lowest values -1, the highest value +1
- Medium the two middle values +1, the lowest and the highest -1
- Large the highest value +2, the three others -1
Stats given by the card
The stat the card gives the most adds +1 on its two sides; when the card gives two stats or more, the one it gives the least takes -1 on its sides. A tie on the highest (or the lowest) changes nothing.
- STR top and left
- DEX top and right
- INT right and bottom
- VIT left and right
- AGI top and left
- LUK top and bottom
Abilities
Each ability of the card has a cost: * the lowest value -1, ** the highest value -1 (see Abilities below).
At the end, -1 or less becomes X, 10 becomes A and 11 or more becomes S.
Example: Poring Card

How the values of the
Poring Card are made, step by step. Its monster is a level 1 Water, Plant, Medium; the card gives LUK and Perfect Dodge.
- Base monster
Poring level 1: 1 star, 12 points shared out top 3 left 3 right 3 bottom 3 - Element Water top 2 left 3 right 4 bottom 3
- Race Plant top 1 left 4 right 4 bottom 4
- Size Medium top 0 left 5 right 5 bottom 3
- Stats LUK is the highest: top and bottom +1 top 1 left 5 right 5 bottom 4
- Ability Gold, cost *: lowest value -1 top 0 left 5 right 5 bottom 4
Result: top 0, left 5, right 5, bottom 4, 1 star, with the Gold ability.
Some cards
Poring Card top 0 left 5 right 5 bottom 4 1 star Gold
Fabre Card top 4 left 7 right 2 bottom 0 1 star Resilience
Chonchon Card top 4 left 5 right X bottom 5 1 star Dodge
Wolf Card top 4 left 1 right 5 bottom 4 2 stars Fury
Ghostring Card top 7 left 8 right 7 bottom 1 6 stars Emblem Ghost
Golden Thief Bug Card top S left 5 right 5 bottom 5 7 stars
Baphomet Card top 4 left 6 right A bottom 5 7 stars Initiative
Berzebub Card top 5 left 7 right A bottom 2 8 stars Celerity
How a duel works
- Start. Both decks are shuffled and each player draws 5 cards. The player whose deck has the most stars plays first (same total: drawn at random). The challenger is Blue, the other side Red.
- Turns. A counter shows the turn (1, 2, 3...). In each turn each player makes one move: draw 1 card, then play one card on a free cell, or pass.
- Stars = turn. A card of N stars can be played from turn N on (1 star from turn 1, 8 stars from turn 8). Celerity: one turn earlier. With no card you may play, your move is passed for you.
- Attack. The card you play attacks the enemy cards next to it: its top value against the bottom value of the card above, its left against the right of the card on its left, and so on. Stronger: that card changes colour and is yours until the end of the duel.
- Hand. More than 7 cards in hand at the end of your move: choose one to discard.
- Time. 30 seconds per move, then the move is passed. Running out of time 3 times in a row loses the duel.
The board and captures
Red: Lunatic Card top 4 left X right 4 bottom 6 1 star Gold
Blue: Wolf Card top 4 left 1 right 5 bottom 4 2 stars Fury
Blue, just taken: Poring Card top 0 left 5 right 5 bottom 4 1 star Gold
Blue, just played: Fabre Card top 4 left 7 right 2 bottom 0 1 star Resilience- Blocked center
Red: Chonchon Card top 4 left 5 right X bottom 5 1 star Dodge
Example: Blue plays the
Fabre Card (top 4, left 7, right 2, bottom 0) in the gold cell. It attacks each enemy card next to it, side against facing side:
- Top: 4 against the bottom 6 of the
Lunatic Card: it holds - Left: 7 against the right 5 of the Poring Card: taken, it turns blue
- Bottom: 1 (0 +1 Resilience) against the top 4 of the
Chonchon Card: it holds
- Higher wins the attacking value must be higher than the defending one
- Tie same number, A against A or S against S: the defending card stays where it is, unless the attacker has Initiative
- X an attacking X never wins; a defending X is always taken
- A and S A beats any number, S beats any number and A
- Only enemy cards are attacked; your own cards next to it are never touched
- Only the played card attacks: cards already on the board do not attack again (except with
Chain)
Abilities
A card has at most 2 abilities: the first two bonuses of its script that match the list below, in the order of the script. Guard, Bane and Emblem keep their target (for example Bane Demi-Human).
Initiative
Cost *: lowest value -1
Wins on a tie
Only when it attacks. Not against a card with Dodge.
From cards that give HIT · 22 cards
Dodge
Cost *: lowest value -1
Cancels the opponent's abilities
Fury, Bane, Magic, Vigilance,
Guardand Gold of the card it fights do nothing, and an Initiative tie does not win against it.From cards that give FLEE · 34 cards
Fury
Cost *: lowest value -1
+1 when attacking
On each side that attacks.
From cards that give ATK · 79 cards
Vigilance
Cost *: lowest value -1
+1 when defending
On each side that defends.
From cards that give DEF · 40 cards
Resilience
Cost *: lowest value -1
Its lowest value gets +1
Its lowest number gets +1, in attack and in defense.
From cards that give Max HP · 53 cards
Celerity
Cost *: lowest value -1
Can be played 1 turn earlier
A 3-star card with Celerity can be played from turn 2.
From cards that give cast time · 11 cards
ChainCost **: highest value -1
A card it flips then attacks its own neighbour
Each card it takes then attacks its own enemy neighbours, once.
From cards that give ASPD · 10 cards
GoldCost *: lowest value -1
Worth 1 more point, -1 when defending
Counts 2 points at the end of the duel, but -1 when it defends.
From cards that give Perfect Dodge · 16 cards
Draw
Cost *: lowest value -1
Draws 1 card
When you play it, you draw 1 more card.
From cards that give Max SP · 33 cards
GuardXCost *: lowest value -1
+2 when defending against this type
When it defends against a card of that element, race or size.
From cards that give less damage from an element, race or size · 101 cards
Bane X
Cost *: lowest value -1
+2 when attacking this type
When it attacks a card of that element, race or size.
From cards that give more damage against an element, race or size · 57 cards
Emblem X
Cost *: lowest value -1
Your cards of this element get +1
While you own it on the board, your cards of that element get +1 when they attack and defend.
From cards that give an armor element · 17 cards
Magic
Cost *: lowest value -1
+2 against several targets at once, else -1
It attacks two cards or more: +2 ; only one: -1.
From cards that give MATK · 60 cards
Delay
Cost *: lowest value -1
(no effect yet)
No effect yet: it only costs its value.
From cards that give after-cast delay · 7 cards
Teleport
Cost **: highest value -1
After attacking, can be moved elsewhere
After it attacked at least one card, you may move it to a free cell (or stay).
From cards that give movement speed · 3 cards
Mystic
Cost *: lowest value -1
The next card you play gets +1
The next card you play gets +1 on its attack.
From cards that give an autospell when you attack · 30 cards
Defiance
Cost *: lowest value -1
The next card your opponent plays gets -1
The next card your opponent plays gets -1 on its attack.
From cards that give an autospell when you are hit · 34 cards
End of the duel
The duel ends when:
- The board is full.
- Both hands are empty.
- Both players passed 3 turns in a row.
- A player conceded.
- A player left the duel.
- A player ran out of time 3 times.
"Both hands are empty" means that both hands and both draw piles are empty. A turn that is passed for you because you have no card you may play does not count as one of the 3 passed turns.
Then each side counts its cards on the board: 1 point per card of its colour, 2 points for a Gold card. More points wins, the same is a draw. Conceding, leaving the map, dying or disconnecting is a loss. After the duel you can see the board again, close it or ask for a Rematch against the same NPC.
Challenging someone
Against a player
- Right-click the player and choose Challenge to Trial Master.
- Both must be on the same map, at most 14 cells apart.
- Choose your deck and send the challenge. The other player has 20 seconds to Accept (with one of their decks), Refuse, or Refuse for 1 h (then you cannot challenge them for one hour).
Against an NPC
- Open the Leagues tab of the Card Album, pick an NPC of your league (or a lower one) and click Challenge.
- The duel starts where you are: no need to walk to the NPC. Your active deck is used.
- NPCs of a league above yours refuse to play.
To duel you must be alive, out of combat, with full HP and SP, and not trading, vending, in a chat room or using your storage. Your deck must be valid for your league: 20 to 40 cards, not too many stars, all its cards still in the binder.
Leagues
- Bronze
40 stars at most in your deck
20 NPCs, their cards up to 3 stars
They sometimes play at random (35% of their moves).
- Silver
60 stars at most in your deck
20 NPCs, their cards up to 5 stars
They rarely play at random (10% of their moves) and start to protect their weak sides.
- Gold
80 stars at most in your deck
20 NPCs, their cards up to 7 stars
They always play their best move and protect their weak sides.
- Diamond
100 stars at most in your deck
20 NPCs, their cards up to 8 stars
They play their best move and also think about your answer.
- Start every account starts in Bronze; the league belongs to the account
- Reputation against a member of your league (player or NPC): win +1, loss -1, draw 0; it never goes below 0
- Other leagues a duel against someone of another league changes nothing
- Rank up 10 wins against 10 different members of your league and 10 reputation: you move up to the next league, and your reputation starts again at 0
- Diamond is the last league
The Leagues tab shows your league, your two progress bars (wins against different members, reputation), your duels played and won, and for each league its NPCs with their place, the stars of their deck, their style and a check mark once you beat them. Each NPC always plays the same deck of 20 cards, built for its style. Duels give no reward for now.
The NPCs of each league
- Bronze
Tipsy,Butcher,Bakery Dealer,Tool Dealer,Flower Lady,Vegetable Fruit Gardener,Bottle Dealer,Little Kid,Charlie,Poyette,Innkeeper,Bartender,Hostess,Book Seller,Fish Exchanger,Shoes Seller,Gift Merchant,Item Collector,PecoBoy,Merchant - Silver
Mining Master,Cooking Master,Brewing Master,Fishing Master,Learning Master,Hunting Master,Camping Master,Tools Refiner,Fulerr,Christopher,Repairman,Jeweler,Card Broker,Elite Card Smith,Granny Georgette,Mikuru,Essence Synthesizer,Treasure Hunter,Map Technician,Daily Provider - Gold
Captain,Kafra,Clarice,Alexia Kurtis,Olaf,Khalia,Guardian,Mister Jakk,Royal Messenger,Diplomat Gael,Attendance Curator,Marry,Event Manager,Hugel Squire,Representative,Casino Manager,Intoxx,Hishigi,Yang Xia,Malebolgia - Diamond
Nava,Hatori Henzo,Payle Itaki,Nazar,Adelaide,Uriel(Babel),Gabriel(Babel),Brigitte,Sir Varleen,Sir Alfred,Lady Mielle,Krane The WoE Ranker,Brone the MvP Ranker,Migal the Instance Ranker,Ganbantein,Old Druid(Rivendel),Fairy Scholar(Rivendel),Titania,Royal Gospel,Whitesmith
All of them are in Midgard (town or buildings), unless another place is written. Deck styles: Attack, Balanced, Bane, Chain, Defense, Draw, Gold, Magic.

Activities, dungeons & events