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This walkthrough is currently incomplete.

The Doc really isn't taking the credit he deserves. The walkthrough is complete as far as Dragonreach and then it becomes a different game almost. By that stage you should have characters in levels in the 90s but any new spells and equipment, you need to be at level 100 to utilise. Feel free to email me at adrian.john.marchant@outlook.com

To find the most recent update, visit:

Dragon's Blade Forums - Topic: Walkthrough

Walkthrough[]

by Doctor

dblade.doctor@gmail.com
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I.) Intro[]

a. Opening[]

Welcome to Dragon’s Blade! Soon you’ll be experiencing a turn-based fantasy RPG inspired by the classic games of the past.

Any bug fixes, feedback, comments or suggestions should be emailed to nathan@dragonsblade.co. Your feedback is very much appreciated

To begin, you will need to create your party of four characters by selecting a class and name for each character

Please note that you will be able to modify your party makeup while playing from within any Inn. Also, the characters near the top of the order will be attacked more than those near the bottom.

b. Character Classes[]

Select a class and enter a name for each party member:
NOTE: Members near the top of the order will be attacked more often.

There are seven classes:
*I have not verified the stats yet*

WARRIOR

A melee 'tank' built to take damage and protect others. Warriors can sometimes protect others from harm by absorbing enemy blows intended for their party members. This can be annoying sometimes, since he can get a bashing from enemies to the point of near-death and then suicidally throw himself in front of a completely unscathed support character.

Stats: Str 2.5/lvl. Spd 1.7/lvl, Vit: 5.25/lvl

Warrior equipment tends to further emphasize the warrior's natural durability by enhancing vitality above other attributes.

TEMPLAR

A hybrid Warrior/Cleric. Not as powerful at fighting as Warriors, they also have less mana than Clerics. They have their own set of defensive/healing spells that are slightly weaker clones of those used by Clerics.

Templars high vitality means they have a similar capacity to absorb damage as warriors, which is helpful as they also throw themselves in front of blows aimed at weaker party members. Their melee ability is less than warriors but more than clerics.

It's your choice to go with a templar or cleric in order to balance out stronger melee attacks from the templar with better healing and defensive spells from the cleric, but you probably don't need both - two sorcerers would be more deadly. The templar's lack of mana relative to the cleric means that the cleric is an easier choice, as the templar will require many potions of mana to perform all the necessary healing, although you can choose to equip your templar with equipment and rings aimed at spell-casters in order to boost his mana ability, although this will mean inferior melee powers.

Stats: Str 1.33/lvl, Spd 1.5/lvl, Vit 4.5/lvl, Foc 1.27/lvl, Spi 2/lvl

Templars can use all the same armor and weapons as warriors, and also all the same armor as clerics and sorcerers, as well as all weapons shared between clerics and sorcerers.

JUGGERNAUT

A melee fighter that deals damage using heavy, powerful weapons with single attacks. They can sometimes swing wildy, damaging all of their foes. The most powerful melee character in the game.

Stats Str 5/lvl, Spd 1/lvl, Vit 3/lvl

Juggernauts have their own set of equipment: armor is average, while weapons deal typically double the damage of other classes and also commonly boost strength. Speed-boosting rings and seeds of speed can help combine the juggernaut's raw power with additional blows to kill multiple enemies.

THIEF

A melee fighter that deals damage using light weapons with multiple attacks. Thieves wear medium armor and may sometimes poison their enemies.

Stats: Str 1/lvl, Spd 5/lvl, Vit 3/lvl

Thieves have their own set of equipment which tends to be similar in defense and attack to the average and will tend to enhance the thief's natural speed.

ARCHER

Like thieves, the archer deals very many relatively weak blows on the enemy. The archer is slightly stronger but slower than the thief.

Their special ability, which cannot be negated, is that if you aim at an enemy anywhere behind the front row, the effect of the archer's attacks will be divided equally between all enemies up to that point in the line. So if you hit the back enemy of four, this will be divided between four.

This makes archers good for softening up multiple enemies in order to allow a sorcerer to cast an 'affects all enemies' spell to finish them off. This can also be a negative if you are targeting a single dangerous enemy who is located at the back of the line.

Since the archer is using a ranged weapon, he is not affected by enemy shield spells.

Stats: Str 2/lvl, Spd 4/lvl, Vit 2.75/lvl

Archers, like thieves and juggernauts, have unique equipment, which is generally average in damage/defense but will tend to boost the archer's speed over other attributes.

CLERIC

A support class who is ineffective at melee fighting and lacks any attacking spells, but has invaluable healing and defensive buff spells. Clerics when casting a spell may sometimes channel their power to add additional healing to the entire party.

You will want to include at least one healer in your party, although you could fill this role with a Templar.

Stats: Str 0.5/lvl, Spd 0.5/lvl, Vit 2.5/lvl, Foc 3/lvl, Spi 3.5/lvl

Clerics can use most of the same armor as Sorcerers with some armor unique to only Clerics and Templars, and many weapons can be used interchangeably by Clerics / Templars and Cleric / Sorcerers.

SORCERER

A primarily offensive spell caster more powerful than any other class in battle. Sorcerers wear light armor and when casting a spell may sometimes channel their power to boost their own mana regeneration.

This is one class that every party should include, the reason being that their spells are far more powerful than melee attacks - an 'all enemies' spell cast by a sorcerer will often do as much damage to each of seven enemies as a warrior does to only one.

The two main disadvantages of sorcerers is that their attacks use mana, the cost of which at higher levels is considerable, meaning that you will require many mana potions in addition to the boost earned at level up, and secondly their speed stat is very low, so they are likely to act last in battle, so other characters need to consider their actions in view of the sorcerer most likely going last.

Compared with Clerics and Templars, Sorcerers lack any healing spells, but both are able to cast defensive buffs that enhance stats and create offensive shields around players.

Stats: Str 0.25/lvl, Spd 0.6/lvl, Vit 2.25/lvl, Foc 3.25/lvl, Spi 4.5/lvl

Sorcerers use all the same armor as Clerics and many of the same weapons, but some are unique to Clerics or Sorcerers.

CHARACTER STATS

VITALITY: Increase your total health points (HP). HP is calculated according to this formula: Current Level * (Vitality/4.55 + 11)

STRENGTH: Works with your damage stat (determined by your weapon) to determine the amount of damage per hit.

SPEED: Increase the number of hits per attack, increases your chance to go first in battle, and increases your chance to escape.

SPIRIT: Increases your total mana pool (if applicable). (Only applies to TEMPLAR, CLERIC and SORCERER). Your mana is equal to Current Level * (Spirit/10 + 5)

FOCUS: Increases the power of your spells (if applicable). The boost percent has cap depending on the spell, so beyond a certain point this will not help. Higher level spells require higher focus in order to earn the same level of boost. (Focus only applies to TEMPLAR, CLERIC and SORCERER)

Certain spells can temporarily improve your stats, while most equipment will boost one or more of the stats. These boosts take effect immediately. In the case of vitality and spirit, the boosts will boost only affect your maximum HP/mana. So if you increase your vitality you will then need to heal that character to enjoy any effect from the boost.

Stats increase each time you level up and the amount of increase depends on the class - as shown above.

c. Creating Your Party[]

There are many varying opinions on how to setup your party. Keep in mind as you choose your party that you can acquire or purchase seeds to boost stats to make up for specific class weaknesses. In this section, I’ll give you my personal opinions of how to create your party to suit your play-style. These suggestions are by no means the only viable way to setup your party. Feel free to get as creative as you please.  Since the frequency in which the characters are attacked is determined by position, I’ll advice party members by slot:

SLOT 1 – Tank

Since your first slot is targeted the most often, you’ll want someone that can soak up the damage effectively. This is means you’ll need high Vitality. Any Seeds of Vitality you come across should go to your tank. You have three options:

  • Warrior: The most logical choice. The Warrior does decent damage, has high Vitality, and will occasionally shield teammates from damage. He makes an effective shield for the rest of the team.
  • Templar: The Templar is very similar to the Warrior in terms of shielding capability. The Templar has a high Vitality and will occasionally shield teammates. In addition, the Templar can cast healing and support magic, but the downside is that the Templar is not as strong as the Warrior. In order for the Templar to be an effective tank, one must prioritize vitality and defense over spirit and focus. Therefore trying to make the Templar act as both tank and healer will be difficult and tedious. However, if one boosts the stats for either Spirit/Focus or Vitality/Defense and supports the other with equipment, then you’ve made your tank much more versatile.
  • Juggernaut: The poorest choice for tank. The Juggernaut can only make a viable tank if strongly boosted in Vitality, and one should only attempt this if one plans to have a party makeup that does not include the previous two classes.

SLOT 2 – Melee Damage

This slot should be used for the character doing the most physical damage throughout the game. Any Seeds of Speed and Strength should go to your Melee Fighter. You have four options:

  • Juggernaut: Has the highest strength in the game. The Juggernaut’s damage output will far outclass any of the other classes. He also has a chance to hit every enemy with a ‘wild swing’ after every attack. The problem with the Juggernaut is his Speed. If you’re appropriately leveled then the Juggernaut can probably single-handedly take out any random encounter monster, but his effectiveness is greatly diminished with large groups of enemies. He might take out one or two while a Speed focused class might take out the whole group. This can be countered by seeding speed as much as possible.
  • Thief: The thief also has a high damage output, though less than the Juggernaut’s. The thief has the highest speed in the game which allows him to plow through groups of enemies. He also has a chance to poison enemies after every attack. While the Juggernaut might hit twice for 500 damage per blow, the Thief might hit 6 or 7 times at 100 per blow.  The damage might be less but arguably more useful.
  • Archer: The Archer is probably the least used class in the game. Since the Archer’s ability to divide the damage dealt to a monster to every monster in front of him isn’t optional, this class often limits strategy more than expands it. During boss fights, you’ll probably end up wishing for that extra strength or speed offered by the other two classes. Again, this is an opinion. Players have successfully used an Archer to complete the game, and the class is certainly not useless.
  • Warrior: The Warrior is capable of fulfilling this role, but the Warrior’s Strength and Speed are both average, so he would probably be a poor choice for this position.

SLOT 3 – Sorcerer

I have no idea how anyone could beat this game without a sorcerer. This class can produce WAY more damage than any other class. The Sorcerer can also cast certain buffs along with an offensive shield that damages any monster attempting to inflict melee damage on you. Most importantly, the Sorcerer can cast mana regeneration spells. If maintained, these spells will allow you indefinitely sustain mana for both Sorcerer and Healer without the need for any mana potions. So far, I’ve only ever needed mana potions when one of my casters dies which depletes their mana to zero. The Sorcerer also has a chance to rejuvenate her mana after every attack. Lastly, unless you’re an incredible player, the hardest bosses can only be handled by stacking poison spells on them. Casting different types of poison spells on monsters can have them lose massive amounts of HP every round. Seeds of Focus should primarily go to the Sorcerer.

SLOT 4 – Healer

During the course of this game, you will have your rear-end handed to you on a platter.  You need someone in back maintaining stat buffs and defensive spells, keeping your party healthy, and occasionally raising the dead. Seeds of Spirit should primarily go to the Healer. You have two options:

  • Cleric: The Cleric casts the strongest spells, but is relatively useless at doing any sort of melee damage. The Cleric also has a chance to heal your party after every attack.However, in a boss fight your healer will be too occupied keeping the rest of your party alive to try hitting anyone. Also, the buffs that the Cleric casts on the rest of the party usually make up for the damage lost due to lack of Strength.
  • Templar: The Templar can buff your party and keep you alive with the added bonus of being able to pack a decent punch. However, the Templars spells are weaker than their Cleric counterparts. In a boss fight, your Templar won’t lift a finger. She’ll be too busy healing and buffing your party. When this happens you’ll probably be grateful for the extra spell power. This can be mitigated by taking a few Seeds of Focus away from your Sorcerer. The vast majority of your fighting will be with random encounter monsters, so you might be more grateful for a sword than a medic.

Examples of popular party combinations:

Slot

Example 1

Example 2

Example 3

Example 4

Example 5

Example 6

1

Warrior

Warrior

Templar

Templar

Warrior

Templar

2

Juggernaut

Thief

Juggernaut

Thief

Thief

Thief

3

Sorcerer

Sorcerer

Sorcerer

Sorcerer

Sorcerer

Sorcerer

4

Cleric

Cleric

Cleric

Cleric

Templar

Sorcerer

Example 6 is only really attempted by players that have played until late game with a more conventional party then used Seeds to compensate for the obvious weaknesses of this build. The point of this configuration is to take advantage of the massive damage output of double Sorcerers. This is a foolish build to begin with because it makes your party much to mana heavy. When a character dies, their mana is completely drained. With three of your party members relying on mana, a player needs to be able to afford Elixirs to regenerate their health and mana when they die.

d. Settings[]

The Settings and the options on the Pause Menu are pretty self-explanatory, but there are a few important ones you should be aware of:

  • Backup: Under the Settings option, you can activate online backup. If activated, your save state will be backed up online whenever you save your game. You will be provided with a code to load your save data on any phone with the game. It’s worth noting that auto-saves will not be backed up.
  • AutoBuff: Under the Settings option, you can activate AutoBuff. This option will have your casters automatically renew buffs that wear off while you’re travelling. One should keep a constant array of buffs on the entire party as long as the caster’s mana can sustain them. Once you get to a high enough level, you may find yourself putting 5 or more buffs per character. They all wear off at different intervals, so this option is incredibly convenient.
  • Online Play: On the Pause Menu, you can activate online play which will allow you to interact and chat with other players around the world. More on online play in the next section.

II.) Online Play (If only this still existed. I miss so many friends).[]

a. Intro[]

Online Play is an amazing feature that immeasurably expands upon this game. Unless you have a great data plan then make sure you have a Wi-Fi connection before enabling this feature.

NOTE: Online Play is not available in the Android version of Dragon's Blade.

Screen Changes
Upon activating online mode, your screen will go through a small transformation. A small box will appear in the lower right corner of the screen displaying the last few lines of the chat. There will be a small button in the lower right corner of the box to expand the chat. To chat with others, press the chat button in the upper right corner

Your Identity
The chat operates on commands based on periods. To create your persona, type “.n yournamehere”. You can ignore others by typing “.ignore username”. You can friend others by typing “.friend username”. Please see the full list of commands at the end of this section. *You should friend me: Doctor*

b. Chat[]

There are basic rules of etiquette on the chat. All offensive language is censored any spamming or trolling is met with strong disapproval. There are moderators on the chat almost all the time, and if you cause a great enough disturbance they have the authority to ban you from online play. So be careful and respectful.

c. Guilds[]

Guilds are the most important part of online chat. You can make your own guild or join one of the existing ones. See the list of commands to see how you go about doing this. By typing “.g” you may send messages via guild chat. Guild chat is only viewable by the fellow guild members of the sender. The guilds are ranked by points earned by their members. There are several ways to go about earning guild points:

Collect a bounty: The server randomly selects an online player to put a bounty on. The first player to find the person with a bounty and type .tag will win points for their guild.

Escape a bounty: If a bounty is placed on you and you go a full 7 minutes without being found then you will win points for your guild.

Defeating thieves: If you find and defeat a thief then you will win points for your guild. See the crystal hunting section for details on thieves.

Defeating bosses: If you defeat a boss then you will win points for your guild. Pretty straightforward.

Clearing Larkwood Mine: If you clear the Larkwood Mines, then you earn points for your guild. Be warned though, the mines increase in difficulty as you increase in level.

When anyone in the guild earns points, then entire guild is given a buff labeled “Guild Buff.” It restores 50HP and 25 mana per round. It also increases all of your stats by 50 and causes 100 damage to your attacker. The buff lasts 100 rounds and will not go away if you leave online play. The cool part is that the buff is multiplied by a percentage depending on how well your guild is doing. For example, my guild buff is 389% greater than the base effect.

d. Full List of Commands[]

.help = gives you a list of available commands
.close = chat only with players nearby
.g = chat with your guild
.tell <name> <message> = send a private message to a player
.n <name> = change your chat name
.report = report bad behavior by another player
.who = gives a list of player currently online
.who <name> = show player details
.title = list your available titles
.icon = list available avatar icons to use
.friend = access your friend list
.ignore = access your ignore list
.rank <partial boss name> = show boss rankings
.rank <arena tier number> = show arena tier rankings
.rank instance,robber,mines = additional rankings
.rank capture,evade = hide and seek rankings
.notes <notes> = set notes for others to read
.gamertag <gamertag> = set your xbox live gamertag for others to see
.guild = list all guild commands
.task = list all current tasks available
.feedback <your comments> = send instant feedback to the developer
.chatcolor <changes open chat color>
.guildcolor <changes guild chat color>
The colors are based on the RGB coding chart.
RGB CODING COLOR CHART: http://www.tayloredmktg.com/rgb/

Guild Commands:
.guilds = list top 10 guilds by members count
.guild create <guild name> = create a guild by this name
.guild disband = disband and delete the guild
.guild invite <Player> = invite a player to your guild
.guild officer <Guild Member> = promote this player to officer
.guild demote <Guild Officer> = demote this officer to regular member
.guild remove <Guild Member> = remove this player from guild
.guild roster = list all players within your guild
.guild leave = leave your current guild
.guild join = join a guild if invited by another player
.guild chain = view current chain status
.guild news <message> = set the guild announcements
.g <chat> = chat with guild members

III.) Beginning Journey[]

You wake up slowly, disoriented and confused… After a quick look around you realize you have no idea where you are..

The last thing you remember was boarding a ship, but even that memory seems strange..

How did you get here? ..Why are you here?

Perhaps you should look around a little more.. There must be answers somewhere…

-------------------------------

You wake up in a small area with 3 barrels. Break them for a Potion of Light Healing +6 gold, Cloth Tunic +12 gold, and 2 Sharpened Sticks.  I recommend equipping the Cloth Tunic and one Sharpened Stick to your Warrior and the other Stick to your Juggernaut.

Exit this area to enter the Overworld, then just walk upwards into the town.

a. Larkwood[]

You enter in front of the Inn.  The barrel in between the Armory and the Magic Shop holds a Seed of Spirit.  The barrel in the far left corner of the screen past the maze of trees holds a Seed of Focus. The other barrels will give you two torches, one medical herb, one small bomb, one sharpened stick, and gold. The right bookshelf in the Elder’s house has a Seed of Strength in it. The cabinet in the building at the end of the right path has a Potion of Light Healing.  The right shelf in the building to the immediate right of the Inn has a Potion of Light Mana.  Walk into the river and follow it until your north of the Inn to pick up an Old Bracelet. Give it to the person walking to the right of the Armory and above the Inn for 10 Gold and 3 Experience.  Walk down the stairs of the upper right building to get to an underground cave. The right path leads to a chest with a dagger which you should equip to your Warrior. The left path leads to some stairs that bring you to two chests which contain a Potion of Light Healing & Light Mana.

The man by the fire is a special character that will accept monster drops and bags of stolen goods from you.  When you collect 5 of an item except for crystals, then you can give them to him for a reward.  He also gives rewards for bags of stolen goods which are acquired from thieves.  Thieves appear during the night in any town.  His appearances appear to be mostly random, so just look around at night.  Also, hitting the action button next to the campfire gives your party a morale boost.  There are people like him throughout the game marked by campfires.

While exploring the town, you learn that the Elder’s daughter has disappeared. You’re going to look for her.  Before you leave, you should be well-prepared.  Going down the stairs in the Inn leads to an instance dungeon.  This dungeon changes every time you enter it, and alters its difficulty in proportion to your level.  There are great items to be had down there, so I highly recommend finishing it at least twice before you go.  To finish the dungeon, you must find and press a blue switch which releases the dungeon boss.  You must then find, challenge, and defeat the boss to clear the dungeon.  Don’t be discouraged if you need to leave.  The gear and gold will make your next attempt much easier.  Equip your people with the best gear you can afford while leaving yourself some leeway with gold.  If you ran the dungeon, then you should already have some half-way decent gear. There’s better stuff in the next town, so if you believe you leveled enough for a short Overworld trek then you can try to save up.  Before you leave the city, I highly recommend you purchase Spark and Cure if you don’t already have them.  Spark is incredibly effective against Gremlins. You’ll soon meet them. Go ahead and make your way north.

If you have a sorceror in your party, I would recommend saving at the Inn, playing through the Larkwood dungeon and keep reloading your saved game until you have obtained Spark III. This spell will serve you up until at least level 30. Once you have saved your progress, you might also want to do the same again until you obtain Wild Sparks III

WARNING SPOILER: There is something very special you can do at level 85 - and only level 85 - in Larkwood mines. If you want to know more, email adrian.john.marchant@outlook.com

Enemies:

Fiendling

Giant Beetle

Goblinoid

Green Jelly

Green Snake

Toxic Jelly

Yellow Jelly

There’s only one path, so just keep going until you cross a bridge. This puts you in the Flinton area.

b. Flinton[]

The enemies change at this point…for the worse

Enemies:

  • Grey Wolf
  • Gremlin
  • River Snake
  • Troll

Eventually you’ll reach a new town called Flinton.  There isn’t much to do here except upgrade your magic and equipment. You should also take advantage of the nearby Inn to grind the nearby monsters before you enter your first dungeon.

The barrel right by the Inn when you enter the town contains a Medical Herb. The one below it, by the mouth of the lake, contains 10 Gold. To the left of the Inn, in front of the next building, that one is empty, whereas the one by the left corner of the same building has a Potion of Healing (there is a Seed of Speed located in the bookcase of this building). Continue on down that path to the left, and you'll come to one that has another Medical Herb. If you go up from there, amongst the trees, you'll find a barrel that has an Ord of Flinton. The two barrels between the building with the Seed of Speed and the Inn contain 20 Gold and a Medical Herb. If you check the bookcase in the next building up, you'll get another 10 Gold. Going back to that lake, there's a Sharpened Stick in a barrel by the bottom of the lake. There's a Potion of Mana and 5 Gold in between the building to the left of the lake and the Shop building.

Leave the city and travel east until you find a cave entrance in the mountains.  You have a long walk before you can get to an Inn, so make sure you are very well prepared.

c. Cave of the Wisp[]

Enemies:

    Cave Gremlin

    Demon Bat

    Ghost

    Troll

    Unholy Flame

Cotwsmall

Cave of the Wisp

You can make your way through anyway you like. I highly suggest collecting all of the treasure before facing the final boss. The gear is pretty great, and you’ll pick up some other nice things from all the monsters you’ll have to face.

The treasure chests hold:

Top right corner:
                left chest: krazeiee's Lance
                right chest: potion of healing
Far right in the middle of the screen:
                left chest: defender’s blade
                right chest: symbol of resurrection
Directly under that:
                top chest: Writ: Heal III
                middle chest: Staff of Life
                bottom chest: Twisted Dagger
That little niche in the rock just a little to the left of the above:
                Heartwood Bow
The loop right in the middle:
                Top chest: Tome: Fire Shield III
                Bottom chest: Orb of Flinton
The chest closest to the center of the map:
                Writ: Guard of Light
The dead end under the previously mentioned chest:
                left chest: Mystic’s Robe
                middle chest: Heartwood Shield
                right chest: Sparkling Rod
The two all the way on the bottom:
                top chest: Iron Half Plate
                bottom chest: 300 gold
The next two that you hit just following the path:
                First one: Scryer's Parchment
                Second one: Orb of the Wisp
The chests after beating the boss:
                Far left: Symbol of Resurrection
                Next one: Glowing Emerald Ring
                Next one: 500 gold
                Far right: Orb of Larkwood & Orb of the Wisp

*I didn’t start this until I had already got the 5 closest to the entrance, so I’ll figure that out later.

After you make it through the dungeon, you’ll face Bone Wispy (the boss) and a few bats. He’s pretty standard.  You shouldn’t have trouble wearing him down.  Once you defeat him, you can collect the chests and rescue the Elder’s Daughter. She’s scared, confused, and she has no idea how she ended up an entire mountain range away waist deep in a steaming pile of monster.  She returns home (somehow o_0), so you can use one of those Orbs that you retrieved to get yourself out of there.  Btw, you can probably dump a few monster items with campfire guy now. Once you make it back to the Elder’s house, he’ll give you a key to an underground entrance.  Here you’ll find an Orb of Larkwood and a portal to your next destination.

IV.) The Two Towers[]

Enemies:
    Arch Glubster
    Armored Jelly
    Basking Troll
    Bright Serpent
    Bugoon
    Deranged Goblin
    Enraged Gremlin
    Evil Knight
    Flickering Spirit
    Furious Venomous Fiend
    Ghost
    Mad Apprentice
    Mystic
    Red Scale Snake
    Sun Snake
    Venomous Fiend
    Werewolf

a. Kanticle[]

Make your south across a bridge until you reach the next town, Kanticle.  There are a few odds and ends you can pick up around here before you move on.  In the shelf in the T-shaped building, there’s a Symbol of Resurrection. In the shelf in the building to the bottom left corner of the city, there’s an Orb of Kanticle.  There’s also a Sprite’s Shield in the chest in the same building, but you can’t get to it quite yet.  The barrels around town just have gold and very low level items like potions.  There’s also a casino where you can win gold through Slots or Blackjack. Play at your own risk.  While you’re browsing around, I highly suggest you get several Orbs of Kanticle from the shop. You’ll need it to warp out of the next two dungeons, and it might save your rear if you can’t handle the local wildlife. Questioning the citizens will inform you that there’s a recent bandit problem that’s been plaguing Kanticle.  One gentleman even lost a very precious necklace to the scoundrels.  You also learn there are hidden areas scattered throughout the map, and you should be on the lookout.  Lastly, you learn that there are two wizards in two towers that are attempting to capture a dragon, and that the portal to the distant shore is currently offline because the two orbs that power it are missing.  Obviously, these two facts are related. For now, this is all you can do here.

You’ll see a small structure to the south.  This is the portal to the other shore that’s currently not working. Remember where that is and move on.  Cross the bridge east of Kanticle, then cross the bridge immediately north.  You should eventually be able to turn right where there’s a bridge allowing you to come back south. Once you cross it, head south to the small forest area here:

Kanticle Keys

Hidden Area 1

That spot leads to a hidden area with a merchant that sells some miscellaneous items and skeleton keys.  You really should grind in this area until you have enough to buy two.  If you don’t, the oncoming dungeons will be quite unpleasant.  Once you have a key, then you can retrieve the Sprite’s Shield back in Kanticle.  I’m not 100% on this, but there’s a lot of forest and open area north of the hidden area.  There’s no hidden area, I walked the whole forest.  But while I was mapping, I got some great gear, so I think that might be a sweet spot for grinding. You be the judge.

Optional Quest:

Cross the bridge east of Kanticle. Head directly north until you reach a dead end with some forest. The hidden area is here:

Bandits

Bandits

There’s a group of Bandits in a hidden area that you can challenge. Be warned! I took these guys on at level 15 without any prep, and they planted the foot firmly up my team’s rear ends and admired their new shoes.  You get some great gear for beating them though, so if you decide to take them on then you can probably do it at level 17. If not, then scroll down to the big red HERE. Here’s how I did it (at lvl 17):

Gear Warrior Juggernaut Cleric Sorcerer
Weapon Defender's Blade Krazeiee's Lance Priest's Orb Sparkling Rod
Secondary Heartwood Shield Hide Buckler Mystic's Shield Sprite's Shield
Armor Iron Full Plate Leather Armor Mystic's Robe Redstitch
Head Chain Coif Silver Chain Coif
Ring Enchanted Ruby Ring Glowing Emerald Ring Glowing Emerald Ring Enchanted Ruby Ring

Magic used:
                Cleric: Heal III, Regeneration, Divine Regrowth, Revive, Shield of Light
                Sorcerer: Trickle of Mana II, Souldrain II, Fire Shield III, Burning Venom III, Enchanted Focus II

When you arrive in the hidden area, you don’t automatically start fighting the bandits. Take this time to cast Regeneration, Divine Regrowth, Fire Shield II, and Shield of Light on the entire party. Also cast Trickle of Mana II and Enchanted Focus II on your two casters. Now you can talk to the bandit and start the fight.  Begin by having the Warrior and Juggernaut attack the Bandit Leader.  You must have picked up a powerful scroll or two by now, so have your Cleric use it on the Bandit Leader.  Have your caster use Burning Venom on the Bandit Leader.  After the first volley, have the Warrior use potions and the Cleric use Revive and Heal to sustain the party. Keep an eye on the Warrior since he likes to protect the party at his own expense.  Have the Juggernaut focus the Bandit Leader and have the Sorcerer spam Souldrain II.

When you win, you can claim the chests behind them containing a Copper Amulet and a Stolen Necklace. The Stolen Necklace belongs to a silver-haired man in Kanticle chillin by the shop. He’s so thankful, he give you this as a reward:

Stolen Jewelry

Quest: Stolen Jewelry

HERE

When you’re ready, you can move on to the next dungeon. Head southwest of the hidden area to find a little peninsula with a lone tower on it. Make sure you’re doing on health and mana, then head inside.

b.  Tower of the Western Sky[]

Enemies:
    Bright Serpent
    Deranged Goblin
    Flickering Spirit
    Glyphclaw
    Mad Apprentice
    Red Scale Snake
    Venomous Fiend
    Werewolf

Tower of the Western Sky no loot

Tower of the Western Sky

Map by Krowbar

This map is too small for me to put chests on top of without covering the map, so I’ll just direct you to all of them.  Just keep walking forward until you’re forced to make a left. Walk all the way to the bottom of the screen for a Scryer’s Parchment. You’ll see an opening in the wall to your right that leads to a spiraling path to an Elven Hood and a Blue Iron Helm.  Backtrack out of the spiral back toward the entrance, but this time take the opening to the left.  There’s only a single path for a while.  When you come to the fork, take the right path for a Rapier of Speed and a Fiery Crusher.  Turn around and take the left path. There will be two chests that you can plainly see containing a Potion of Greater Healing and a Golem's Hammer. Now take the stairs.
                Take the path down and to the right. You’ll reach chests containing an Imbued Chain Coif and a Blue Iron Shield. Now just follow the outer edge of the wall around the room.  There will be a chest containing an Elven Shield toward the top of the room, a Tracium Beret a little further, and an Elven Robe at the top left. Turn around once you get the robe and enter the inner part of the room via the opening in the upper right corner. Take the stairs.
                The lower path leads to three chests containing a Blue Iron Breastplate, a pair of Tracium Wristwraps, and Imbued Leather Bracers. Backtrack and take the upper path to find Imbued Chain Armor, a Sunkissed Bow, and the next stairwell. There will be a chest containing a Tracium Vest and a wizard blocking your path to two more chests. Prepare yourself, then talk to the wizard to fight the Seer of the West. He has two pet Immature Gold Drakes, but other than that he’s pretty standard.  He has a crap ton more health than your previous foes, but as long as you can keep consistently healing yourself and dealing damage then you should be fine.  Unless you were stupid and tried to take him on at level 15 or something. Once you defeat him, you’ll have access to the Orb of the West and a set of Imbued Leather Armor.  Go ahead and use an Orb of Kanticle to get yourself out of there.

c.  Tower of the Eastern Sky[]

To get to the next tower, go right from the Hidden Area shop. Pass up a small mountain range, and then head south. You’ll eventually be able to go right and follow a path leading upwards toward the Tower of the East. If you feel you’re ready then head inside.

Enemies:
    Bright Serpent
    Enraged Gremlin
    Flickering Spirit
    Glyphclaw Spiritist
    Werewolf
    Wizard

Tower of the Eastern Sky no loot

Tower of the Eastern Sky

Map by Krowbar

Head north and go right. That path will hold a longbow of the elves, a Fiend's Bite, an Orb of Blue Light, and an Edge of Frenzy.  Backtrack and take the path to the left to the first stairwell. There will be a chest with a Mammoth Linked Helm. At the top of the screen there will be a Phylite Laced Helm. There will be a Skeletal Hand and an Orb of Darkness by the stairs. Go ahead and ascend.
                Go north when you can to get a Tiger Hide Helm, a Siren’s Shield, a Siren’s Hood, and a Sword of the Guardian. The path is pretty self-explanatory. Backtrack and take the southern route. Go south again once you can for a Phylite Laced Wristwraps, a Gorilla Linked Helm, a Crystalline Claymore, and Brute’s Linked Bracers. Backtrack to the most recent fork and head north.  There will be two paths to the left. Take the highest one for an Icy Iron Shield and a Knife of Energy. The other path has the next set of stairs.
                In this room, there’s a chest in the top right corner containing a Phylite Laced Vest and four chests in the middle. The four middle ones contain a Crystal Imbued Sword, a Staff of the Divine, a Phylite Staff, and a Siren’s Shield. Head up the next stairs.
                The fight with the Seer of the East goes just like his brother except he has two Immature White Drakes. Once you defeat him, you get the Orb of the East and an Icy Iron Breastplate. Use an Orb of Kanticle, and then head south after saving to the Shrine. Place the two Orbs in their slots to reactive the portal to Breckerton.

If you have a sorceror, I would strongly suggest grinding in Tower of the East until you get Wave of Slumber III. This is useful straight away but later in the game becomes even more so.

V.) Breckerton[]

a. Town[]

       First, the loot. The small pool in the middle of the town has an Elixir in it.  The leftmost shelf in the Inn holds a Potion of Celestial Healing.  The first shelf you hit when entering the casino holds an Orb of Breckerton.  The shelf in the uppermost right corner of the map holds a Symbol of Resurrection. One of the barrels by the chests holds a Hydra Linked Helm. Now if you were smart and took my advice, then you bought two Copper Skeleton Keys from the merchant in the Hidden Area.  You can use this to unlock the door blocking the chests. They hold a Hydra Bone Armor, a Potion of Greater Mana, a Fiendish Armor, a Ghoulish Shield, a Siren’s Robe, and a Light Elixir. You can acquire an Orb of Breckerton in the right shelf of the southernmost building. Lastly, you can pick up a pretty penny for the rest of the barrels and shelves.
        Breckerton also holds two local attractions: the casino and the Arena. The casino offers the same options as Kanticle, so go nuts. The Arena is an interesting challenge. You can spend crystals to win crystals by defeating hordes of enemies. You can then spend said crystals on great stuff at the Arena shop to the left.  So unless you’ve done more grinding than I have and have some crystals to spend then you’ll have to come back for this.  The fighting is designed to be hard, very hard.  I wouldn’t recommend wasting your crystals as you are now. Whenever you’re ready, leave town.

Enemies:
    Blood Ghost

    Blood Troll
    Clay Golem

    Dark Glubster
    Deadly Serpent
    Deformed Gremlin
    Exiled Mercenary
    Feral Goblin

    Glyphclaw Shaman
    Green Drake
    Hell Bat
    Mutated Cocoon
    Nether Serpent
    Ravenous Spirit

    Sludge Wisp

    Spined Troll
    Spirit Ember

    Stone Golem

    Supernatural Wisp

    Undead Wizard
    Virulent Glubster

   
War Hound
    Wizard
    Wraith

Head northwest of Breckerton to a Hidden Area here:

Wp ss 20130304 0034

Breckerton Grove A

And here’s a map of the area:

Beckerton Grove A

Breckerton Grove A

The chests contain in no particular order:
    Lifegiver

    Falchion of the Sky
   
Hydra Linked Bracers
    Royal Beret
    Drakescale Breastplate
    Lava Hardened Bow
    Lizardscale Helm
    Drakescale Shield

    Shadow Helm
    Spellbinder's Shield
    Soulstealer
    Ghoulish Hood
    Warhammer of Wrath
    Gorilla Linked Helm

   
Fiendish Bracers
    Spellbinder's Robe
    Rod of the Earth

If you have a cleric, I strongly suggest you grind in Breckerton Grove A until you get Wave of Paralysis III. This spell is one of the most important in the game. You will definitely still be using it when you reach the level cap of 110. It can take many hours of game time to obtain it but believe me it is worth it.

Once you have all this equipment, move on to the next Hidden Area. Head southwest of your current location.  You’ll eventually find a bridge that starts a chain of interconnected islands that you’ll have to navigate with the bridges.  Once you come out on the other side, head southwest again. The Hidden Area is here:

 

Wp ss 20130304 0036

Breckerton Grove B

And here’s a map of the area:

Breckerton Grove B

Breckerton Grove B

The chests contain:
    Stardust Beret
    Robe of the Gremlin
    Potion of Celestial Mana
    Potion of Celestial Healing
    Light Elixir
    3422 Gold
    Priest’s Compendium
    Royal Vest
    Crystal Chain Bracers
    Symbol of Resurrection
    Sapphire Ring of Stars
    Protector’s Claymore
    Ogre’s Chain Mail
    Elixir
    Impskin Leather Armor
    Skeletal Hand

If you have a cleric, there is Immortal Mending Wave lll. It helps if you have a high focus cleric, you don't have to grind for it

After you’ve collected your loot, backtrack to Breckerton. I recommend one of the Orbs you picked up.  Open up your world map. Directly south of Breckerton and just a smidge to the right, you’ll see a patch of gray that represents mountain range. Make your way there. If you’re still unsure of where you’re heading then look ahead to the map for a clearer pinpoint.  The next Hidden Area is in a small pocket of forest in the middle of the mountain range here:

Wp ss 20130304 0035

Breckerton Grove C

And here’s a map of the area:

Breckerton Grove C

Breckerton Grove C

The chests contain:
    Glowing Shield
    Hood of the Sky
    Gold Ring of Stars
    Glowing Helm
    Stardust Vest
    Nymph’s Hood
    Shield of the Sky
    Edge of Light
    Stardust Wristwraps
    Light Elixir
    Impskin Leather Bracers
    Ogre’s Chain Coif
    Paragon’s Hammer
    Impskin Leather Cap
    Symbol of Resurrection
    2722 gold
    Hood of the Gremlin

That’s about all you can do before the next dungeon. From Breckerton head south until you clear the mountains to the right, then head northeast. You’ll hit a bridge. Cross it, and head southeast through the flower patch across another bridge. Follow the river to your right until you reach a cave. Oh, and if you’re worried about that large chunk of unexplored desert then chill. This dungeon is huge and maze-like with many entrances. A few of which are down there. Without further ado, welcome to Spinebreak.

b. Spinebreak Caverns[]

Enemies:
    Blood Troll
    Blue Drake
    Deformed Gremlin
    Demon Hound
    Feral Goblin
    Glyphclaw Shaman
    Green Drake
    Hell Bat
    Monstrous Crawler
    Stone Golem
    Supernatural Wisp
    Virulent Glubster
    Witch Doctor
    Undead Wizard

Spinebreak Edit

Spinebreak Caverns


Spinebreak is a maze with many different entrances. This entrance is the northernmost one on the map.  In this section, you can only get 8 chests and a special item.  The chests contain:
      Ogre’s Chain Bracers
      Phylite Plate Shield
      Nymph’s Robe
      Phylite Breastplate
      Phylite Cutlass
      Earthen Plate Helm
      Knagrit’s Spellbook
      Nymph’s Shield

If you go as far south as you can and move to the right, you should stumble upon something interesting. I put a gold star on top of it for easier location.

You stumble onto a fresh corpse.. A pile of recently chewed bones is all that remains. You pick up an engraved leather wristband laying next to the corpse – perhaps somebody can identify it?

Something on the ground catches your eye.. You receive Chewed Engraved Wristband!

Give this to the Red haired woman chillin in the Casino of Breckerton to complete a quest:

Engraved Wristband

Quest: Return the Engraved Wristband

From Breckerton, head straight south toward that Hidden Area in the mountains.  This time pass it up and follow the mountain range. You’ll eventually curve behind the mountains on the opposite of that Hidden Area. There’s another entrance to Spinebreak there. This entrance is the second highest stair on the map. The chests contain:
          Wizard’s Lexicon
          Illuminated Vest
          Symbol of Resurrection
          3062 gold
          Robe of the Sky
          Ruby Ring of Stars
          Elixir
          Earthen Plate Shield

The closest stair to where you entered leads to a secluded area of the Overworld with a small patch of forest. This patch of forest holds another Hidden Area:

Breckerton Grove D

Breckerton Grove D

Breckerton Grove D

The chests contain:
      Assassin’s Stiletto
      Starstreak
      Potion of Righteous Healing
      Glowing Breastplate
      Symbol of Resurrection
      Serpentskin Bracers
      Shield of the Gremlin
      Strength of Ice
      Potion of Righteous Mana
      Ruby Ring of Stars
      Elixir
      Titanium Threaded Beret
      Serpentskin Armor
      2160 gold
      Tide Swept Amulet

Head back inside the caverns, then take the other stairwell. You’ll end up back on the Overworld. Head directly south to that little isolated patch of mountain and grass where you’ll find another entrance.  You’ll descend by the stairwell closest to the lower left corner. You can’t see it on the map, but there is a door blocking your progress through the caverns. I put a picture of a key by the chest containing the key, and a red star by the door blocking your progress. If you choose to pick up the loot first then the chests BEFORE the door contain:

Elixir
Phantasm’s Hood
Dagger of Darkness
Raptor Hide Bracers
Symbol of Resurrection
4410 gold
Amulet of Stars
Breastplate of the Deep
Scryer’s Parchment
Hood of the Archmage
Dragonscale Helm
Phantasm’s Robe
Raptor Hide Armor
Vicar’s Cudgel
Demonskin Helm
Spine Key
Fire Forged Truncheon
Cyclops Bone Helm

Now after you unlock the door.

Shield of the Deep
Death’s Reach
Broadsword of the Drake
Phantasm’s Shield
Illuminated Wristwraps
Illuminated Beret
Raptor Hide Helm
Amulet of Stars
Sapphire Ring of Stars
Cyclops Bone Bracers
Blood Linked Helm
Robe of the Sky
Cyclops Bone Armor
Earthen Lance

Finally, you reach Commander Spinebreak and two Blue Drakes. After you defeat him, there’s a chest containing a Blood-Red Pommel Jewel. Take the stairs.

You’ll emerge on a small island east of your previous location. There’s a small town icon that puts you in a death clearing. It’s full of corpses that if you examine inform you that some citizens were trying to build a cannon to return them to a place called Clarrow, and some of them were considering leaving early due to a strange creature in the sky sighted recently. Now go ahead and climb into the cannon. You’ll be flung really really far away to an icy continent.

VI.) Clarrow[]

a. Town[]

Upon entering the town and speaking to the front guard, you’re recognized as an important captain and swept to the briefing room. After a short exchange with Commander Marr, you’re free to move about as you please.

First the loot: There’s an Orb of Clarrow in the shelf in top right shelf of the main building. There’s another Orb in the barrel in the top left corner. The rest is just a bunch of potions and money. You should really break all of them and check every shelf.
                After you collect the loot, you can go ask around town. You learn that dragons are immortal creatures that are born in a different dimension, but they become mortal when they come to the human realm. You also learn that the dragon appears to be organizing the local monsters to attack the city in formation. This is particularly frightening because no one knows what would motivate a dragon to sacrifice its immortality to attack humans. Clarrow appears to be the largest military center known to exist, so everyone is worried that if Clarrow falls then the rest of the world would soon follow. Ships have been lost coming and going from Clarrow, so the military has been using cannon as main transportation. Materials to make the cannons are limited, so it has proved to be an ineffective way to transport large groups. However, there are cannons in the northern most part of town that can fire you to any city that you’ve visited so far. Beware, this is a one way trip so buy an Orb first.
                You also get a geography lesson. There are savage lands to the south that are inhabited by people that look different from your average citizen, and are reportedly stronger. Also there’s an old place called Norwind that became a library and center for scholarly pursuits long ago. Clarrow has lost contact with Norwind, so people are starting to worry about their welfare.
                When you’re done exploring the town, talk to Commander Marr once again. He explains the severity of the situation to you, and asks you to face this dragon on behalf of the world. Your miraculous return to Clarrow leads him to believe you can take down the dragon. Unfortunately, he doesn’t know how exactly to go about doing that, so he instructs you to ask the scholars in Norwind. Once you’re ready, leave town and head north.

b. Path to Norwind[]

Enemies:
    Abominable Snowguard
    Arctic Wolf
    Blood Glubster
    Bone Burrower
    Chilling Aparation
    Frigid Serpent
    Frost-bound Goblin
    Frosty Wabashu
    Frostlick Troll
    Frosted Gremlin
    Frozen Giant
    Frozen Slime
    Gargantuan
    Gelid Drake
    Icy Glubster
    Icy Wisp
    Northern Glyphclaw
    Wintry Imp

Head north, but hug the shore to your right. You’re going to traverse some foothills and find a small forest near a cave. There is a hidden area here:

Clarrow Grove A

Clarrow Grove A

Clarrow Grove A

Here’s a map of the area:

Clarrow Grove A

Clarrow Grove A

The chests contain:
    Nether Infused Crossbow
    Adamantine Breastplate
    Potion of Superior Mana
    Potion of Superior Healing
    Titan Bone Mail
    Robe of the Banshee
    Abyssal Vest
    Leviathan Armor

After you retrieve the loot, you can exit the area via the gap in the trees in the lower-left corner of the area. Continue to the cave to enter a mini-dungeon:

Caverns of Cold Sorrow

Caverns of Cold Sorrow

Caverns of Cold Sorrow

The caverns are split into two parts. You just came through the southern entrance.

The chests contain:
    Dragonscale Breastplate
    Demonskin Armor
    Potion of Superior Healing
    Blood Linked Mail
    Robe of the Archmage
    Icy Emerald Ring
    Frosted Ruby Ring
    Potion of Superior Mana
    Lava Touched Vest

After you’ve collected the loot once again, exit the cave and head southwest. The obvious direct path east is blocked, so keep heading southwest until you hit the shore where you should see the path to loop back around east. Keep following the path until you’re headed north and the path widens again. There will be a mountain range to your left. Hug the side of it until you reach a patch of forest in a dip in the mountain range here:

Clarrow Grove B

Clarrow Grove B

Clarrow Grove B

And here’s a map of the area:

Clarrow Grove B

Clarrow Grove B

The chests contain:
    Helm of the Sea
    Ethereal Serpent Helm
    Potion of Planar Healing
    Stonecast Hood
    Cloud Linked Coif
    Emerald Leaf Bow
    Shield of the Sea
    Ethereal Serpent Bracers
    Orb of Clarrow

After you’ve collected the loot, you can exit via the opening in the middle of the right side of the area.  Once you’re out, head directly north. You’ll have to inch over to the left a bit to get around some mountains. Once your past the mountains, hug the eastern shore until you get to the next hidden area here:

Clarrow Grove D

Clarrow Grove D

Clarrow Grove D

And here’s a map of the area:

Clarrow Grove D

Clarrow Grove D

If you’ve been keeping track of the grove letters then you might notice that you went from B to D. Don’t worry, you run into C later. I only label them out of order because the game labels them that way.

The chests contain:
    Rod of Sanctuary
    Ethereal Serpent Armor
    Potion of Planar Mana
    Phantasmic Staff
    Cloud Linked Mail
    Breastplate of the Sea
    Potion of Planar Healing

Now there are other hidden areas that you can access at this point, but I’m sure your inventory is full by now. I’ll lead you to Norwind first then tackle the other hidden areas. Go ahead and open your World Map. On the upper-left part of the ice continent you should see an icon indicating a city. You should be able to make your way there using the map to avoid mountains.

c. Norwind[]

Welcome to the Norwind Library! As you can see the worries of the citizens of Clarrow were unfounded. Everyone is fine, and the city is in one piece. First, the loot: One of the barrels by the southern stairwell contains an Orb of Clarrow, and another one further down contains an Orb of Norwind. The rest of the barrels and shelves contain money and potions.

If you talk to the citizens, then you’ll learn that the dragon and the monster have been avoiding Norwind so much that most believe that they’re doing it on purpose. The citizens have been actively researching the dragon, but cannot find any evidence that would explain its presence. You also learn of a dragon statue that long predates Norwind, and that it is told that Norwind used to be a portal to the dragon’s realm. One can reasonably speculate that this statue is related to the dragon avoiding Norwind and the stories about the portal. The statue is a mystery itself since neither the metal nor the craftsmanship exists to create such a statue, and there are no known records of the statue’s past.

There’s a stairwell in the south part of town. Descend the stairs to enter the Library. The middle shelf in the center of the room contains a Scryer’s Parchment. The scholars down here affirm what you already know and inform you of a tower to the east that used to be inhabited by worshipers of some sort. There’s another stairwell to the north of the Library that leads to the dragon statue. You can examine it to learn that it depicts a dragon protecting an empty nest, but you cannot gain anything else from the statue at this point. When you’re done with your business in town, go ahead and leave.

d. Path to Sky Reach[]

Head directly south of Norwind until some mountains block your way. Go around the mountain range while hugging its side until you reach a cave. This is the northern half of the Caverns of Cold Sorrow. See the map above for chest locations.

The chests contain:
    Rapier of Lunar Ice
    Hazescale Helm
    Massive Iceblade
    Stonecast Robe
    Potion of Planar Mana x3
    Serpent’s Staff
    Bow of Madness
    Sword of the Commander

From the entrance to the cave, you can see the next hidden area. See the map below to get there.

Clarrow Grove C

Clarrow Grove C

Clarrow Grove C

And here’s a map of the area:

Clarrow Grove C

Clarrow Grove C

The chests contain:
    Cloud Linked Bracers
    Orb of Clarrow
    Sunforged Dagger
    Molten Smasher
    Stonecast Shield
    Potion of Planar Healing
    Grundle’s Warhammer

Once you’re done, exit via the opening on the upper right corner. Head south from the hidden area until you can turn left onto that long strip of land clearly visible on the World Map. Follow the path until you reach the next hidden area here:

Clarrow Grove F

Clarrow Grove F

Clarrow Grove F

And here’s a map of the area:

Clarrow Grove F

Clarrow Grove F

The chests contain:
    Hazescale Bracers
    Hazescale Shield
    Potion of Planar Mana
    Orb of Norwind
    Hazebone Bracers
    Potion of Planar Healing

Once again your inventory should be full, so head back to Norwind to sell your old stuff. You should be able to get back using your World Map or one of your Orbs. Don’t forget to visit fireplace guy a.k.a. The Fireside Fellowship for item quests. Once you’re done, head directly east of Norwind to the next hidden area. It is very close:

Clarrow Grove E

Clarrow Grove E

Clarrow Grove E

And here’s a map of the area:

Clarrow Grove E

Clarrow Grove E

The chests contain:
    Greater Elixir
    Hazefire Hood
    Hazebone Coif
    Hazescale Helm
    Scryer’s Parchment

You need to head east, so go south to go around the mountains blocking your way. Look at your World Map to see how to get to that tower at the end of the snaking path to the east. Follow that path until you get to the last hidden area in Clarrow here:

Grove near Sky Tower

Grove near Sky Tower

Grove near Sky Tower

And here’s a map of the area:

Grove near Sky Tower

Grove near Sky Tower

There are two enemies, Icy Glubster and Gargantuan, that have only ever spawned in this area for me. I’m only talking about Clarrow. You may find these enemies in other continents/dungeons.

The chests contain:
    Hazefire Shield
    Sun Crystal Whip
    Potion of Planar Healing
    Orb of Resurgence
    Greater Elixir
    Bow of Winter
    Divining Orb of Power
    Red Champion’s Sword
    Prismatic Battle Axe

You'll need to backtrack a little to get around the mountains, then you can head straight to Sky Reach.

e. Sky Reach[]

Enemies:
    Gargantuan
    Gelid Drake
    Icy Glubster
    Nightmarish Spirit
    Red Drake

Sky's Reach no loot

Sky's Reach

WARNING: You can fight the regular enemies in this dungeon around level 48, but the boss is MUCH stronger. I recommend entering the tower to collect all of the treasure, then grinding on the second floor until about level 60.

This map is way too compact to show you where the chests are located, so I’ll direct you verbally. The first floor is mostly a single path. There’s a fork in the top-left corner of the floor. The north path leads to a few chests, then you just double back to continue. There’s also a fork at the very end. There are chests to the right and stairs to the left.

The chests on the first floor contain:
    Scryer’s Parchment
    Hazescale Breastplate
    Greater Elixir
    Crusher’s Bracers
    Hazefire Robe
    Potion of Planar Healing
    Xegony’s Shield
    Deathsting Mask
    Hazebone Mail
    Orb of Norwind

Once you walk up the stairs, there will be a locked door directly right of you. Remember where this is. Now go south, and take the path to the right.
The chests contain:
    Writhing Staff of Nether
    Paladium Helm

Now double back and take the left path. Take the first left then take the path south. Now go up the stairs.
The chests contain:
    Deathsting Bracers
    Hazeskin Armor

Now go up the next flight of stairs, and find the blue button and step on it. The chest in this room contains a Potion of Planar Healing.

Go all the way back to where you took the south path. Now instead of going south, continue to the left and go up the stairs.  The chest here contains a Skypierce Beret. Now head up the next flight of stairs and press the blue button.
The chests contain:
    King’s Blade
    Potion of Planar Mana

Now you need to go all the way back to where you turned left in the first place. Keep heading north and take the second left to the stairwell.
The chests contain:
    Trinium Edged Bow
    Xegony’s Hood

Now head up the next flight of stairs and repeat the procedure for the blue button. The chest here contains a Crusher’s Helm.

Now return to the original hallway heading north. This time go all the north until the path stops. Grab the Potion of Planar Healing in that chest then head up the stairs.
The chests contain:
    Skypierce Wristwraps
    Spikes of Lunacy

Walk up the next flight of stairs to find your last blue button.
The chests contain:
    Lunar Blade
    Potion of Planar Mana

Now return to that locked door that I told you to remember a while back. It should be open now. This is the path to the boss, and it has two chests that hold a Paladium Shield and a Greater Elixir.

Now here’s my guide to grinding to get your level up to par with the Sky Dragon. Just hang out right in front of him and fight until 5 pm, and then teleport to Flinton and save your game. Give the monster parts you collected to the campfire guy for some extra exp and money. Also, you can take advantage of this time to sell your excess items and equipment. Once it hits 6pm you can search for thieves. If you saved like I told you to then you can reload your game if one doesn’t show up. If you’re unfamiliar with thieves then see my Collecting Gems section. Once you’ve redeemed your Bag of Stolen Goods, teleport to Norwind and return to Sky’s Reach. Now rinse and repeat.

When you’re ready, go talk to the Sky Dragon. After a few brief insults, the dragon reveals that its plan is to hatch its egg in the Human Realm to give birth to the first dragon with immortality in the Human Realm. Be sure to bring several potions of mana into this fight. Your casters will die unless you’re like level 70 or something ridiculous like that. Also, try to knock out the two Soothsayers pretty quickly since they like to heal the Sky Dragon.

Once you defeat the Sky Dragon, you can collect its egg. Teleport back to Norwind and deposit this egg into the Dragon Statue.

You use your Sky Dragon Egg… The egg slips into place and the statue begins to contort as the dragon seems to curl tightly around it. Soon after, the statue begins to glow with a blue light that slowly reaches towards the sky..

As you reach for the glowing statue, the air begins to swirl around you.. Light begins to flow from the statue towards you and suddenly you feel weightless as you are lifted into the air…

VII.) New Realm[]

a. Solace[]

As your eyes open and your senses return to you, you feel as though you are no longer in your world…

When you talk to the person (?) in front of you, he responds:

You may think that you don’t know me but our paths have crossed in your world more than once. You have reached the final stepping on the way to fulfilling your destiny, although you may not know it. The fate of the mortal world rests with you. We have done our best to delay the spread of the dragonkind but we cannot stop them any longer. You were able to stop one of them in your world before their offspring could hatch. You will not be able to stop them all in your world.

Solace, like every other town, has a campfire guy, an innkeeper, and a shop owner. They all look alike so just keep talking to them until you find the one you’re looking for. The shopkeeper deals in Gems not gold, and I recommend some serious equipment upgrades if you can afford them.

There’s one more person in Solace that offers to let you relive memories from the other world. We’ll come back to him once we’ve done something memorable.

You should find a red statue in Solace that looks similar to the one that transported you there. Hit the action button on the statue.

b. Cinderstorm[]

Enemies:
    Arch Wizard
    Blood Wisp
    Charred Goblin
    Fiery Slime
    Flamecaller
    Gremlin Headhunter
    Guardian of Fire
    Inferno Goblin
    Mutated Experiment
    Nightshade
    Wabashu

Cinderstorm

Cinderstorm Map Final

Cinderstorm Map

In Cinderstorn, the enemies tend to get tougher as you progress north or approach an important area. You may need to camp out somewhere with manageable enemies to level up before progressing.  Head west to the first Hidden Area here:

Cinderstorm Grove A

Cinderstorm Grove A

Cinderstorm Grove A

And here’s a map of the area:

Cinder grove A

Cinderstorm Grove A

The chests contain:
    Lustrous Red Gem
    Sparkling Green Gem x35
    Flamelicked Cap
    Potion of Nether Mana
    Glimmering Blue Gem x7

Once you’re done, you can exit via the opening near the southwest corner. Now head east toward the next closest Hidden Area here:

Cinderstorm Grove B

Cinderstorm Grove B

Cinderstorm Grove B

And here’s a map of the area:

Cinder grove b

Cinderstorm Grove B

The chests contain:
    Lustrous Red Gem
    Flamelicked Beret
    Sparkling Green Gem x75
    Orb of Solace
    Glimmering Blue Gem x10
    Ethereal Elixir

Once you’re done, you can exit via the opening near the northwest corner. Now head west again to the second to left-most Hidden Area here:

Cinderstorm Grove C

Cinderstorm Grove C

Cinderstorm Grove C

And here’s a map of the area:

Cinder grove c

Cinderstorm Grove C

The chests contain:
    Potion of Nether Healing
    Potion of Nether Mana
    Lustrous Red Gem
    Glimmering Blue Gem x11
    Sparkling Green Gem x60
    Flamelicked Bracers

When you’re done, you can exit via the opening near the northeast corner of the area. I know this next Hidden Area is far away, but the ones further north have a higher enemy difficulty level. Now you should head back east to the next highest Hidden Area here:

Cinderstorm Grove D

Cinderstorm Grove D

Cinderstorm Grove D

And here’s a map of the area:

Cinder grove d

Cinderstorm Grove D

The chests contain:
    Scryer’s Parchment
    Lustrous Red Gem
    Potion of Nether Healing
    Orb of Solace
    Flamelicked Hood
    Lustrous Red Gem

When you’re done, you can exit via the opening near the southeast corner of the area. Now you should continue north to the Hidden Area furthest to the northeast here:

Cinderstorm Grove F

Cinderstorm Grove F

Cinderstorm Grove F

And here’s a map of the area:

Cinder grove f

Cinderstorm Grove F

The chests contain:
    Potion of Nether Healing
    Ethereal Elixir
    Lustrous Red Gem x2
    Pyrellium Coif
    Pyrellium Gauntlets
    Pyrellium Wristwraps

Once you’re done, you can exit via the opening near the southwest corner. Now you should head west to the most northwest Hidden Area here:

Cinderstorm Grove E

Cinderstorm Grove E

Cinderstorm Grove E

And here’s a map of the area:

Cinder grove e

Cinderstorm Grove E

The chests contain:
    Pyrellium Mail
    Pyrellium Helm
    Pyrellium Protector
    Sparkling Green Gem x100
    Glimmering Blue Gem x10
    Lustrous Red Gem


Once you’re done, you can exit via the opening near the southeast corner. That was the last of the Hidden Areas, so you can now begin your trek into the Crypt of Embers. Look at the map above to see the caves located at the four corners of the map. Head to the southwest cave and head on in.

c. Crypt of Embers[]

Enemies:
    Arch Wizard
    Blood Wisp
    Charred Goblin
    Fireborn Drake
    Gremlin Headhunter
    Guardian of Fire
    Inferno Goblin
    Magma Beast
    Mutated Experiment
    Nightshade

Crypt of Embers

Crypt of Embers

Crypt of Embers

Once you enter, travel north until you are forced to make a right into a U-turn. Take the first turn to the east and follow it until you hit three chests containing a Potion of Nether Healing, an Ethereal Elixir, and a Scryer’s Parchment. Now head back to where you first turned east and turn south. Keep heading south until you’re forced to turn east again. Take the first left to a chest containing a Flamelicked Protector. Now head south again until you hit the wall and turn to the east. Keep heading east until you’re forced to turn north. Keep heading north until you’re forced to turn left. Keep walking until you have to turn north again. There are two chests containing 50 Sparkling Green Gems and a Flamelicked Longsword. Backtrack until you’re heading south down that long straight path and take the first and only right (west) you come across. Keep walking north until you’re hit a fork. Take the right path for two chests containing 15 Glimmering Blue Gems and a Potion of Nether Mana. Backtrack and take the left path until you hit a second fork. Take the west path to get to the boss.

Glimmerscale: Lvl 72
The rift begins to pulsate as a being not of this world steps forth! Glimmerscale likes to either focus one of your characters or hit them all for less damage. If you can afford the mana, then use a mass-heal with your healer every turn even if everyone is full health. Glimmerscale will probably attack before your healer, and you want to keep everyone’s HP high. Even though healing is important, don’t forget to rebuff your characters too. There are two chests behind Glimmerscale containing a Captured Red Flame and a Lustrous Red Gem.

Once you defeat Glimmerscale, teleport out and take care of any preparations you wish to complete before heading to the next section of the Crypt. Travel to the southeast cave (Be warned, you’ll have to go around A LOT of mountains to get there).

From the stairs, head north and just keep following the twisting path until you start heading south down a long, straight corridor. Take the first left (west). Follow it to find two chests containing 20 Glimmering Blue Gems and a Flamelicked Breastplate. Go back and continue to follow the original path until you find a chest containing a Potion of Nether Healing. Now I’m very sorry to say that you now need to go back to the stairs. You can decide if it’s faster to teleport out and return to the cave or simply walk back.

From the stairs, head west until you see a chest below you containing 5 Lustrous Red Gems. From the chest, head northwest until you’re forced to turn east. Now turn to the south and keep walking down until you’re forced to turn right. Follow the path to find a chest containing a Potion of Nether Healing. Now backtrack to the chest containing the Lustrous Red Gems. From there, head south and follow the winding path to the next boss.

Lyris the Keeper: Lvl 72
You should have no trouble with this boss. Your level should be pretty good from the grinding you’ve had to do, and your gear should be pretty good from all of the chests in the Crypt of Embers and the Hidden Areas. Lyris uses a poison spell called Kiss of the Keeper that you will want to keep in check. Besides that, just follow the same formula you used for the first boss to defeat Lyris. There are two chests behind Lyris the Keeper containing a Flamelicked Staff and a Captured Yellow Flame.

Once you defeat Lyris the Keeper, go sell your excess items and turn in your monster parts before heading to the northwest cave.

Once you enter you are forced to go in one direction until you reach a fork. Continue south to the next fork. Take the left path heading directly south. Eventually you’ll reach a chest containing a Pyrellium Beret. After you pick it up, head north and take a right at the fork. Take the first right you run into and follow that path down to a chest containing a Pyrellium Breastplate. After you pick it up, head north until the path forces you to make a U-turn. Hug the wall to the left until you reach a chest containing a Pyrellium Breastplate. Continue to hug the wall until you reach the dungeon boss.

Stormflare: Lvl 72
The rift begins to pulsate as a being not of this world steps forth! Stormflare likes to do two things: hit you in the face or use an Arch Wizard like attack that hits your whole party. If you use a mass heal spell with your healer and stack poisons with your sorcerer then you should be fine. There are three chests behind Stormflare containing an Ethereal Elixir, a Lustrous Red Gem, and a Captured Blue Flame.

Once you defeat Stormflare, teleport out and take care of any preparations you wish to complete before heading to the next section of the Crypt. Be warned, you will suffer fatalities in this section, so stock up on Potions and buy a few Life in Bottle if you can afford them.

Travel to the northeast cave. From the stairs, head northwest and take the first left. Walk straight southwest into a slightly winding path until you hit a fork. Head north to find two chests containing Pyrellium Bracers and a Pyrellium Robe. Now head south until you’re forced to turn east. Turn north as soon as you’re able. That path will lead to two chests containing a Pyrellium Tunic and an Exquisite Etched Hilt. Now return back to the point where you first turned left after the stairs. Now head north until you see a passage to your left. Follow it south to find a chest containing 2 Lustrous Red Gems. Now head north again and follow the path you were originally on. Follow the path until you hit another fork. Take the east path and follow it to the last Crypt of Embers miniboss.

Spinesinge: Lvl 76
Spinesinge makes the other bosses look like kittens. His health and attacks aren’t that different, but he has one special move that sets him apart called Spineripper. This attack will instantly kill one of your party members. You need to be a higher level in order to survive while reviving your fallen party members. You’re going to need to be creative with scrolls and items to get through this fight. Try to keep him poisoned with your sorcerer, and try to keep your melee character on the offensive. You can use your tank and healer to revive your people with items and potions. There are three chests behind Spinesinge containing a Potion of Nether Healing, a Potion of Nether Mana, and Captured Orange Flame.

After you’ve collected the loot, you need to teleport and save since you’re probably pretty beat up after that fight. Now that you’ve cleaned out the rest of Cinderstorm, you can head to the Smoldering Thicket.

d. Smoldering Thicket[]

Enemies:

Smoldering Thicket

Smoldering Thicket

Smoldering Thicket

Okay, the Smoldering Thicket is much too weird for me to give overly specific directions. I’m going to assume that you can make sense of the above map, and give you general instructions. You enter the Thicket at the dead center bottom of the map. Walk left and up to loop back to grab that chest containing a Potion of Nether Mana. Now head back and southeast to enter that path created by the trees leading to the chest closest to the bottom-right of the map. It contains a Lustrous Red Gem. Walk back to where you started, and walk north and just a little bit to the left to get that chest closest to the middle of the map. It contains a Pyrellium Shield. To get further north on the map, you need to follow a path beginning close to the bottom-right corner. Trace the path from the chest at the top right corner of the map going directly south to find where you need to go. The top-right chest contains a Scryer’s Parchment. From the chest, walk south until you find a path leading west. Keep walking west until you’re forced to turn north. The path will curve upward, and you need to walk east as far as you can. From there, you should be able to clearly see the path to exit using the map. The exit is where the character icon is standing at the top center of the map. Remember this spot because there are a few more errands to run before continuing. The chest directly west of your location contains a Pyrellium Hood. You should be able to find your way there using the map. The last chest a short distance south of your location contains a Pyrellium Cap.

Lastly there’s a hidden merchant at the top-left corner of the map. He sells:
    Pyrellium Longsword
    Pyrellium Dagger
    Pyrellium Greatsword
    Pyrellium Staff
    Pyrellium Longbow
    Tome: Phlebotomize
    Tome: Focus of Dragons
    Tome: Blightful Venin
    Writ: Meliorate
    Writ: Wave of Melioration
    Writ: Bastion of Nether
    Creed: Light of the Paladin
    Creed: Paladin’s Fortress
    Creed: Wave of the Paladin
    Writ: Life’s Gift
    Creed: Flood of Life
    Potion of Nether Healing
    Potion of Nether Mana

Now, you might be tempted to get the Pyrellium Weapons, but you can purchase much better weapons very shortly after exiting the Thicket. Also, if you have a cleric, then I highly recommend you buy Life’s Gift from this merchant. It will restore mana in addition to health when raising the dead. If you wish to visit him, then the path to get to him starts just a bit south of the last chest.

This concludes the Smoldering Thicket, so head back the exit.

e. Cinderstorm Part 2[]

Enemies:
    Arch Wizard
    Fireborn Drake
    Gremlin Headhunter
    Guardian of Fire
    Inferno Goblin
    Magma Beast
    Nightshade

You’ll find yourself back in Cinderstorm. The enemies here are tougher than the ones south of The Smoldering Thicket. You need to enter the two remaining caves to your left and right to proceed, but there are some weapons you should pick up first.  Take the middle path north and enter the cave marked final boss. From the stairs, walk directly south through a fake wall like this:

Fake Wall1

Fake Wall 1

Continue southwest to a second fake wall here:
Fake Wall2

Fake Wall 2

Once you’ve gone through the fake wall, there are three chests to the northwest containing:
    Scryer’s Parchment
    Ethereal Elixir
    Lustrous Red Gem x30

Now walk south to find a hidden merchant. She sells:
    Ragefire Longsword
    Ragefire Dagger
    Ragefire Greatsword
    Ragefire Staff
    Ragefire Longbow
    Ethereal Elixir
    Tome: Rampart of Pyre
    Tome: Seal of Mana
    Tome: Asteroid Strike
    Tome: Asteroid Storm
    Writ: Hydra’s Infusion
    Writ: Vow of Life
    Creed: Paladin’s Tenacity
    Creed: Retribution
    Writ: Wrath of Angels

I highly suggest buying Ragefire weapons for all of your characters. Once you have your new gear, return to where you exited The Smoldering Thicket. Now take the left path and enter the cave. The cave is a single room with a boss and a chest.

Blazzax: Lvl 71
You might have noticed that the level suggestion is lowered from the previous bosses. That’s because the Ragefire gear basically gives you a few levels. This guy is nothing special. He’s pretty similar to the Cinderstorm bosses you’ve faced so far. If you were able to beat Spinesinge by yourself, then you should have no trouble once you’ve bought your Ragefire gear. The chest behind him contains a Captured Purple Flame.

Once you’ve beaten Blazzax, exit the cave and take the right pathway.

Vyzyx: Lvl 71
See the explanation for Blazzax. The chest behind him contains a Captured Green Flame.

Once you’ve beaten Blazzax, exit the cave and return to the cave labeled Final Boss.

From the stairs, walk north to the portal. From the portal, walk north until you find the 6 pillars. Walk up to each of them and hit the action button to put one of your Captured Flames onto the pillar.

With the flames lit, the doorway to the inner sanctum begins to char and turn to ash…

Walk north until you’re blocked by a gate. There are two bosses on either side of you. The one on the right is Blaze.

Blaze: Lvl 72
In addition to regular attacks, Blaze will use an attack called Flame of Anti-magic which will remove all of the buffs on your party. Try to keep your defense spell up, and make sure you keep more than one poison active on him. Blaze isn’t that easy, so don’t worry about it if you need to level up a little bit before taking him on.

Once you’ve beaten Blaze, go step on the blue plate behind him. Now take on the boss on the left.

Scorch: Lvl 72
See Blaze. Once you’ve won, step on the plate behind him.

With both stones in place, you hear a low rumbling and feel a hot rush of air from around the corner…

Walk north to find Serevok the Firstborn. DO NOT FIGHT HIM! Serevok is very strong, and you will want to level up first. Serevok can be beaten by level 76, but this requires great luck and patience. To comfortably beat him, you should be at least level 79. Grind in the area around Serevok, because the enemies in this area have a low chance of dropping Ragefire gear, Dragonborne rings, and powerful accessories. When your inventory fills up, leave the area during the night to go thief hunting. While you’re out, sell your excess gear and give your monster parts to the campfire guy. This way you can empty your inventory, get exp for monster parts, and get gems and exp for Bags of Stolen Goods all in one go. Make sure to keep the scrolls that raise the dead, heal your party, and poison. You’re going to need them.

When you think you’re ready, buy a few Life in a Bottles from Breckerton and take on Serevok.

Mortals…
You have come so far… A shame it is that your journey ends here.
Do you think that your efforts can make a difference here? Do you think I am the only one that has stood in your way?
We may have taken pity on some of you, but not now…
You poor souls, you have no idea what you have invited in.. There will be no mercy for you and your kind.

Serevok the Firstborn:
My party consists of a Warrior, Juggernaut, Sorcerer, and Cleric. You can modify my strategy to work for your party or come up with your own. Serevok is accompanied by two Fireborn Drakes. I started the fight by using a Blightful Venin scroll with my Warrior, a regular attack with my Juggernaut, casting Blightful Venin with my Sorcerer, and a Miasma scroll with my Cleric. The poison will kill or at least seriously injure the two Fireborn Drakes and dramatically decrease the strength of Serevok. I kept 3 poisons active with my Sorcerer, and used Icefall when none of the poisons were about to expire. I kept two poisons active using scrolls for a total of five poisons on Serevok. You can probably get away with less. I used my warrior as a second cleric. I would use scrolls to rebuff, heal, and raise the dead when necessary. When none of that was necessary, I would defend. The Juggernaut and Cleric perform their standard functions. When things get really bad, you can use a Life in a Bottle to pick yourself back up. Serevok moves:
Incinerate which will one shot kill one of your party members
He will heal himself
Dragon’s Breath which will deal significant damage each turn
He also has the ability to completely debuff your party
You really need Hydra’s Infusion, because it will heal your party and removes negative effects including Dragon’s Breath.

Once you defeat Serevok,

The dragon’s scales begin to flake off and lose their luster as the very earth seems to be reaching up, grasping hold of the dragon’s body…
The dragon struggles as it begins to realize its fate, its body slowing turning to stone as its life force drains away…
With its final breath the dragon roars, almost as if to call out for … ‘mother.’
…(the dragon’s body crumbles to dust).

A chest appears where Serevok used to stand containing Broken Blade Fragments.

You might notice a mysterious figure standing off to the side. If you talk to him, he says:
Incredible… Absolutely astonishing…
We.. I.. had no idea you mortals possessed such power…
You have done what nobody before you has -- you have struck a blow to the very heart of the dragon kind. They will not take this lightly..
You must complete what you have started now. You must reforge the ancient Dragon’s Blade that was destroyed so long ago, for it is the only weapon that can defeat the most powerful of dragons.. which you are now sure to face..
There is an ancient forge deep in the earth of your home world. Only in this place can the blade be made whole again. It has long since been overrun with legions of the dead, but I am confident you can find your way there and reforge the blade.
We will use our remaining magic to open a portal to the southern continent of your world. I’m sorry we cannot be of more help but we do not know the exact location of the forge.
It will take us some time to open this portal, but it will be ready soon, in Solace…

VIII.) Cratos[]

Now before you head to Cratos, there’s a small errand you need to run. Teleport to Kanticle, then make your way to the hidden merchant that sells the Copper Skeleton Keys. You need 4 Copper Skeleton Keys now, but you’ll need 28 eventually. You should have plenty of gold by now, so I recommend buying them all now.

After you have the keys, make your way to Solace. There will be a new portal there that teleports you to a shrine west of Cratos. Use it.

a. Cratos[]

Enemies:
    Biting Lizard
    Bone Walker
    Corrupted Knight
    Half Orc
    Rabid Bear
    Savage Jelly

Once you arrive at the shrine, exit the area and travel east to the town. The shelf in the upper right corner of town contains an Orb of Cratos. The barrel by the gem shop contains an Elixir of Mythril. The rest of the barrels and shelves contain potions and money.

There are several notable features of Cratos. From the townspeople, you learn that the old man in the bottom right building has been a resident of Cratos for longer than anyone can remember and has a mysterious past. He’s a tinkerer and can make something useful out of many of your items. Talk to him. If you’ve been following my walkthrough, then you should have the items required to make the Unforged Exquisite Sword:

Exquisite Sword Reconstruction

Exquisite Sword Reconstruction

If you’re missing a piece then use Ctrl+F to search for it on this walkthrough. After that, you should use those Copper Keys to create Gem Inlaid Copper Keys:

Gem Inlaid Copper Key

Gem Inlaid Copper Key

You can use one of the Gem Inlaid Copper Keys to unlock the door to the right of the Tinkerer. The chest contains a Mythril Leather Armor.

After you’ve finished with the Tinkerer, you should check out the Cratos Gem Shop. The sell seeds here for gems. From now on, seeding will be a very important part of the game. You should seed your characters whenever you have an abundance of gems, and you should hunt for thieves every night for the gem reward.

The shop sells these seeds:
  Spore of Vitality – 30 Blue Gems – Increases Vitality by 4
  Spore of Strength – 12 Red Gems – Increases Strength by 4
  Spore of Focus – 12 Red Gems – Increases Focus by 4

Here’s a little advice on how to seed your characters:
    You should seed Vitality on your tank because he takes the most damage
    You should seed Vitality on any caster you have because they will die otherwise
    You should seed Focus on your Sorcerer for obvious reasons
    You should seed Speed and Strength on your melee character

From the townspeople you learn that vicious animals and barbarians inhabit the lands surrounding Cratos. Barbarian tribes used to inhabit these lands years ago, but they left villages and belongings behind as if they vanished overnight. There’s a small village to the west that no one has heard from in a while, but no one can check on them due to the abundance of monsters. Also, no one has any information on the Forge you’re supposed to be looking for. They suggest you might have better luck in a town called Thundraka.

Once, you have you’re affairs in order, leave town and north. Once you cross that small bridge, you’ll find the first hidden area here:

Cratos Grove F

Cratos Grove F

Cratos Grove F

And here’s a map of the area:

Cratos Grove F

Cratos Grove F

The chests contain:
    Life in a Bottle
    Mythril Helm
    Creed: Touch of the Knight II
    Potion of Blessed Healing

Once you’ve collected all of the chests, you can leave via the exit on the left side of the area. Walk northeast across the desert to the next hidden area here:

Cratos Grove A

Cratos Grove A

Cratos Grove A

And here’s a map of the area:

Cratos Grove A

Cratos Grove A

The chests contain:
    23200 gold
    Mythril Coif
    Tome: Kalgor’s Torment II

Once you’ve collected all of the chests, you can leave via the exit towards the bottom of the area. Walk southwest as far as you can to the next hidden area here:

Cratos Grove B

Cratos Grove B

Cratos Grove B

And here’s a map of the area:

Cratos Grove B

Cratos Grove B

The chests contain:
    Tome: Icehammer II
    Tome: Plethora of Mana II
    Potion of Blessed Mana

Once you’ve collected all of the chests, you can leave via the exit to the left of the area. Now walk while following the mountains on your left until you pass between the mountains and the river, then walk slightly north to the next hidden area here:

Cratos Grove C

Cratos Grove C

Cratos Grove C

And here’s a map of the area:

Cratos Grove C

Cratos Grove C

The chests contain:
    Mythril Bracers
    Writ: Kalgor’s Salve II
    Elixir of Mythril

Once you’ve collected all of the chests, you can leave via the exit to the north of the area. Walk back under lake and head northeast to the next hidden area here:

Cratos Grove D

Cratos Grove D

Cratos Grove D

And here’s a map of the area:

Cratos Grove D

Cratos Grove D

The chests contain:
    Scryer’s Parchment
    Writ: Lightflash II
    Mythril Cap

Once you’ve collected all of the chests, you can leave via the exit to the left of the area. Walk west to the next hidden area here:

Cratos Grove G

Cratos Grove G

Cratos Grove G

And here’s a map of the area:

Cratos Grove G

Cratos Grove G

The chests contain:
Potion of Blessed Mana
Mythril Protector
Writ: Infusion of Life II

Once you’ve collected all of the chests, you can leave via exit at the top of the area. Walk northeast to the next hidden area here:

Cratos Grove E

Cratos Grove E

Cratos Grove E

And here’s a map of the area:

Cratos Grove E

Cratos Grove E

The chests contain:
Potion of Blessed Healing
Mythril Gauntlets
Writ: Speed of Kalgor
Potion of Blessed Mana

After you’ve collected all of the chests, you can leave via the exit at the bottom of the area. Walk west to the next hidden area here:

Cratos Grove I

Cratos Grove I

Cratos Grove I

And here’s a map of the area:

Cratos Grove I

Cratos Grove I

The chests contain:
Tome: Fireshock II
Orb of Cratos
Mythril Infused Hood

Once you’ve collected all of the chests, you can leave via the exit at the bottom of the area. Follow the river south, then head back north on the left side of the river. The next hidden area is here:

Cratos Grove H

Cratos Grove H

Cratos Grove H

And here’s a map of the area:

Cratos Grove H

Cratos Grove H

The chests contain:
Mythril Beret
Mythril Shield
Potion of Godly Mana

Once you’ve finished collecting the chests, you can leave via the exit to the right of the area. Walk south until you cross a bridge then walk around the river to your left. The next hidden area is here:

Cratos Grove J

Cratos Grove J

Cratos Grove J

And here’s a map of the area:

Cratos Grove J

Cratos Grove J

The chests contain:
Potion of Godly Healing & 28100 gold
Mythril Wristwraps
Writ: Strength of Kalgor II

Once you’ve collected all of the chests, you can leave via the exit to the right of the area. Walk southwest to the tip of that little peninsula. Look at the World Map for reference. The last hidden area is here:

Cratos Grove K

Cratos Grove K

Cratos Grove K

And here’s a map of the area:

Cratos Grove K

Cratos Grove K

The chests contain:
Elixir of Mythril
Creed: Knight’s Fortress II
Tome: Soul Bleed II
Revivify II

Once you’ve collected all of the chests, you can leave via the exit at the top of the area. Walk northeast around the water, and then back south on the other side of the water. Then walk west to The Abandoned Village. If my directions were confusing, then just look at your World Map and direct yourself to the closest village icon.

b. Abondoned Village[]

When you enter the village, you’re greeted by a lot of death. There are remains strewn throughout the entire area. These are your observations when you examine the remains:

These bones have been here a while.. Although an odd smell still lingers in the air around them…

What’s left of this poor soul is quite disturbing… The markings on the bones indicate a violent death..

The area around these bones seems to be dead.. No plants have sprouted up around them, as if the ground around them was poisoned..

The bones indoors seem to have been weathered as much as those outside.. As if something unnatural was causing their decay..

The bones are old but you can make out distinct teeth marks on them…

It looks like nobody escaped… Whatever happened must have come without warning..

A small note lies on the ground near this corpse. Much of it is unreadable or missing but you can make out a small portion: ‘….tin…er will need 4 copper skeleton keys and 2 red gems to make…key….’

What could have happened to these people?

As you’ve probably already guessed, you need a Gem Inlaid Copper Key to open the door in the middle of the city. If you already have one, then walk inside. This stairwell leads to The Tainted Caverns. My level recommendation for the Caverns is 84.

c. The Tainted Caverns[]

Enemies:
    Dark Sentinel
    Hydra
    Tainted Dwarf

Tainted Caverns

Tainted Caverns

You enter by the stair in the bottom right corner. Fortunately, this dungeon is quite easy to navigate with the map. You shouldn’t need any direction from me. You’ll need a Gem Inlaid Copper Key in the middle of the Caverns to get to a Juggernaut weapon. I know, it seems a bit expensive for one weapon but I couldn’t find anything else behind that door no matter how hard I looked.

The chests contain:
    Kellorium Mail
    Kellorium Tunic (thief)
    32500 gold
    Elixir of Mythril
    Creed: Wave of the Knight II
    Kellorium Leather Armor
    Creed: Light of the Knight II
    Kellorium Infused Robe
    Writ: Wave of Revivify II
    Kellorium Wand
    Kellorium Dirk
    Scryer’s Parchment
    Kellorium Brand
    Kellorium Edge
    Tome: Focus of Kalgor II
    Kellorium Lightbow
    Potion of Blessed Mana
    Tome: Weeping Agony II
    Potion of Blessed Healing
    Bastion of Kalgor II
    Kellorium Breastplate

When you get to the end, there should be a boss named Vuzu. Unfortunately, there was a glitch with Vuzu so he’s been temporarily removed. If he ever comes back then I will edit the walkthrough accordingly. When you emerge from the caverns, you are once again in the lush green Overworld.

IX.) Thundraka[]

Enemies:
    Cantankerous Wabashu
    Dark Sentinel
    Feral Lizard
    Gnarlwood Troll
    Griffon Warrior
    Hydra
    Lumbering Glyphclaw
    Silverwood Brute
    Skeletal Warrior
    Tainted Dwarf

You should immediately head northwest after exiting the caverns to reach Thundraka.

a. Town[]

First the loot:
    The shelf in the item shop contains an Orb of Thundraka.
    The shelf in the room north of the gem shop contains an Ancient Elixir
    A barrel just slightly north of the campfire guy contains an Orb of Thundraka.

There’s a chest in the upper-right corner that is protected by a locked door. You need a Gem Inlaid Copper Key to open it. The chest contains Stormburst Gauntlets.

Thundraka also has a Gem Shop that sells seeds:
    Spore of Speed – 30 Blue Gems – Increases Speed by 4
    Spore of Spirit – 30 Red Gems – Increases Spirit by 4

You learn from the villagers that some ancient books refer to the fallen kingdom of the Blackstone Dwarves, wiped out years ago by undead hordes. They were said to have crafted extraordinary weapons from the depths of the earth. The Blackstone Dwarves used to inhabit the northern mountains. When they were wiped out by the army of the undead, all of the survivors were corrupted. If there are any left, their souls would be possessed by a great evil. Kalgor was once a great Dwarf King in these mountains. After the undead uprising nobody knows what exactly happened to him. He probably perished with the rest of his people.

Be careful at night, the undead come out! Sometimes it’s best to wait until morning or rest at an Inn before traveling.

The robbers and thieves come at night right into the streets. If you wait around at night you might catch one! The robbers that plague the villagers have a hideout somewhere in the mountains north of here. Nobody knows quite where it is, but they always seem to return to those mountains. The villagers tried sending some of their warriors to locate the robber camps that plague them, but none have returned.

There’s an old tunnel somewhere around here that used to lead north. Perhaps it was used by the dwarves to make their way down here? By now, the entrance is probably overgrown and nearly impossible to find. The old Thunderhead Mine tunnels run under the mountains just north of here. They have been long since abandoned since the undead began to appear. They were once a great source of Thundercore but you will only find death there now!

Alright, that just about covers it for Thundraka. Whenever you’re ready, you can leave town.

b. Quest for the Forge Part 1[]

From this point on, you must follow this iron clad rule: Do Not Under Any Circumstances Drop Any Of Your Items. Sell them all. Anything that you aren’t planning on wearing or using, sell it. At this point in the game almost everything in your inventory sells for gems, and you desperately need gems to seed your party. After you leave Thundraka, walk east to find the first hidden area here:

Thundraka Grove A

Thundraka Grove A

Thundraka Grove A

And here’s a map of the area:

Thundraka Grove A

Thundraka Grove A

The chests contain:
    Potion of Godly Healing
    Creed: Knight’s Tenacity II
    Potion of Godly Healing
    Potion of Godly Mana

After you collect all of the chests, you can leave via the exit to the right of the area. From there, walk northeast to the next hidden area here:

Thundraka Grove B

Thundraka Grove B

Thundraka Grove B

And here’s a map of the area:

Thundraka Grove B

Thundraka Grove B

The chests contain:
    Potion of Godly Mana
    Potion of Godly Healing
    Writ: Mending of Kalgor II

After you collect all of the chests, you can leave via the exit toward the bottom of the area. For now, you can ignore that cave. From your current position, you should follow the mountains west until you reach a little pocket in the mountain range here:

Thundraka Grove C

Thundraka Grove C

Thundraka Grove C

And here’s a map of the area:

Thundraka Grove C

Thundraka Grove C

The chests contain:
    Tome: Barrier of the Sun II
    Orb of Thundraka
    Stormburst Ripper
    Ancient Elixir

After you collect all of the chests, you can leave via the exit at the left of the area. From there, head southwest to the next hidden area here:

Thundraka Grove D

Thundraka Grove D

Thundraka Grove D

And here’s a map of the area:

Thundraka Grove D

Thundraka Grove D

The chests contain:
    Black Hole in a Box
    Stormburst Edge
    Tome: Deepfreeze II
    Potion of Godly Healing

After you collect all of the chests, you can leave via the exit at the top of the area. From there, head south and a little east to the next hidden area here:

Thundraka Grove E

Thundraka Grove E

Thundraka Grove E

And here’s a map of the area:

Thundraka Grove E

Thundraka Grove E

The chests contain:
    Potion of Godly Mana
    Writ: Ancient Salve II
    Stormburst Mail

After you collect all of the chests, you can leave via the exit to the right of the area. From there, head east and a little south to the next hidden area here:

Thundraka Grove F

Thundraka Grove F

Thundraka Grove F

And here’s a map of the area:

Thundraka Grove F

Thundraka Grove F

The chests contain:
    Ancient Elixir
    Creed: Touch of the Gallant II
    Stormburst Etched Rod
    Orb of Thundraka

After you collect all of the chests, you can leave via the exit at the bottom of the area. From there, head northwest until you reach a sand pathway leading west. After a short distance, there will be a grove of trees above you. The next hidden area is here:

Thundraka Grove H

Thundraka Grove H

Thundraka Grove H

And here’s a map of the area:

Thundraka Grove H

Thundraka Grove H

The chests contain:
    Potion of Godly Healing
    Orb of Thundraka
    Stormburst Broadsword

After you collect all of the chests, you can leave via the exit at the bottom of the area. From there, head southwest to the next hidden area here:

Thundraka Grove G

Thundraka Grove G

Thundraka Grove G

And here’s a map of the area:

Thundraka Grove G

Thundraka Grove G

The chests contain:
    Potion of Godly Mana
    40000 gold
    Potion of Godly Healing
    Stormburst Breastplate

After you collect all of the chests, you can leave via the exit to the left of the area. From there, follow the path until you reach a patch of forest directly in your path. Then walk north to the next hidden area here:

Thundraka Grove I

Thundraka Grove i

Thundraka Grove I

And here’s a map of the area:

Thundraka Grove i

Thundraka Grove I

The chests contain:
    Stormburst Infused Robe
    Potion of Godly Mana
    Potion of Godly Mana

After you collect all of the chests, you can leave via the exit to the left of the area. From there, head northeast to the next hidden area here:

Thundraka Grove M

Thundraka Grove M

Thundraka Grove M

And here’s a map of the area:

Thundraka Grove M

Thundraka Grove M

The chests contain:
    Writ: Wrath of Justice II
    Tome: Pain of Death II
    Writ: Recovery of Slynn II
    48500 gold

After you collect all of the chests, you can leave via the exit to the right of the area. From there, head southeast to the next hidden area here:

Thundraka Grove J

Thundraka Grove J

Thundraka Grove J

And here’s a map of the area:

Thundraka Grove J

Thundraka Grove J

The chests contain:
    Black Hole in a Box
    Potion of Godly Healing
    Stormburst Greatbow

After you collect all of the chests, you can leave via the exit at the top of the area. From there, head north to the next hidden area here:

Thundraka Grove K

Thundraka Grove K

Thundraka Grove K

And here’s a map of the area:

Thundraka Grove K

Thundraka Grove K

The chests contain:
    Potion of Godly Healing
    Stormburst Tunic
    Potion of Godly Mana
    Writ: Speed of the Ancients II

After you collect all of the chests, you can leave via the exit at the top of the screen. From there, head southeast to the next hidden area here:

Thundraka Grove L

Thundraka Grove L

Thundraka Grove L

And here’s a map of the area:

Thundraka Grove L

Thundraka Grove L

The chests contain:
    Scryer’s Parchment
    Tome: Manaflood II

After you collect all of the chests, you can leave via the exit at the top of the area.

Alright, by now you should have a lot of stuff and you should be a few levels higher. Head back to Thundraka and save your game. This would be a good opportunity to seed your party. After your affairs are in order, leave the city and walk northeast. There’s a cave very close to the second hidden area. Walk inside. My level recommendation for the Thunderhead Mines is 86.

c. Thunderhead Mines[]

Enemies:
    Blackstone Dwarf

Silverwood Brute
    Dwarven Animation
    Feral Lizard
    Gnarlwood Troll
    Griffon Warrior
    Haze Drake
    Skeletal Warrior
    Thundrium Troll

Thunderhead Mines

Thunderhead Mines

You enter the Thunderhead Mines by the right-most staircase. There are three chests you can pick up here containing:
    Stormburst Leather Armor
    Tome: Thunderclap II
    Life in a Bottle

For the rest of the chests, you need to enter using the other entrance to the Thunderhead Mines. The entrance is southeast of Thundraka Grove L. If you look on your Overworld Map, then the entrance is in that niche in the mountain range just left of that tower icon.

You’ll enter the mines by the left-most staircase. The chests in this part of the mines contain:
    Ancient Elixir
    Aspenglow Beret
    Aspenglow Wristwraps
    Potion of Godly Mana
    Aspenglow Gauntlets
    Writ: Strength of the Ancients II
    Black Hole in a Box
    Aspenglow Protector
    Tome: Ashcall II
    Aspenglow Helm
    Life in a Bottle
    Aspenglow Shield
    Potion of Godly Healing

Unfortunately, the stairwell closest to you is blocked by a locked door that cannot be opened with a Gem Inlaid Copper Key. So you need to go find the Blockade Key. From the stairwell where you entered, head south and follow the long path to staircase close the center of the map. Walk up the stairs.

d. Zeffrin's Camp[]

Enemies:
    Blackstone Dwarf
    Dwarven Animation
    Haze Dragon
    Redskin Orc
    Thundrium Troll

You’ll emerge once again in Overworld. From your current position, you should walk south to find another cave. This leads to the Mine Tunnel to Forge. This area is different than others you’ve encountered so far. It’s basically an intersection connecting several points spread throughout the southern continent. There should be a blue switch close to you. Stepping on this switch will lower the gate blocking your way south. If you walk up the stairs past that gate, you’ll emerge in a patch of forest slightly northeast of Thundraka. Take this opportunity to sell your excess inventory, save your game, and maybe seed your party.

Once you’re ready, use the Mine Tunnel to Forge to return to where you exited the Thunderhead Mines. Walk west to find Zeffrin’s Camp. My level recommendation for Zeffrin’s Camp is 88.

Zeffrin’s Camp

Zeffrin's Camp

Zeffrin's Camp

Now there are two doors on the first floor that need to be unlocked using a Gem Inlaid Copper Key. The one on the right leads to two chests containing:
    Aspenglow Infused Hood
    Aspenglow Cap

The door on the left leads to the stairway to the second floor. The chests on this floor contain:
    Aspenglow Coif
    Aspenglow Bracers

After you collect the chests, take the next stairwell up. There’s another door here that needs a Gem Inlaid Copper Key. Open it and talk to the guy blocking your way to fight Zeffrin.

Zeffrin the Cutthroat
Zeffrin has two thugs backing him up, but they aren’t very tough. This is a pretty easy boss. Besides his basic attack, Zeffrin has one other attack called Rain of Daggers. This attack just hurts your whole party. There is no poison or anything with it. So the basic strategy of stacking poisons and keeping your buffs active works very well against him.

After you beat him, you can get to the chest behind him which contains the Blockade Key.

The Blockade Key unlocks that door in the Thunderhead Mines, so make your way there. If you don’t remember where that is, then look at the Thunderhead Mines map. It’s right before the stairwell second to the left.

Walk up that stairwell behind the door.

e. Quest for the Forge Part 2[]

Enemies:
    Crystalline Hydra
    Kalgorian Guard
    Redskin Orc
    Undead Barbarian

You’ll emerge once again in Overworld. Use your map to make your way to the northern-most part of the continent. Now you should see mountains around you. Walk east until you pass through a narrow path between two mountains. Once you’re through, walk directly south to the last hidden area here:

Thundraka Grove N

Thundraka Grove N

Thundraka Grove N

And here’s a map of the area:

Thundraka Grove N

Thundraka Grove N

The chests contain:
    Creed: Gallant Fortress II
    Dreamflare Broadsword
    50000 gold
    Dreamflare Mail
    Scryer’s Parchment
    Tome: Spirit Blood II

After you collect all of the chests, you can leave via the exit at the bottom of the area. From there, head southeast until you find another cave. Walk inside to enter the Depths of Kalgor. My level recommendation is 92.

f. Depths of Kalgor[]

Enemies:
    Fallen Keeper
    Kalgorian Guard
    Soulfire Demonling
    Spirit of Kalgor
    Warslash Griffon

Depths of Kalgor

Depths of Kalgor

You enter the Depths by the left-most stairwell. Walk south and keep to the left to find a chest containing a Creed: Wave of Gallantry II. Keep walking south and take the first left. This path leads to a stairwell to a small island back in Overworld. Walk right into the small forest to find a hidden entrance to the Mine Tunnel to Forge. Follow the same drill with the pressing the switch to open the gate. Again, this is a great opportunity to save and take care of your party. Unfortunately, you have to beat the Depths of Kalgor in one pass since there are no exits. Therefore, make sure you empty your inventory as much as possible so you don’t have to drop anything on the way.

After your preparations are complete, return to the Depths of Kalgor. Follow the spiral path away from the stairs, and then take a right. You’ll find a stairwell to yet another island. Walk to the short distance southeast to the other side of the island to find another cave leading to the Depths of Kalgor. The rest of the Depths of Kalgor is a giant arduous spiral leading to the center of the map.

The chests contain:
    Dreamflare Tunic
    Scryer’s Parchment
    Creed: Gallant Tenacity II
    62500 gold
    Life in a Bottle
    Black Hole in a Box
    Dreamflare Breastplate
    Dreamflare Leather Armor
    Dreamflare Etched Rod
    Dreamflare Edge
    Ancient Elixir
    Tome: Torment of Spjon II
    Writ: Bastion of Ancients II
    Creed: Light of the Gallant II
    Dreamflare Greatbow
    Writ: Wave of Slynn II
    Tome: Cosmic Bolt II

Once you finally reach the center of the map, you see the path ahead blocked by an ominous figure. Now before you decide you want to poke it with a stick, I recommend using a strength buff, a speed buff, a focus buff, a mana regen spell, and a defense buff (the ones with a fire icon). Also you should check to see if any of your characters have equipment with buffs.

Now the two most important buffs are the vitality buff (the one with the shield icon) and restoration buff. A restoration buff is a spell that heals you for more than one turn. Now you should be using a restoration spell that targets your party not just one party member, so that you can refresh the spell during battle.

When your party is prepared to your satisfaction, use a Scryer’s Parchment to save. You don’t want to have to beat the Depths all over again. After you save, talk to the figure blocking your path.

Kalgor’s Soul
This boss is your standard variety. He has one special called Wild Rage of Kalgor which simply attacks your entire party. Also, he can heal himself a bit. With the buffs that I mentioned above, you shouldn’t have much trouble. After you win…

A low moan is heard throughout the caverns as the spirit begins to disappear, a fleeting look of happiness flashing across his face for a moment…

He whispers to you, ‘Thank you for releasing me, chosen ones… I know of that which you seek… It lies deep within this mountain…

However, its power was destroyed long ago. You must restore its power before it can be of use…

Restore the shattered stone of my people, it is the key…’

…and with that the spirit vanishes…

Now that your path is clear, proceed to the stairs to descend into the Forge of the Ancients. My level recommendation is 94.

g. Forge of the Ancients[]

Enemies:
    Blackscale Hydra
    Deeprock Troll
    Lost Dragonling
    Obsidian Golem
    Ythrium Dragonling
    Servant of Virulen

Forge of the Ancients

Forge of the Ancients

As soon as you enter, make your way to that portal next to you. That portal leads to the Mine Tunnel to Forge. Take the opportunity to sell your items and save your game. After you finish any errands you need to run, return to The Forge.

Before you start fighting, you should know about a two interesting drops:
Ythrium Bar and Ghostfire Essence

Both of these drops are incredibly rare, and they are both used to forge equipment with the Tinkerer. Two Ghostfire Essences and one Ragefire weapon forge the corresponding Ghostfire Weapon. There are three pieces of armor that you can forge using Ythrium Bars. Four bars makes one piece, six pieces makes another, and eight pieces make the last.

Don’t worry about grinding for any of that gear. It’s so rare because it used to be the most powerful equipment in the game, and you needed it to beat the next boss. That is no longer the case, and there is more powerful gear to look forward to.

Now the actual Forge is just slightly northwest of you. In order to activate The Forge, you need to insert the Dwarven Gemstone. The gemstone is divided into 4 pieces, and there is one piece in each quarter of the map. The order doesn’t matter, so just pick whatever path suits you.

The chests contain:
    Quarter of an Ancient Gem x4
    Thundercore Infused Hood
    Thundercore Wristwraps
    Thundercore Protector
    Thundercore Coif
    Thundercore Bracers
    Ancient Elixir
    Thundercore Gauntlets
    Thundercore Cap
    Writ: Slynn’s Restoration III
    Thundercore Helm
    Scryer’s Parchment
    Black Hole in a Box
    Life in a Bottle
    150000 gold
    Thundercore Shield
    Tome: Ancient Firewall II
    Thundercore Beret

After you’ve collected all of the pieces of the gemstone, bring it to the Tinkerer to forge the Dwarven Gemstone:

Dwarven Gem Pieces

Quest: Dwarven Gem Pieces

Bring your Dwarven Gemstone to the actual Forge. You will be plunged into the next boss battle as soon as you select the forge, so make sure your party is freshly buffed and at full health.

You use your Dwarven Gemstone… The gemstone clicks into place as the forge’s fire flares to life.

You can feel its power pulsing throughout the chamber…

As the heat reaches you, the unforged blade you hold is drawn into the fire by a magical force and disappears within the flames…

After a few moments pass, the earth around you begins to rumble as a moan echoes throughout the caverns…

A deep voice booms throughout the cavers, ‘Who.. has done this? …Who has dared light the ancient forge? …Who has awoken me from my slumber?

This place.. is mine.. The forge.. is mine.. No mortal shall use it…

I left no dwarf alive… I slaughtered them and drove them from their sacred forge… The forge shall not be used…

Your lives… will be.. mine..’

Before you can reach for the forge, a terrible form materializes before you…

Virulen the Destroyer
Virulen is a difficlult boss. I recommend that you are at least level 98 before attempting him. He’s accompanied by two Ythrium Dragonlings that should die off just from your poison. Follow the usual method of stacking poisons on him while maintaining buffs with your Cleric. If he’s doing too much damage for you to handle, then defend with you Warrior to take the pressure off of the rest of your party. Don’t be afraid to throw some poison scrolls on him as well. There should be at least four poisons on him at all times.

Once you beat him:

The demon howls as it is pulled into the nether, never to return again… Perhaps the dwarves can truly rest in peace now…

Your attention is drawn back to the forge… Could the blade be finished?

A man appears beside the forge, and if you talk to him he says:
Heroes! You have astonished us once again!!

Now that you wield the power of dragons, we can begin work on opening a portal to the home plane of the elder dragons…

You must travel there and strike at the heart of the dragonkind, putting an end to their terror once and for all…

It will take us some time to open the portal in Solace…

IMPORTANT- the game gives you a notice that says you’ve reached the end of game content. This is not true. There is a lot more game content. When this is fixed, I’ll remove this notice.

Now press the action button in front of the forge:
You remove the newly formed blade from the forge…
It seems to be from another world, almost as if it has no purpose here.

CONGRATULATIONS! You now have the Dragon’s Blade. This blade will transform the bearer into a dragon and dramatically increase their abilities in battle. The blade also has the ability to teleport you to another realm. Use this ability now.

X.) Dragonreach[]

XI.) Gem Hunting[]

Okay, so you’ve probably found pretty early on that there are three gems: green, blue, and red.  You acquire these gems from chests, monster drops, the arena, and thieves. Also high level equipment will sell for gems instead of gold. Farming and selling high level gear is probably the best way of accumulating gems, but for the majority of the game this isn’t possible. The next best way of collecting gems is by defeating thieves:

a. Thieves[]

Information collected by Ornged; organized and updated by mortimernova

  • People refer to them as "Thieves".
  • They only come out at night in-game; you can tell it is night because it will be dark; in-game time, night falls between 6PM and 6AM.
  • They look like a red and black, masked NPC and will be wandering around.
  • Once you talk to them you will be immedietely pulled into combat after a short dialogue so be prepared.
  • An internet connection is required to spawn them (but online play is not required however it is highly recommended if you're in a guild solely for the benefit to your guild).
  • They can spawn at any level; even level 1 characters can battle them.
  • They can spawn inside towns and out in the overworld but are really only "farmable" inside towns.
  • They can spawn in all the towns, including the basement of Norwind.
  • They will only spawn once per town per game night.
  • They spawn at random points inside towns, then they tend to migrate to some hard-to-see spots like behind a tree, a building or a wall.
  • Their chance to spawn over the course of the entire night is not high, but not that low either. Estimates put it at 70% as no one has a real percentage here, just a feeling guess.
  • You cannot save/reload to fight the same scoundrel again as it will disappear. That means their spawn resets after reloading.
  • The fight consists of 1 Scoundrel surrounded by 2 random Monsters.
  • Difficulty/monster-level will scale to your level.
  • The Scoundrel hits multiple times in one attack and will heal itself.
  • The 2 Monsters' attacks and spells will match their counterparts.
  • Upon defeating the Scoundrel, you will get 1 magical item and 1 Bag of Stolen Goods
  • The Bag of Stolen Goods they drop can be turned in to the same monster-parts NPC by campfires for blue gems, red gems, gold and exp.
  • The levels of the Bags of Stolen Goods they drop are set to 5-level increments (e.g. - level 50/55/60/65) and are relative to your level until you pass the 5 level increment (e.g. - level 50 bag even if you are level 54, but level 55 bag once you are level 55).
  • The amount of blue gems, red gems, gold and exp will scale with the thiefs level.
  • Any magical items will be relative to the Bags level, not your level.
  • High-level players "farm" them for their gems (for purchasing stat-seeds).
  • Most recommend just staying in either Thundraka or Flinton because of the town's small size making it easy and quick to search.
  • Most recommend to just stay in one town the whole night and checking at 5am because it is easier; this is commonly referred to as "the lazy method".
  • You should save at 5pm in a small town such as Flinton, so that if a thief fails to spawn, you can reload your game and try again.
  • If you beat a thief and reload your game without saving and without cashing in the stolen goods, call it a loss. The thief will not be back to fight again when you reload your save.
  • If you get a message stating "some dynamic content could not be loaded" when you load your save game, you will not see a thief that night. This means you need to find a wi-fi connection and try again if you want to catch a thief.
  • Spawn Tip: if you're determined to find one in one night, you can save the game at 5pm so you can keep reloading to get them to spawn before the morning.
  • Spawn Tip: you can catch more than 1 per night by going to different towns, ie. once you defeat one at townA, then you teleport to townB and stake out until it spawns there. You could catch a lot of thieves if you get LUCKY with quick spawns, letting you hop to other towns for more tries, very rare though.
  • Spawn Tip: if they spawn outside the town's movable area (e.g. - the areas without walkways in Solace or you exit town when you approach the thief), sometimes you can get them to move to an accessible spot by waiting for it to walk towards you, exiting and re-entering the town or teleporting to another town (they will be in the same relative location and hopefully something will not be blocking you in townB unlike townA).
  • Farming Tip: you will want to take advantage of thief farming from level 80 to level 99 as they suddenly get much much stronger at level 100+ as well as the fact that tome drops between those levels can mostly be sold for blue gems and they change to primarily red gems after level 100 and trust me, you WANT and NEED blue gems).
  • Rumor Control: even though teleporting to another town will autosave you, autosave doesn't necessarily mess with the spawn as people have hopped from town to town to get a couple thieves in the same night.

b. Selling To Vendors[]

You will ultimately find plenty of gear, spell books and writs that give you gems. Typically these items are found once you reach the Thundraka area. Below is a list of known items that will give you gems and the amount of gems you will receive for said items.

ITEM TYPE GEMS
Ancient Firewall III Spells 5/Red
Ancient Ring of Strength Equipment 5/Red
Black Hole In A Box Items 3/Blue
Blood of the Seven I Spells 5/Blue
Larkwood Transporter Items 5/Red
Coreburst I Spells 5/Blue
Cosmic Blot III Spells 3/Red
Crystalwind Blade Equipment 9/Red
Crystalwind Breastplate Equipment 6/Red
Crystalwind Helm Equipment 15/Blue
Dreamforged Infused Hood Equipment 15/Blue
Dreamforged Protector Equipment 22/Blue
Everburning Torch Items 10/Red
Ghostfire Mail Equipment 10/Red
Globe of Invisibility Items 25/Blue
Honorable Fortress I Spells 5/Blue
Honored Tenacity I Spells 5/Blue
Larkwood Transporter Items 5/Red
Light of the Honored I Spells 5/Blue
Manaburst I Spells 5/Blue
Manaflood II Spells 36/Blue
Map of Divining Items 2/Red
Orb of Solace Items 6/Green
Phalanx of Fire I Spells 5/Blue
Prismatic Nether I Spells 5/Blue
Scryer's Parchment Items 10/Blue
Spirit Blood III Spells 40/Blue
Thundercore Bracers Equipment 29/Blue
Thundercore Coif Equipment 22/Blue
Torment of Spjon II Spells 2/Red
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