Guide

**The article "Guide" contains spoilers from the Raws!**
This article contains spoilers from the Raws and could reveal untranslated details. Do **not** continue reading if this is a problem for you.

**The article "Guide" is WIP.**
Work in Progress (WIP) are articles that are not fully completed and thus lack information and quality. Please help by **adding content**!

This guide is meant to help readers to progress in the game as well as providing useful tips and tricks. It includes the following topics:

1. Tips for Beginners
2. Story and Progression
3. Clan Quests
4. Legion Quests

## Tips for Beginners

* Potions should only be used sparingly early game, as they are quite expensive and are needed to win. Excessive use of potions points to inappropriate strategies or play-styles.
* Usually, ranged enemies deal more damage and are greater threats than fighters, try to kill them first. In many cases, River can outrun melee enemies, so if she's your last hero standing even against multiple melee enemies, she can still pull out the victory!
* Cover can be used to avoid enemy attacks and force ranged enemies to get closer.
* Long-press on enemies to read more details about them. That reveals their class, stats, skill cards and gear. *(Note: this depends on your in-game settings. You can also use long-press to attack and tap to inspect, which is a bit more cumbersome, but can help prevent inadvertent attacks)*
* When close to enemies, limit the times you sprint to avoid the Unbalanced debuff. However, if using sprint allows to hit an enemy, it is usually worth sacrificing 1 armor for the additional attack.
* The best abilities to craft as a beginner are Black Arrow, Pinpoint and Fireball. Backstab should be crafted, once Corso is unlocked.
* Always use Sharpening Tools to increase damage of all heroes by 1. Treasure Chart is a fantastic consumable to get more gold and chests that lasts for two hours. To use consumables, go to the main menu and tap on *Collection*, then *Consume*.
* Playing Raid is a great way to get additional gold and War Tokens, which can be used to buy gear and abilities.
* Which hero to use greatly depends on the gathered gear.
* Exchanging Trophies at the Trophy Hunter for Expert Training is the quickest way to level heroes' experience and will be your primary source of renown!

## Story and Progression

### First Fights

This section is the introduction to the game and includes the quests

* Dunweld Prison
* Dunweld Hills
* The Stoneway
* Brachen Hills

The Game starts with the fighter **Reynar** being in the Dunweld Prison. He manages to get out of his cell and is on the lookout for gear before escaping. In the following fights, the goal is to learn the mechanics of the game, such as movement and playing abilities. Movement consists of two factors, **move** and **sprint**. More details about their mechanics are explained in Movement.

During this quest, the common gear Notched Sword and Rusty Scale Mail are obtained, which grant +1 damage and +3 life respectively. They are unique gear and can only be obtained once, meaning that collectors should **not** dismantle them.

The next quest is Dunweld Hills, where ranged heroes are introduced to the game, namely the archer **River** and the mage **Amras**. In these battles, the goal is to learn how to use them and protect them against enemies. As Reynar belongs to the fighter class, he has high life and armor and is great to distract enemies. Without protection, ranged heroes die very quickly. On level 1, both River and Amras only have 17 life and low armor. That is why it is very important to place Reynar a few tiles in front of them, so they are not targeted by enemies. On the player’s turn, Reynar can simply be moved to the side so the ranged heroes have clear vision to the enemies. For more information, visit Attacking.

Comparing the heroes’ damage makes the class differences apparent: Reynar’s damage at level 1 is 4-6, whereas River’s is 5-7 and Amras’ is 7-9. In case the death of a hero is inevitable, it is a good idea to sacrifice fighters first, as their main goal is to tank damage.

The Stoneway is another easy quest that rewards 150 gold and the unique gear Imperial Sigil on completion. Imperial Sigil is not useful, but better than having nothing equipped.

Brachen Hills is the last quest before things get more interesting. In the first battle, guards protect a river. They can be bribed with 100 gold to cross the bridge without fighting. Later, the Collem O'Shaw must be saved, who is a wandering trader. He offers uncommon gear for 160 gold. The options are Leather Armor, Chain Mail and Silk Robes. Only one gear can be bought, Silk Robes being the recommended one, due to its useful drawing ability.

By now, the heroes should be at least level 4 and have unlocked the following abilities:

* **Reynar** - 2x Bash, 2x Cyclone, 2x Block
* **River** - 2x Talon, 2x Tripwire, 2x Mongoose Crouch
* **Amras** - 2x Voltaic Spike, 2x Fireball, 2x Concentric Shell

Block, Mongoose Crouch and Concentric Shell are very useful to increase the chance of survival of the heroes. Combined with Cower, they will become invincible in early game. Cyclone is a great ability against melee enemies, as they tend to swarm the closest hero they see, which is usually a fighter. Reynar's Reckless skill card is unlocked at level 5, granting +2 damage if two or more enemies are adjacent - that makes Cyclone even stronger.

Fireball is a useful AoE ability that deals fire damage. It makes battles against enemies that are weak to fire - like spiders - much easier. Voltaic Spike is fantastic to hit enemies from far away. Amras' main weakness is his low range, meaning that abilities that buff his range are important to keep him alive. River's Tripwire is another ability that can be useful against enemies that use AoE abilities or have multiple attacks, like bears.

### Road to Broken Bridge

This section includes all quests up to Broken Bridge, namely

* Grenfeld Village
* Elder Stones
* Arcane Ruins
* Branchen Moor
* Ergenstadt
* The Red Thorns
* Broken Bridge

In Grenfeld Village, the heroes stay in the Broken Cup Inn until the next day. Apart from information regarding the story, the quests Elder Stones, Arcane Ruins and Branchen Moor are unlocked. It is recommended to first complete the side quests Elder Stones and Arcane Ruins before playing Branchen Moor, as these quests reward unique weapons for River and Amras.

Completing Elder Stones rewards the Wessertop battlefield, which can be used in Raid Defense and the Ashwood Bow, a common archer weapon that grants +1 damage. The first battle involves a bear that can attack twice once it had been attacked five times. This fight can be tricky, which is why it is important to play abilities like Block, Cover and Tripwire only once the bear has five markers. The remaining fights of the quest are not hard, but if the bear fight is too challenging, previous quests can be replayed until all heroes are level 5.

Arcane Ruins is the second side quest and rewards Ancient Breastplate and Weaver's Staff, a mage staff that grants +1 damage. The quest is filled with spiders that are weak to fire, so Amras' Fireball ability kills them quite easily. Another threat in these battles are Egg Sacs, which can hatch spiders by playing Hatch for 3 mana. This makes it important to attack Egg Sacs quickly before they hatched too many spiders. The last battle of this quest involves fighting against the spider Slitherweave. Due to its movement debuffs and high range, it can be tricky to kill it. Furthermore, only the standing bookshelves provide cover from its ranged attacks. The best approach is to first focus on killing the two Egg Sacs, as well as having as many Advance, Sprint and Scouting abilities in the deck as possible. If the heroes' movement is reduced, standing behind the bookshelves on the bottom left or, preferably, the top right helps to force Slitherweave to get closer. During the Arcane Ruins quest, players also have the opportunity to *Research 1 Card*. What this essentially means is that they can select either Arachnid Sting, Voltaic Chain or Sever for free. Voltaic Chain is the best option, because not only does it deal damage to three enemies, it also increases range by 2.

#### **Crafting Advice**

One of Arcane Ruins' quest rewards is Ancient Breastplate, which is useless as armor, but can be dismantled for 200 Ancient Shards. That is a good time to **craft** a few abilities. In the beginning, players lack the majority of abilities, so crafting any ability is useful, but there are a few abilities that help on the long run, including

* **Fighter** - Cyclone, Kill Streak
* **Archer** - Black Arrow, Pinpoint, Scouting, Viper Shot
* **Mage** - Fireball, Nova Flare
* **Priest** - Bless, Omens
* **Rogue** - Backstab

Which ability to choose depends on quest rewards and gear players have accumulated (especially if free to play). Additionally, every player has their unique play-style that favors different abilities and heroes. While the following ranking may be subjective, the following abilities should be considered crafting in early-game.

1. **Black Arrow** - common archer ability, requires 25 Ancient Shards. Black Arrow is great in early game to deal with enemies that have high armor. In combination with the craftable rare gear War Bracers and River's skill card **Huntress**, a mana income of 6 is possible each turn, allowing to play Black Arrow every turn. That makes River very powerful. It is recommended to have at least two copies of it, preferably four once River is level 10.
2. **Pinpoint** - uncommon archer ability, requires 50 Ancient Shards. Pinpoint only costs 1 mana and increases the target's range by 3. This makes many fights a lot easier and helps River and especially Amras to hit enemies from far away. That also decreases their risk of taking damage. Having at least two copies is recommended. The upgraded version increases range by 5!
3. **Fireball** - uncommon mage ability, requires 50 Ancient Shards. Fireball is an excellent ability in early game due to its low cost and AoE fire damage. In early-game, plenty of quests involve enemies that are weak to fire, making Fireball a strong ability and useful for grinding certain quests.

**Note:** once the player unlocked Corso, two copies of **Backstab** should be crafted, as it is an amazing ability to deal much damage.

#### **Branchen Moor**

It is time to continue with the story. The next quest is Branchen Moor, where players will encounter the first chest *(needs confirmation)*. It should always be attempted to open them, as they can contain very good rewards, especially Steel and Gold Chests. During this quest, the player is accused to have killed soldiers of Captain Dietmaar, which were actually killed by Red Thorns. Depending on previous decisions in Branchen Hills as well as giving the correct answers (*"my name is Reynar"*) can skip the fight *(needs confirmation)*.

Up next is Ergenstadt, a rather tough quest. Completing it rewards 250 gold and unlocks the priest Livia. In the first battle, try to get the first attack and kill the archers before the fighters. Abilities that increase range are very useful in this quest. The second battle is challenging, because the enemy fighters can play Provoke and the **Red Thorn Torchers** can play **Pyrric Oil**. Provoke costs 3 mana and will prevent any attacks on the caster's allies until next turn - unless they are killed. That can make it tricky to attack the two Red Thorn Torchers, whose Pyrric Oil attacks a hero and deals 6 damage at turn end for two turns. If River or Amras are hit by it, they are likely going to die. Pyrric Oil costs 5 mana, so killing both Red Thorn Torchers within the first two turns is recommended.

The last quest of this section is Broken Bridge, where two Pile of Bricks must be collected for repair. They can be gathered by playing The Red Thorns, Elder Stones and Arcane Ruins. It is easiest to play Elder Stones and Arcane Ruins.

The Red Thorns can be played as well and the quest involves a Merchant Rescue and rewards the Red Thorn Banner. Care needs to be taken in the last battle, where two enemy archers can attack the heroes across the whole map. After a few turns, Markan van Thorne shows up - defeating him will result in a victory. The safest strategy is to hide behind the trees and rocks, kill enemy archers and save mana until Markan shows up. When that happens, one of the heroes is teleported next to him. If enough mana was saved, abilities that increase armor or deal much damage can be used. With this knowledge, the fight should not be too challenging.

Finishing the quest unlocks Dark Tracks and Lower Aldwood and concludes this section.

**Note:** by now, players should have collected a lot of gold. Using it to buy card packs for 1000 gold is a good idea. It should be avoided to go blow 500 gold though, so gear and consumables can be bought from Collem O'Shaw in case he appears. It should also be checked if new cards can be crafted, where Black Arrow, Pinpoint and Fireball are the suggested ones.

### Road to Tower of Sky

This section includes all quests up to Tower of Sky, namely

* Dark Tracks
* Kamog
* Lower Aldwood
* The Halls of Creation
* Forest Webs
* Aldwood Ridge
* Tower of Sky

There is no particular order in which quests have to be completed, but quests with lower level requirements are generally easier. That is why the best quests to continue are Dark Tracks and Kamog. Furthermore, they reward useful gear.

Dark Tracks requires to use Livia, so a new party must be made. Priests are mainly used to buff the party and draw cards, they do not have attacking abilities. Livia is rather fragile, so having Reynar in the party is useful. The third hero could be either River or Amras, both are good options. Strategic players could also consider a party consisting of Livia, River and Amras. That party deals a lot of damage, but requires a careful and strategic play-style.
Livia's skill card **Fervor** increases the damage of Livia and heroes by 1 after she attacked, so attacking with her first is important. Once all battles are done, the player is rewarded the common priest weapon Beggar Staff, which allows Livia to draw 1 card at battle start. That weapon is quite useful to increase consistency in battles.

Next up is Kamog, which rewards the **Pillager's Crate**. It contains the uncommon gear Flaming Arrows, Initiate Vestments, Iron Shield, Smoldering Band and Striding Boots. The best gear to get are Flaming Arrows and Iron Shield. Especially Flaming Arrows are great in battles against spiders. In the first battle, it is essential to kill the three enemies as quickly as possible. The player receives two additional notes that orcs are about to come. If too slow, plenty of orcs spawn on the right of the map and there is little hope for victory. In the other battles, Reynar should be placed correctly so can tank a lot of damage. River and Amras must be used to kill ranged units before Reynar has taken too much damage.

If this is the 5th completed side quest, an achievement is unlocked that rewards 3x Rune of Insight. They are very valuable and should be used to craft Blizzard in the future.

Lower Aldwood is the next quest and can be quite challenging. The first battle involves a lot of spiders and Egg Sacs, so fire damage is recommended. In the second battle, enemies can play Voltaic Chain and debuffs, so care must be taken. Completing Lower Aldwood unlocks The Halls of Creation and Aldwood Ridge.

The Halls of Creation is the next quest and can be tough. The first battle involves two Treants that have nice stats and can stun heroes, making them uncontrollable for a whole turn. It is recommended to kill one Treant as quickly as possible so only one hero can be stunned at a time. They are also weak to fire and ice damage. In the second battle, the enemy mages can deal AoE damage and use annoying debuffs. Focusing on them first while trying to avoid taking damage from the Treant is a good idea. In the third battle, an Elder Treant must be defeated. Stay defensively and kill the mages first, use Reynar as distraction.

Completing this ques rewards **Elven Cache**, which can contain the rare weapons Blade of Martyr, Ethereal Blade, Runic Bow and Tri-Runic Staff. Runic Bow and Tri-Runic Staff are the best rewards. Runic Bow, increases damage by 2 and range by 1. Tri-Runic Staff increase range by 2 and crit chance by 15%.

#### **Farming and Crafting Tips**

Right now, the next quests require one hero to be at least level 8. If this is not the case, previous quests can be played on higher difficulty (challenge). This not only grants a lot of experience, but also rewards Meteorite Ingot. It is very useful to craft better gear in early game, like War Bracers. While this requires 28 ingots, it is not a mistake to start collecting some now. This is also a good time to dismantle abilities and gear for Ancient Shards so that you can craft abilities that are more useful short-term.

There are a lot of mediocre abilities that can be dismantled - if you don't see yourself ever using a common or uncommon card and you need shards to make a card that you feel would really help you - it's generally safe to do that. You'll have plenty of opportunities to get more common/uncommon cards once you start farming. That said, at the very beginning, players who lack abilities and should first try to have a solid foundation and experiment with cards/playstyles before mindlessly dismantling cards.

There are a few abilities that beginners can generally dismantle without any regrets, since you'll likely get more before you need them late game:

* **Fighter** - *all abilities have some use cases.*
* **Archer** - *all abilities have some use cases.*
* **Mage** - Curse of the Leech
* **Priest** - Idol of Life and Loss
* **Rogue** - Hide, Eclipse, Subterfuge, Sticky Bomb
* **All-Class** - *all abilities are extremely valuable - do not dismantle these until you have 4 upgraded versions*

**Note:** in general, it is considered bad practice to dismantle abilities and gear until you have the maximum amount (4 upgraded abilities or 3 copies of a gear), as some cards seem to be useless at first glance, but are viable later on (including the ones listed below).

It is a different story with gear. All gear that is (significantly) worse can than the player's best available gear (or gear that you have more than 3 copies of) can be dismantled. That said, it's best to avoid dismantling gear with unique effects (e.g. draw additional cards, gain mana, or knockback) like Tattered Stratagems, Beggar Staff, Elfstone Shard, Holy Symbol, and Avalanche Hammer with the reason that they can be useful for farming or completing challenges later in the game. Collectors should **not** dismantle gear that they only own once, as some gear is unique and cannot be obtained again!

#### **Level 8**

After a while, a hero should have reached level 8. Reaching that level is great, because heroes increase their base armor by 1 and are rewarded nice abilities:

* Reynar - Protector
* River - Mark of the Stalker
* Amras - Corrupt Fate
* Livia - Sanctified

These abilities are useful for quests later in the game. First, it is time to beat Forest Webs. In that quest, Witness must be protected. There is nothing special to say about the battle, they are not really hard, but may require a few attempts to understand what strategy works best. Fire damage is very useful, as well as abilities that deal AoE damage. Witness can be used to attack the Egg Sacs and should be protected by the other heroes. The reason to play this quest is to unlock the side quest Witness, where the task it to collect five Witness Stones to unlock the mage Witness.

Aldwood Ridge rewards 250 gold and should not cause too many problems. In the first battle, go to the bottom right of the map and simply wait and attack what is within range. After a certain amount of turns, the battle will be won automatically. The second battle requires to kill two bears, which should not be too difficult with the use of Black Arrow and other high damage abilities. In the last battle, orcs ambush the player. A defensive strategy with abilities that buff range is advised.

Tower of Sky is the last quest in this section, and arguably the hardest so far. In the first battle, a tanky fighter and priest must be killed - the priest should be focused first. After that battle, the player finds Scintillating Bracelet, which grants resistance to vile and should be used on the most tanky hero (Reynar). This is important, because the second battle is tricky and requires vile resistance. The objective is to kill Charon's Absence, which is a mage with 60 life, 5 armor, 3 range and 0 move. It deals vile damage and gains 5 mana at turn start to cast debuffs like Curse of Chains, Curse of Decay and Curse of the Leech, which reduce movement, damage and mana income respectively. Additionally, there is an Abyssal Echo to the right, and more spawn for a few turns. They deal 30+ damage on attacks, but only have 17 health and 2 move, so they can be killed quite easily. The struggle is that they can cast **Fleeting Shadows** for 5 mana, which grants +6 move for the rest of the turn. That is why it is essential to kill them before they have 6 mana! After a while, no more Abyssal Echo spawn and Charon's Absence increases its range by 6. That is a good time to kill the remaining Abyssal Echo and focus on Charon's Absence. The best approach to win this battle is to stay out of Charon's Absence range and kill all Abyssal Echo before they have 6 mana. There is no rush to kill Charon's Absence!

In the next battle, Aspect of the Shepherd must be killed, which has 100 life, 6 armor, 11-15 base damage and 0 move. It is protected by the priest Moros, who casts abilities that buff it. Shepherd has the following skills cards

* **Abomination** - Vile damage and +1 reach.
* **Hastur's Embrace** - Enemies take 10 (vile) damage at turn end, if no adjacent enemies.
* **Unstable Summons** - Remove 1 marker at turn start, if no nearby allies. Killed at turn end if 0 markers. (Starts with 4 markers)

Hastur's Embrace and Unstable Summons hint to what needs to be done. First Moros must be killed to trigger Unstable Summons. Once that is done, a hero - preferably a fighter - with vile resistance must be kept around Shepherd to prevent triggering Hastur's Embrace. Once all markers are removed, the player wins immediately.The battle can also be won by not killing Moros, which is needed to get 100% completion in this quest. That, however, is much harder to achieve.

Completing the quest rewards **Enchanted Case**, which contains Bloody Arrowheads, Enochian Focus, Mersaran Saint Pendant and Tabard of the Captain. Mersaran Saint Pendant definitely is the best gear to get. Tabard of the Captain is a unique gear and can only be obtained from this quest *(needs confirmation)* and thus the best drop for collectors. It also is interesting in that it buffs every hero's damage by 1.

Completing Tower of Sky unlocks Sky Sanctum, Archway and Trophy Hunter and concludes this section.

**Note:**  Do not forget to unequip **Scintillating Bracelet**, as it is useless outside of the quest Tower of Sky.

### Road to Level 11

This section is a guide to reach level 11 and includes the quests

* Trophy Hunter
* Sky Sanctum
* Archway
* Verazza
* Palazzo Correnti
* Merec's Marshland
* Misty Ruins
* Murgle Village

Right now, the player's heroes should be level 8 and the only available quest is Trophy Hunter. Before doing it, check if any crafting can be done; also see Crafting Advice. Entering Trophy Hunter rewards two Wanted Poster, which should be used to collect 10 Trophy, as they increase the spawn rate of rare bosses. Keep in mind that rare bosses increase the difficulty of battles, so beating challenges gets harder.

To complete the Trophy Hunter quest, any prior quest can be replayed - ideally on challenge to farm Meteorite Ingot, which can be used to craft better gear, like War Bracers. The amount of dropped Trophies depends on the quest's difficulty. Rare bosses in quests between level 1-6 only reward a single Trophy, whereas level 7 and 8 quests reward 8. That makes farming Trophies much more efficient on the higher levels, but also more difficult.

It is recommended to beat challenges until **28 Meteorite Ingots** have been farmed. Then, **War Bracers should be crafted**, arguably the best rare gear that can be crafted.

Once 10 Trophies are collected, the quest can be completed. Players are rewarded **Trophy Case**, which rewards an epic gear! This is a key moment in the game, as the dropped gear can be very useful and make any hero much stronger, leading to new parties and strategies. The list of possible **epic** rewards can be seen in Core Gear. The worst drops for beginners are Laurel Crown and Crown of Judgment. The farmed Trophies should be exchanged for two Expert Training, which increase experience by 5000 and renown by 10. That makes them fantastic to level heroes and are the quickest way to level heroes!

The next quest that should be played is Sky Sanctum, as it rewards Ancient Crystal (+100 Ancient Shards on dismantle) and one Rune of Insight. TODO...

TODO
Archway
Verazza
Palazzo Correnti

#### Grinding

TODO
Grind to level 10...

TODO
The Docks
Merec's Marshland
Misty Ruins
Murgle Village

TODO
Grind to level 11...

At level 11, Lord Margrave is unlocked. That concludes this section.

### Road to Level 13

This section is a guide to reach level 13 and includes the quests

* Lord Margrave
* Library of Artem
* Tortua Cove
* Monterre
* The Oubliette
* Mausoleumm
* The Westlands
* Stenhus Lands
* Road to Ancis

TODO

## Clan Quests

Clan Quests are available in story mode to members of clans. They consist of only a single fight, which clan members need to complete until the quest's completion bar is full. If a clan fails to fill the completion bar within seven days, all progress will be reset and no player will be rewarded. Clan rewards can drop useful resources that are needed for crafting abilities and (clan) gear and are thus important to complete regularly. The following quests are currently in the game:

* Orc Assault
* The Gate
* Capsized
* The Wreck
* Blind Bishop
* Minotaur Assault
* Aldwyn’s Fall

## Legion Quests

Legion Quests are available in story mode and consist of tough battles that reward Legion Goblets, which are needed to obtain Legion Abilities. Each time the player collects 10 Golden Legion Goblets, they will be rewarded with one piece of Legion Gear. The following quests are currently in the game:

* North Border
* Mechanism
* Stone Plague
* Flames of War
* Corrupted Heart