Questing Tips Guide

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Also see the Equipment Guide for more information about equipment and questing.


To most players, questing is the most enjoyable thing to do in the game. After all, it's always fun to fight random monsters and gain access to a plethora of powerful and rare equipment that the monsters drop. Here are some tips that you may want to keep in mind while you're questing out there.

Starting Out

  • For any new players waking up in the Fields outside the Salamander Township:
    • 1. Always sell treasure type items such as Teeth, Tusk, Gold Nuggets, Crystal Crowns, Dragon Scales, and Platinum Rings to the in-game shop owner. Other than to be sold for marks, they serve no other function except for Dragon Scales, Crystal Crowns, and Skulls, which are used at the Dragon Guard for missions/quests, and Tempered Dragon Scales, which are used towards upgrading any Flamberges dropped by Magmic Dragons in the Glimmerforge Caverns.
    • 2. Don't buy any armor from the shops except for the Scale Suit, Spike Shield, and Boots. Only buy these armors if you're a new character.
    • 3. Don't buy any weapons from the Weapon Shop except for the Spike Helm and the Broad Sword. Only buy these weapons if you're a new character.
    • 4. More or less completely skip tithing at the Healers Tower, unless you have planned ahead. It gives EXP in exchange for Marks, but the exchange rate is extremely unfavorable. Tithing could be effective on your very first day of questing, for you can quickly advance to the next level by tithing alone if you have the marks to do so. However, the monsters will grow as you grow, so if you level with tithing without the gear back you up, you'll face stronger enemies and new types of them.
    • 5. Hold onto anything you find with "Blast" early on! Blast is a Rare Attribute that deals 120 damage to your enemy while ignoring their Defense. It's a huge boon to anyone starting out, especially Solo or Hardcore Legends. The Blast Powder item in contrast only deals 40 damage each stack, and is prohibitively expensive to use in mass quantities.
    • 6. The "Armor" and "Smith" Rare Attributes allow you to identify equipment you find in the wild by simply highlighting them and clicking Info. If you're lucky enough to stumble across these modifiers, this allows you to prune your backpack if you're strapped for space while far away from town. These attributes also work on the equipment for sale at Rux's Recovered Rarities.

Area Level Recommendations

Fighter skills learned at the Guild in the Forest will allow you to equip gear from later areas sooner, as Level Requirements look at your character level + Fighter skills.

  • Fields 1-6
  • Forest 7-11
  • Mounds 12-15
  • Dunjeons & Mountains 16-20
  • Docks & Hie Brasil 21-25
  • Shangala 26-31
  • Azteca 31-32
  • Patrol 33-35
  • Spelunk 36+

Area Defense Recommendations

  • Docks & Hie Brasil 100-200
  • Shangala 200-250+
  • Azteca 250-300+
  • Patrol 450-600+
  • Spelunk 800+
  • 1. If you have some Food at your disposal, feed the Rodents. Not only will you save a quest, but this extra quest can be used to encounter stronger creatures. You may also gain some Charm for doing this.
  • 2. If you have some Marks to spare, bribe the Goblins. Not only will you save a quest, but this extra quest can be used to encounter stronger creatures. If the Goblin ends up attacking you, be sure to fight him if you want your marks back.
  • 3. Trading with the Centaurs can be extremely beneficial to your character. If the trade is successful, you may receive a Quartz and perhaps a Long Bow, both of which are more than worth the cost of trading. You may even gain some Charm for doing this. Flee otherwise, to save your quest and spend it on encountering stronger creatures.
  • 4. Trading with the Gypsies usually isn't a good idea because he'll just take your marks and run away. Attack them as soon as you have at least 10 Attack or Defense points.
  • 5. Starting at Level 3, you'll encounter Soldiers, who are the strongest creatures that you'll have to face in the Fields. They're equipped with Pikes and Half Plates, so don't try to attack them unless you have at least 15 Defense points.

  • 1. As soon as you arrive at the Forest and find Smithy's, you should replace three of your current weapons (Boots, Broad Sword, Spike Shield) with a Doc Martins, Steel Sword, and a Sword Breaker. Don't bother buying the Full Plate because it subtracts too many skill points and it's better to just equip a Mythril Mail that you'll undoubtedly receive from three of the creatures in the Forest. Also, it costs 60 marks to identify your weapons at Smithy's, so go back to the Weapons Shop at the Fields if you want to identify your weapons for 40 marks instead.
  • 2. Snots may be slow, but they have a lot of Guts and can easily slaughter your hero in one or two turns. Don't try to attack them unless you have at least 60 Guts and a good amount of Defense and Skill points. Snots also have low wits, so they're more susceptible to being mesmerized. If the Snot drops a Dwarf Axe, you might want to save it in case you want to make Swift Boots later on in the game. Try feeding the Snots if you have Food to spare. Not only will you save a quest, but this extra quest can be used to encounter stronger creatures. Beware though, as they may sometimes block your path anyway and chase you off.
  • 3. Gryphons can be powerful opponents, so you should only answer their riddles if your character is strong enough to defeat them. Try to have at least 55 net stats (attack + defense) before fighting them.
  • 4. Be sure to help the Unicorns, but don't even think about attacking them. Although naturally gentle, Unicorns are the strongest of all the creatures in the Forest and they can mesmerize you and induce Panic. If you're able to help the Unicorn, you may receive useful items such as Gold Apples, various gems, and/or a Unicorn Horn. Flee if you're unable to help the Unicorn. Not only will you save a quest, but this extra quest can be used to encounter stronger creatures.

(Peasants Only)

  • 1. If you want to avoid the First Guard, purchase some Castle Permits from the in-game shop owner, Sally Trader. You'll need a new Permit each time unless you've been promoted to a noble.
  • 2. If you want to avoid the Second Guard, complete the Queen's Folly quest at the Dragon Guard and use the Unicorn Pendant to enter the Royal Court. Be sure to gain your noble promotion before leaving the Royal Court!

  • 1. Before going to the Mounds, make sure that you have at least 200 Torches in your backpack.
  • 2. Take off any weapons and armor with Flames or Glow on them because the Worms are going to swallow them - if you decide to fight them. You shouldn't equip any Miners Caps or Flaming Swords that you find in the Mounds for the same reason. If the Worm ends up eating your equipment, try to fight it if you want to get it back. If you don't fight it, you'll lose that piece of gear forever. Even then, the gear that's spat out will likely be rusted and tarnished. A safe way to deal with Worms is trying to feed them, and then flee if unsuccessful.
  • 3. In order to gain access to all the areas in the Mounds, you need to have Maps. Purchase a Map to Warrens from the Gobble Inn shop owner and perhaps a Map to Treasury if you feel that your character is strong enough. If you don't have enough marks to purchase a Map to Treasury, try to kill a Goblin Rager. If you want access to the Throne Room, Goblin Vaults at the Treasury drop those maps but are tough for new adventurers. You should also purchase some Thief Insurance from the shop owner if you want to prevent monsters from being able to swindle you or avoid having to face the Gate Guards. If you don't have enough marks to purchase Thief Insurance from the shop owner, kill some Thieves.
  • 4. Sell the Cross Bows that you get from the Gate Guards and sell all the Gold Nuggets that you'll inevitably receive from nearly all of the monsters at the Mounds. These are very easy sources of Marks and you can use them to buy more Torches and Thief Insurances.
  • 5. Be mindful when encountering the Mages because they'll mesmerize you and take half your gear - unless you have learned a "Sage" skill from the Guild in the Forest, or are carrying Substitoads in your backpack. You can try Bribing them to save a quest, otherwise it's best to run if you've burned your Sage skills and don't have Substitoads to spare.
  • 6. If you find a good Miners Cap, be mindful that they inherently have the "Glow" attribute on them, meaning the Worms may devour it if you attack them. Replace your Spike Helm with Magic Robes if you decide to kill a Mage and it happens to drop one. Magic Robes don't provide as many Defense points as Miners Caps, but they don't have Glow and thus can't be swallowed by the Worms. You should also replace your Doc Martins with the best pair of War Boots that you can find from a Thief.
  • 7. Before entering the Treasury, make sure that your character has at least 80 guts and the best Armour that you can get so far in the game. Some of the creatures have the Berzerk ability and can finish you off in a hit or two. If you have the Berzerk ability yourself, use it against the Goblin Champions because they're the most powerful creature in the Mounds besides Bad Penguin. Goblin Champions have the Berzerk ability and can also swindle and backstab you. In addition, Goblin Champions can use Seltzer Water to cure any status effects that are inflicted against them.
  • 8. Thieves, Mages, Treasury Guards, Goblin Champions, and Goblin Queens won't hesitate to swindle you. Check your backpack and make sure that you have some Thief Insurance on hand.
  • 9. Make sure that you have a Bless Scroll or two at your disposal in case you equip a cursed weapon.
  • 10. If you're literally dying to meet Bad Penguin, kill or seduce Goblin Queens until one drops a Map to Vortex. Prepare for the fight of your life!
  • 11. The deeper Caverns holds a mysterious shop called Rux's Recovered Rarities. If you've found the enigmatic Rux's Dowsing Rods by now, it's a map item that will allow you access to the shop! See the Glimmerforge Guide for more details.

  • 1. Before heading to the Mountains, make sure that you have at least 200 pieces of Rope in your backpack. Ropes are required to quest at the Mountains and Trolls happen to be a good source of Ropes. If your character is strong enough to survive their Berzerk attacks, Attack and Help as many Trolls as you can and save the Great Helms you find if you want to make Swift Boots later on in the game. You should also watch out for the Mountain Goats, who won't hesitate to eat up your supply of ropes.
  • 2.The Giants are probably the most powerful creatures that you'll face in the game for a while. Just like the Forest Snot, Giants have very high Guts and they have the potential to inflict a lot of damage to you if not outright kill you in a single blow. Similarly, Giants have low wits, so they're more susceptible to being mesmerized. Be sure to save any Giant Mauls that the Giant drops in case you want to make Swift Boots later on in the game. Don't bother equipping the Giant Mauls because they're two-handed weapons that subtract skill and aren't as powerful as other two-handed weapons such as Great Pikes and Great Bows.
  • 3. Wyverns will from time to time try Hypnotize you. It can be a good idea to have picked up a "Sage" skill from the Guild in the Forest at this point.
  • 4. Carry lots of Seltzer Waters if you choose to quest here, as the Wyverns love Panicking you and the Basilisks love Blinding you respectively.

  • 1. Unlike at the Goblin Mounds, there aren't any creatures in the Dunjeons that can swallow your weapons and armors with Flames and Glow on them. Replace your current head gear with a Miners Cap or a Mythril Helm to avoid having to use Torches.
  • 2. Giant Rats are the weakest creatures in the Dungeons, but they also drop two of the strongest right-handed weapons that you'll be able to get your hands on for a while. Be sure to replace your current right-handed weapon with a Rat Tail Whip, or if you're really lucky, a Silver Tail Whip.
  • 3. Similar to their forest brethren, Dunjeon Snots have high Guts and low Wits. Mesmerize them if you can, for they are a good source of Dragon Shields and Snake Oils. The Dragon Shield is a good defensive replacement for whatever left-handed equipment you may be wielding at this point, though it's an uncommon drop.
  • 4. The Goblin Ragers at the Dungeons are slightly more powerful than their brethren at the Mounds, but they can drop Rutters to Shangala and Silver Weird Knives. Silver Weird Knives are a good offensive replacement for whatever left-handed equipment you may be wielding at this point.
  • 5. The Mages will be very difficult to fight early on due to the difference in Skill. You may end up just never landing a hit. Once you're a high enough level or have enough attack, the Mages will start actively trying to Hypnotize you - be sure to have Sage skills or carry Substitoads at this point in the game. You certainly shouldn't try to mesmerize them either because you most likely won't succeed. Mages offer the most experience points out of all the creatures in the Dunjeons, and if you feel that your character is strong enough to defeat them, you may receive a Mystic Staff, which can be sold for thousands of marks to the in-game shop owner, or Mystic Robes, which will be a notable upgrade over your Mythril Mail or Goblin Plate by now. In addition, Mages can drop Bottled Faeries, Substitoads, and Crystal Mystic Staves if you're really lucky. Replace your current torso armor with Mystic Robes if you do loot one. If you're fortunate enough to loot a Crystal Mystic Staff, you're set for well into the island areas beyond the Docks since the Crystal Mystic Staff offers a prodigious amount of attack/defense/skill all at once. Wow!
  • 6. Don't try to fight the Miners here, they will use Blast Powder dealing 120 damage, ignoring your defense. Trade and flee is recommended. Not only will you save a quest, but this extra quest can be used to encounter stronger creatures.

  • 1. Once again, you should take off any weapons and armor with Flames or Glow on them because the Sea Serpents are going to swallow them - if you decide to fight them. If you're wearing a Miners Cap or a Mythril Helm, replace it with a Great Helm, which can be received from the Trolls at the Mountains.
  • 2. Traders are a great source of Blast Powder, and you'll usually get quite a few of them if you kill or trade with them. However, Traders themselves use Blast Powder in battle and if you're attempting to trade with them they'll likely try to Swindle or attack you anyway, so don't pick a fight with them if you don't have over 120 guts. Traders can also Swindle you, so have some Thief Insurances at your disposal. Neither attacking or trading is recommended, only fleeing unless you're a solo/hardcore adventurer looking for Great Bows for Dragon Guard quests.
  • 3. Kill or Seduce Mermaids, for they often drop Sea Slippers or even Silver Sea Slippers if you're lucky. Sea Slippers are excellent footwear at this point in the game and are more than likely to be the best footwear that you've acquired so far unless you were lucky enough to receive a Crystal Swift Boots, either bought from Rux's shop or from the Noble Trophies quest at the Dragon Guard. They also provide a lot of skill points and can be enchanted to exceptional stats. However, Mermaids can Mesmerize you, and when they do, they take half of your gear unless you have Substitoads in your backpack. They can also Swindle you, so make sure that you have some Thief Insurances.
  • 4. Krakens are able to drop Inkweaver Coats, which are comparable to Mystic Robes found in the Dunjeons but lean more towards defense than skill. Beware though, as Krakens will likely need to be put down several times before they die for good, and can catch adventurers off-guard with how tough they are.
  • 5. Clams are a good source of equipment, scrolls and gems if you're stealthy/lucky about looting them, but will often run away on failed attempts. Catch and kill them if you can!

  • 1. It's possible to receive a Rock from a Harpy Swindling you if you have low wits and don't have any Thief Insurances. Be sure to have any important items stowed away at Silver Storage just in case. Harpys are otherwise an excellent source of Substitoads and Gold Apples once you've acclimated to dealing with them.
  • 2. If you don't have a Rutter to Shangala already, you'll have to kill a Hero or answer his riddle. Heroes are also a very good source of Marks and other items. Always try to answer his question first because there aren't any penalties for answering incorrectly. Flee if you fail answering his question - if you're not strong enough to fight him. Not only will you save a quest, but this extra quest can be used to encounter stronger creatures.
  • 3. The Fighter may not seem to have very high Guts or Wits, but don't let that fool you. They have Berzerk abilities at their disposal and can quickly finish you off in a hit or two. However, they can drop four different pieces of gear, all of which are quite useful: Spiked Helm, Gladius, Silver Gladius, and Great Targe. The Spiked Helm is probably the best head gear that you'll be able to find at this point in the game, the Gladius/Silver Gladius is a great right-handed weapon that you should replace your Rat Tail Whip/Silver Tail Whip with if it has good stats, and the Great Targe is a good replacement for your Dragon Shield, stats allowing. Gladiators are also a good source of marks and Rutters to Hie Brasil in case you lose yours.
  • 4. Medusae commonly Panic and Blind you in a single combat round. This reduces you to fleeing since you can't use a Seltzer Water due to the Blind, so you may end up getting clawed to death over many turns if your defense and skill aren't enough to tank the hits or get away.
  • 5. The only known way of receiving Aging Elixirs in the game (outside of buying them from Rux) is to attack or seduce the Medusae. However, Aging Elixirs are very rare and difficult to come across, as well as niche.
  • 6. Golems can be powerful creatures, but they have low wits, so it's always a good idea to try mesmerizing them. Besides the usual gems that Golems drop, they can very rarely drop a Crystal Gauntlet, which is more than worthy enough to be a replacement for your Silver Weird Knife.

  • 1. Shangala is the first place in the game where Ieatsu attacks will be used against you, the second place is Azteca. Make sure that your character has enough Guts and Defense points to survive against the Shoguns and the Samurai who will not hesitate to use them against you if you appear threatening enough.
  • 2. The Shoguns may be more powerful than the Samurai, because unlike the Samurai, the Shoguns will chase you down and are armed with both Berzerk and Ieatsu. You shouldn't answer their questions unless you have a high amount of Wits and are prepared for the Ieatsu attack that may be used against you if you answer incorrectly. They can also drop Spirit Katanas, which you should probably sell for marks instead of equipping it - because of it's inherent "Panic" attribute.
  • 3. You can't use Swindle abilities against the Samurai; however, you can try to mesmerize them. Make sure that you have a high amount of Guts and Defense points in case it fails or the Samurai hits you first. If you kill the Samurai, you may receive a Masamune and/or a Koutetsu. Replace your current right-hand weapon with a Masamune and your current body gear with a Koutetsu as long as they're better than the gear that you already have equipped. If you want to learn the Ieatsu skill yourself, bring a Bushido Token with you and hope that a Samurai will be willing to teach that skill to you. Ieatsu is a powerful skill that will allow you to strike first in battle, but it doesn't affect your attack/defense and there's a steep penalty of -3 Guts/-3 Wits/-3 Charm and -10 Quests to learning it.
  • 4. You can receive thousands of pieces of Food from the Peasants. Use the food to feed creatures or eat them to heal 4 injured guts.
  • 5. Slaughter the Plague Warriors, for they carry both types of Rutters and are a great source of Gold Nuggets. Fleeing from them is also an alternative that gives exp as well as a chance for gaining Wits.
  • 6. Enchant Scrolls are dropped by creatures such as Pandas and Shoguns. Be sure to use them to increase the stats of your equipped weapons.
  • 7. Sell the Matchlock Rifles that you receive from the Gunners; make sure that your character has over 120 guts (and it should by now) in order to survive their blast attacks if you choose to fight them. Otherwise, flee to save the quest and put it towards finding stronger/more lucrative enemies.
  • 8. If you weren't lucky enough to receive a Crystal Gauntlet from a Golem, Ninjas drop Shurikens, which are satisfactory left-handed weapons that are good replacements for your Silver Weird Knife and also offer a good amount of skill. However, the Great Targe is probably what you'll want to be using at this point.

  • 1. The Azteca Soldiers drop the best right-handed weapon at this point in the game, the Amini Club/Silver Amini Club. They also drop Ayotl Shields, which are exceptional left-handed equipment rivaled only by the Jaguar Fang/Silver Jaguar Fang/Crystal Jaguar Fang in terms of Defense points. However, you shouldn't underestimate the power of these Soldiers because they can use Berzerk, Ieatsu and Swindle abilities against you.
  • 2. Watch out for the Jaguars, for they'll often try to Mesmerize you. Make sure that you have a high amount of Wits and/or several charges of Sage, and have some Bottled Faeries/Substitoads in your backpack. Jaguars can drop Jaguar Fangs/Silver Jaguar Fangs/Crystal Jaguar Fangs, as well as Jaguar Hides that you can use to make Jaguar Mantles at the Dragon Guard.
  • 3. Anacondas don't offer anything great, but take off any weapons and armor with Flames or Glow on them if you're going to attack them because they'll swallow your gear like the Worms and Sea Serpents. They are a good source of Snake Oils and Nectarines otherwise.
  • 4. Lend a helping hand to the Priests even though you aren't likely to succeed because of the high amount of Wits that they already have. They can drop the Imacaci Mask, which is the best head gear so far in terms of Defense, but because it induces Panic, it isn't a popular head armament among many players. Or kill them as they are the only source of Bottled Faery in Azteca. Drink Seltzer Water between combat rounds as they induce Panic on you repeatedly.

  • 1. The Abandoned Mines is home to the one and only creature in the game that you dreamed of slaughtering when you were a newer character - the Dragon. The Dragon will prove to be the greatest challenge that you'll have to face so far in the game, for in addition to its stats, it has the power to Berzerk and even Hypnotize you. They don't drop any weapons, but they are a good source of Marks and Dragon Scales, both of which can be used to make Dragon Scale Suits at the Dragon Guard. You can also trade with the Dragon if you're in a clan with the Dragon ability or have a weapon with that attribute. Having the Dragon ability is generally a good idea because Dragons will be a little nicer to you. For instance, they'll just take half your gear when they mesmerize you instead of just killing you. Then again, you may not want this to happen to you if you have a lot of Bottled Faeries or important items in your backpack in addition to Sage skills.

The Sweltering debuff is a constant annoyance while questing in the Glimmerforge Caverns, draining 1% of your Skill with each quest. Refresh yourself with a Seltzer Water/Gold Apple/Red Mushroom every so often.

  • 1. Drakes are one of the most common encounters while Patrolling. You can feed a Drake to refund your quest and put it towards stronger/more lucrative encounters, but you can kill it otherwise for consumables or in hopes of looting a good Drake Claws/Silver Drake Claws if you're in need of a Right-handed upgrade. Drakes have low Wits (relative to everything else around) so they may be good targets to Hypnotize for the potential Wits gains.
  • 2. Goblin Vanguards are the other most common encounter while Patrolling. These unassuming little imps have a full repetoire of abilities (Berzerk, Swindle, and Backstab!) they'll unleash if they feel you're threatening enough. Their notable equipment drops are Night Cuirasses and Night Greaves, as well as their Silver counterparts. Try not to Bribe these if you're looking to increase your reputation with the Glimmerforge Dwarves.
  • 3. Magma Elementals are not as hostile as their description makes them out to be. If you fail to answer their riddle, you can run for a quest refund. They can potentially drop a good Lava Lance/Silver Lava Lance, but most adventurers do not opt to use these as they're Right/Left-handed. They're also a good source of Rubies and Enchant Scrolls though. Beware their Berzerks, as they can deal 200+ damage through ~600 defense.
  • 4. Mineral Mimics are tough, hardened hermit crab-like rock formations. Steathily looting them may sometimes increase your Wits (along with the pile of gems gained), but you'll more often provoke a full on fight instead. Beware their Berzerks, as they can deal 200+ damage through ~600 defense. If your attack isn't high enough you may take many turns to chip away at their HP pool.
  • 5. Spidernoids are fragile, but fast and inflict the Disease stat you should remember from the Dunjeons and Shangala. Each can potentially drop a full compliment of armor; Night Hoods/Cuirasses/Greaves and their Silver counterparts, as well as many Enchant Scrolls, Sapphires, and occasionally a Bottled Faery. A well-rolled Silver Night Hood is potentially endgame viable if you don't need the bonuses/perks of a Rainbow Mushroom Cap.
  • 6. Glimmerforge Dwarves are only found while Patrolling. The Dwarf Shields they wield have the Sturdy Rare Attribute by default (huge for Solo and Hardcore Legends), and you may be rewarded with one from successfully helping them (although that's easier said than done due to their high Wits). If you fail to help them out, you can run for a quest refund. Try not to kill them if you're actively looking to increase your reputation with the Glimmerforge Dwarves.

The Sweltering debuff is a constant annoyance while questing in the Glimmerforge Caverns, draining 1% of your Skill with each quest. Refresh yourself with a Seltzer Water/Gold Apple/Red Mushroom every so often.

  • 1. Fungalmorphs are the most common encounter while Spelunking. Each one encountered will randomly be able to Blast/Blind/Panic you every combat round, and can drop a Ruby/Turquoise/Emerald Mushroom Cap respectively, alongside a plethora of multiple colored mushroom consumables when defeated. After a certain point they'll also try to Hypnotize you as well. Don't be fooled by their lack of legs; they're surprisingly fast!
  • 2. Ancient Constructs, like the Magma Elementals, are not hostile to start. If you fail to answer their riddle, you can run for a quest refund. Constructs drop the other contender for best torso armor in the game, the (Silver) Glyph Shell, offering a higher defense total and less attack than a similar (Silver) Night Cuirass. They also drop Ancient Cores, powerful defensive left-handed equipment for those inclined. Beware their incredible HP pools and defense values, as you may need to Blast them to death over 6+ turns if your attack is too low.
  • 3. Phoenixes are docile when encountered, and you can Feed them or run away for a quest refund as desired. Should you choose to fight them they can hit surprisingly hard, but drop up to 12 Enchant Scrolls upon defeat, as well as some scrolls, many Rubies, Cinnabar, and occasionally a Bottled Faery.
  • 4. Stalactite Sirens love to Panic unwary/arrogant adventurers, and they're incredibly fast to capitalize on it. Expect to use many Seltzer Waters/Gold Apples/Red Mushrooms while fighting them until you are geared well enough to OHKO them. They are otherwise a potent source of Enchant Scrolls and Sapphires, and may occasionally drop a (Silver) Winged Scythe for Marks/Essence dismantling.
  • 5. Crawling out of a Japanese horror, the Human Demon is unassuming at first. Surprisingly fast and powerful, these things can Berzerk, Swindle, and Backstab you if they feel you're threatening enough. Human Demons drop the only footwear in Spelunk; the (Silver) Finger Shoes, which offer similar defenses to Night Greaves but much, much more Skill.
  • 6. The Goblin Skeleton is likely the strongest mass encountered enemy in Spelunk, on account of the full repetoire of abilities it has (Backstab, Swindle, Berzerk, and Ieatsu!) and the sheer stats and tenacity they possess. Expect to take hundreds of guts worth of Berzerk/Ieatsu damage unless your defenses are well into the 1,000s, and even when you're immune to such they'll likely try Swindling you instead. Goblin Skeletons have a chance of rising again when defeated, but unlike Krakens at Sea, can only do so once. They sometimes drop Dreadblades/Reverse Dreadblades, and may drop a Silver Dreadblade if you're lucky, or a Crystal Reverse Dreadblade if you're REALLY lucky.

The Sweltering debuff is a constant annoyance while questing in the Glimmerforge Caverns, draining 1% of your Skill with each quest. Refresh yourself with a Seltzer Water/Gold Apple/Red Mushroom every so often.

  • 1. Behold, the Magmic Dragon. It makes its nephew in the Abandoned Mines look quaint by comparison. With Guts and Wits easily surprassing 1,000+ (at minimum!), and the ability to Hypnotize and Berzerk, it is undoubtedly the toughest enemy in the game. They appear in both Patrol and Spelunk, but very rarely in the former and somewhat uncommonly in the latter. It's possible to Patrol for an entire day without ever seeing one, and then be accosted by 2-3 in a row while Spelunking the next day.
  • 2. Do not even think about fighting Magmic Dragons "normally" if your defenses are not at least 1,000 or more. A Good Hit from a "weak" Dragon can deal 292 damage through 680 defense! And forget about surviving Potent/Power Hits without significant defense/Guts to absorb all that damage. Magmic Dragons are inclined to let you go if you run at first sight of them, but WILL chase you down and kill you if you (arrogantly) try to fight them without being prepared.
  • 3. Magmic Dragons drop a plethora of Marks, Sapphires, and consumables upon defeat, as well as the exclusive Flamberge Right/Left-handed weapon and Tempered Dragon Scales. It's possible to loot upwards of 40,000 Marks from killing just one!
  • 4. After receiving Tempered Dragon Scales from defeating a Magmic Dragon, you will notice a Challenge/Deathmatch 3rd option appear in future encounters. By presenting a Magmic Dragon with 5 Tempered Dragon Scales from its fallen bretheren, you provoke it to amp up/increase its stats, usually +150ish Guts and Wits to what it had previously. Should you kill it afterward, the topmost Flamberge/Blazing Flamberge in your backpack will experience growth, gaining progress towards evolving into a new form. Each Dragon you challenge can pay attention to 1 Flamberge and 1 Blazing Flamberge at the same time, and there's a random chance that your Flameberge weapon will automatically upgrade without gaining growth percents at all. It progresses from Flamberge -> Blazing Flamberge -> Volcanic Flamberge. You only need to worry about using oils on Volcanic Flamberges.
  • 5. One gamble that weaker adventurers can take against Magmic Dragons is to calculate their given Guts in multiples of 40, then eat/use enough Ginseng Root/Cinnabar to throw AT LEAST that many Blast Powders at them in a single attack for a risky OHKO (so, 1,185 Guts / 40 = 29.625 = 30 Blast Powders). Add on a Mandrake Root/Diamond on top for the Berzerk effect to increase your likelihood of attacking first. Expect a swift exit out of the Glimmerforge Caverns if you miss/fail however when the Magmic Dragon punts you straight towards the Healer's Tower.