Guides
Hand-written guides, from your first rat to Ashwing's crag.
Guide 1
Getting started
Your first hour: the controls, Brookhollow, and your first hunt.
Guide 2
The map
Press M for a painted map of the whole Emberwild, or the place you're standing in, in full.
Guide 3
The Waking
The story of Emberwild: ten chapters and an epilogue, from a warm wind in Brookhollow to the Ember Heart under the Cinder Keep, and home again.
Guide 4
Towns and people
Townsfolk keep a daily routine now. Here's how to find anyone, and what the towns do after dark.
Guide 5
Daily bounty
One monster to hunt each day, paid the moment you finish. Keep it up for a streak bonus.
Guide 6
Vocations
Knight, Paladin or Wizard: how each one plays, and their four abilities.
Guide 7
Gear and weapons
Eleven slots, two-handed weapons, javelins, orbs, sets and where the best gear comes from.
Guide 8
Combat
Targeting, kiting, abilities, statuses, elites and what happens when you fall.
Guide 9
Planning a hunt
See at a glance which monsters your quests need and where they live, with a worked example trip, and how fast monsters come back.
Guide 10
Levelling guide
Where to hunt at every level, from the meadow to the dragon's crag.
Guide 11
Agility
Climb walls, hop stones and run courses: shortcuts around the world and a skill that trains while you move.
Guide 12
Slayer tasks
Take a task, hunt it down, get paid in points, and learn to fight what nobody else can.
Guide 13
Getting pets and mounts
A little friend that follows you everywhere, and a horse to get you there faster.
Guide 14
Vocation trials
At level 30, your vocation's master in Highmoor has a trial for you. Pass it to unlock your fourth ability.
Guide 15
Waystones and travel
Touch the stone, pay the toll, step out somewhere else.
Guide 16
Quests walkthrough
Every quest in a sensible order, and how board tasks work.
Guide 17
Gathering
Fishing, mining and foraging: tools, where to go, and what to level on.
Guide 18
Farming
Plant seeds in a garden plot, come back later and harvest. Crops keep growing while the game is closed.
Guide 19
Crafting
Cooking, smithing and alchemy: where the stations are and what to make.
Guide 20
Enchanting
Give a weapon, a piece of armour or some jewellery a lasting bonus at an enchanting table.
Guide 21
Runes and magic
Spells in a stone: anyone can cast them, Wizards best of all.
Guide 22
Treasure trails
Riddles, digging and a casket of loot at the end.
Guide 23
Money making
How to earn GP at every stage, and what to spend it on.
Guide 24
The bank
Store items and gold safely, and sort them into your own named tabs.
Guide 25
Bosses
Varg the Bonelord, the Elder Treant, the Deep One, Ashwing, the Barrow King, Rimeclaw, the Tide Serpent, the Pitlord, the Emberwraith, the Hag Coven, the Elder Stag and the Kraken: how to beat them.
Guide 26
The Barrow
Three floors of the dead under Highmoor's standing stones, and a king at the bottom.
Guide 27
Gullwrack Isle
A volcanic jungle island across the sea from Saltmere, for levels 28 and up.
Guide 28
The Sunken City
A drowned city under Gullwrack's Sunken Temple, for levels 36–46. Two floors, a queen on her throne, and a rare warden guarding her vault.
Guide 29
Frostfang Pass
A winding mountain pass where the snow never stops, for levels 22–30.
Guide 30
Thornwood
A cursed forest between Fernwood and Highmoor: thorn wolves, witches, twisted treants and the Hag Coven. For levels 24–36.
Guide 31
Duneholt
A walled caravan town on the dunes north of the Scorched Vale, with an oasis, a market and dangerous sands. For levels 18–26.
Guide 32
The Ashen Citadel
The Emberwraith's fortress, east of the Cinder Keep, for levels 42–52. The last of the Waking's fire, and the Ashen Regent on his throne.
Guide 33
Cinderwatch
Emberwatch's camp on the Ashen lands, east of the Cinder Keep: three hunting grounds for levels 42–50.
Guide 34
The Shattered Peaks
The mountain top above Frostfang, where a fallen star feeds a storm with a heart.
Guide 35
Mistveil Isle
A fog-wrapped island off Port Varrow for levels 52 to 62: giant insects, an orchid grove and the Veiled Oracle.
Guide 36
Port Varrow
A big walled harbour on the south coast: wreckers on the reef, smugglers in the palms, and Captain Blackwake's caves. For levels 20–38.
Guide 37
Kingsreach
The royal city: castle walls, a keep, a cathedral and a market square, with brigands in the woods and the Lich-King below. For levels 35–54.
Guide 38
The Riftwastes
A broken land beyond the sky, opened by Skarnveil's fall, and the Unmade Spire at its edge.
Guide 39
Heroic dungeons
Beat a dungeon once, then light its Heroic Sigil: tougher monsters, more XP and loot, and Heroic Marks to spend.
Guide 40
The Proving Pit
Twelve waves, each harder than the last. Fall and you lose nothing.
Guide 41
Rifts
Three floors, laid out fresh every time. No two are the same.
Guide 42
Gems and sockets
Set a gem into your gear for a bonus that lasts as long as it stays in.
Guide 43
Region diaries
Lists of things to do in each region. Finish one and it pays you, once, with a perk that lasts.
Guide 44
Wardrobe
Change how your character looks, with hats, capes, colours, auras and weapon looks. Outfits never change your stats.
Guide 45
Camera and photo mode
Three ways to view the world, and a mode for taking pictures.
Guide 46
Bestiary, achievements and mastery
The long game: kill milestones, achievements, titles, mastery points and the collection log.
Guide 47
Your house
Buy a home in Brookhollow, with a hearth, an alchemy table, a bank chest and your trophies, and furnish it the way you like.