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.