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The Enchanted Cave 2


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The Enchanted Cave 2

Dora[The Enchanted Cave 2 is now available for iOS and Android! Please note that while the browser version remains free, the mobile versions cost money.]

[Please note that unfortunately this game displays ads while loading the interior of the cave at the very beginning of each reentry. This is not something we can control as it is a decision of the developers. The ads are short and automatically vanish when the cave loads, usually after a few seconds. These ads support the developer who created the game.]

In Dustin Auxier's The Enchanted Cave 2, the RPG roguelike sequel to the original 2010 game, you arrive in a village like everyone else to take advantage of the titular cave, a mysterious opening into the earth filled with monsters, treasure, and more that randomizes every time you go into it. The deeper you go, the more dangerous it is, though powerful equipment and riches can be found further in, and the only way out is to find and use the Escape Wings before you die. The catch? Whenever you leave, every item except gold-bordered artifacts and your coins are destroyed, though you'll keep any levels you've earned as long as you don't die. The locals view the cave as a valuable source of income, and adventurers come from miles around to seek its treasures. But more people go missing inside it every month. And who created it anyway? With crafting, secrets, monsters, and treasure galore, The Enchanted Cave 2 is simple to pick up, but seriously hard to put down.

The game can be played with either the keyboard or just your mouse. Click to move to a tile or interact with something, or use [WASD] or the [arrow] keys to move. Moving into the same tile as a monster automatically starts combat, and you'll trade blows until one of you is dead, though you can use spells and items from the hotkey bar at the bottom of the screen to help. When you level up, you'll be able to get one bonus point to your attributes, then three skill points you can spend on the sprawling skill tree to increase your stats to your liking. Don't get too cocky when it comes to enemies... sometimes it's better to avoid a battle entirely. In addition to equipment, you can find items like pickaxes that can destroy wall tiles to allow you to create shortcuts, and crafting components. You can craft potions wherever you like, but making equipment requires the use of a forge. Whenever you discover a new shop inside the cave, you'll be given the option to start your next run at it, so you won't have to start all over from the first floor unless you want to. Watch the walls for secrets, and don't forget to talk to the townsfolk again whenever you come back to the village... they may have something new to say, or even a job for you to do!

The Enchanted Cave 2 is a remarkably huge expansion over its original humble beginnings. The crafting system is surprisingly robust, allowing you to tweak favourite pieces of equipment by applying the bonuses you want through different materials, and figuring out how to make various potions that go beyond simple healing is a lot of fun. The long single row items in your inventory and shops appear in feels a little clunky, and it would likewise have been nice to have a few faster options for optimizing equipment or crafting the best healing potions out of whatever components you had available. You'll need to do a lot of grinding in the beginning to get some artifacts and levels under your belt, but with patience and an eye for crafting, The Enchanted Cave 2 isn't particularly difficult. What it is, however, is a lot of fun, with a vibrant visual style and just enough depth to gameplay that doesn't take long to learn. Watch for the Premium version with more content and enhancements coming later this year to PC, Mac, and mobile devices!

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Walkthrough Guide


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Walkthrough and tips:

General tips:

  • Rule number 1 in The Enchanted Cave is pick your fights. Do not try and kill every monster on the level unless it deals little to no damage to you. Creatures, which block your way towards unexplored areas, chests or gems should be a priority.

  • Look for the secret room! Unless you’re on a much lower level (for example you’ve reached 40 but you’re wondering around in 20) there is no reason to skip a secret room. You will be rewarded with a decent artifact (or even two). Even if it turns out to be worse than yours, it can still be sold for a good amount of gold.

  • Always buy items from the girl in town. She will offer you valuable artifacts, which are usually dropped 10-20 levels ahead. Having such an item could give you quite the advantage against the lower level creatures.

  • Start 20 floors behind (at least). This will give you the opportunity to farm some gold, exp, potions and items. You will be able to enchant any new or old items and get stats from leveling up.

  • Always have some alternative equipment. There are no universal items or enchantments on the higher levels. Having two helmets for example, one with defense, and one with magic resistance, will allow you to easily fight different creatures by switching gear. More on that in the “Enchantments” section.

  • Don’t ever risk dying! Regardless of the reward, or how long your run has been, death gets you back where you were before you started it, which could make dying very frustrating some times.

  • Don’t put any points in HP or MP. You’ll be getting more than enough from gems and skills. Besides, potions and enchantments are the main tools for surviving in the Enchanted Caves.

Levels 1-10

Buy a Kitchen knife and a Plank Shield from the shop. You start with 50 gold and there is no reason not to spend it.
Most of the creatures you find here deal physical damage. Put on every item you find, and always use the ones with more armor.
Fight only the weakest enemies at first (rats and bats). Once you’ve stacked some armor, you can afford to kill tougher ones (i. e. spiders). It’s important to avoid taking too much damage, since health potions are a rarity here.
Look for the secret rooms. They are your best friend, bringing you valuable artifacts, which will most likely always be better than what you have.
Collect everything and sell the junk you don’t need, once you reach the shop.
Try not to skip any gems unless the only way to get to them is through too many creatures you don’t want to fight.
Enchant your items as soon as you can. Consider getting some earth defense to neutralize the Angry Shrooms and kill them without losing health points.
Fire damage will help you deal with Spiders more easily. They deal high of damage but are easy to kill with 1 or 2 hits.
Kill every monster which deals less than 5 damage to you. Experience is very important at this stage because leveling up quickly can give you a good start.
Put some value points in defense. Items and enchantments aren’t very reliable at this point.
If you are lucky enough to get a Viscous Goop, put it on as many items as you can. The health regeneration will help you refill some of your lost HP when killing monsters that deal no damage.
Examine the creatures before you fight them! Holding the left button will provide valuable information about the monster. Check your stats and see if you can make up for the damage it deals.

Levels 10-20

You’ll need plenty of fire defense to be able to deal with Salamanders.
It’s very important to stack armor. Remember to equip every valuable new item.
If you happen to stumble upon a Mage Helm use it when fighting monsters that deal no damage to you. It will slowly refill your mana, letting you enchant more items when you get to a forge.
Get the Heal spell if you haven’t already. It can prolong your run in these early stages of the game.
Avoid Goblin Chiefs and Swamp Toads. They deal high damage and unless guarding a valuable treasure chest or a secret room, are not worth killing.
Buy all the potions in the shop. Regardless of how much you already have, you can never have enough potions in this game.
The Magic Pickaxe is also worth buying. It can help you avoid monsters you aren’t prepared for. Use it only if there is a creature guarding something valuable (artifact chests, secret rooms, forges).

Levels 20-30

95 armor, 15-20 earth defense, 7-10 fire defense and about 15 HP regeneration will easily get you through these levels (with a decent ~ 65 - 70 damage).
As always, grab all the loot you can without any heavy casualties.
Save 4-5 health potions for the Giant Jungle Spider on level 25. If you’re fighting with magic, have extra mana potions is a must.
Avoid the stronger creatures (Jungle Snake, Acid flower) until you have enough defense to deal with their high damage.
Keep in mind that Jungle Snakes attack as fast as you do and have high HP. Fight them when you have the needed physical and earth/wind defense.

Levels 30-40

Before leaving floor 30, enchant your items with more HP regeneration (20 is a decent number).
You’ll need 20-25 earth defense, 20-25 dark defense, and about 10 fire or air defense. This will neglect most of the magical damage.
If you have little to no dark defense, avoid Temple Spirits and Blood Spiders.
Blood Spiders and Temple Spirits are vulnerable to light damage. Use it if you don’t have the dark defense to deal with them before any heavy damage is dealt.
Stone Titans should be avoided unless you can neglect most of their damage. They have a fairly high defense and lots of HP, which means you’ll be taking at least 3 hits from them.
Secret rooms are a bit harder to notice in this area, but are still very important when you’re using the level 20-30 gear. Keep an eye out and run around the level more than once.

Levels 40 – 50

These levels are all about frost defense. Make sure you stack at least 20-25 on your gear before head down to level 41.
Enchant your more valuable items with health restore. 20-25 hp per kill will easily get you through the level, killing every single monster without even using a potion.
A total of 160-170 defense should be your goal before leaving the shop. Combined with the ice defense, it will stop most creatures from dealing any damage.
If you haven’t put points in item drop chance, secret rooms are not going to be of much use. The white chests contain far better items, more often than not.
Once you get to the Yeti on level 50, switch to the gear which gives you the most physical defense. The Yeti only deals 203 damage so it’s quite easy to take down without even using a potion.

Levels 50-60

Gear up and enchant your items with extra ice defense (40-50 total).
Item drops become much better here so you’ll most likely want to switch half your gear by level 55. Make sure you keep some Troll Poop and Blue Jungle Berries. That way you can switch items without sacrificing HP regen.
Choose your fights! Enemies here deal a lot of physical and ice damage (Possessed Knight, Frost Giant, etc). Try not to take any heavy casualties, especially if you don’t have a lot of health potions.
The Icy Goo doesn’t deal a lot of damage but has a huge amount of HP. Try to avoid fighting them until you can neglect most of their damage, as they will hit you at least 4-5 times before they die.
Fire and light damage are going to help you a lot. If you find a weapon with decent damage, don’t hesitate to equip it.
Try not to skip any chests. It’s important to be well prepared for the next levels, where both physical and magic damage come in huge numbers.

Levels 60-70

Light, wind, and physical defense is what you want on your gear for these levels. Magical damage won’t help much, as most creatures have high defense and aren’t weak to any elements.
Try to get enough defense, so that at least one of the creatures won’t deal damage to you. This way it’ll be easier to heal and you won’t have to use as much potions.
Don’t take all the fights! Especially if this is the first time you enter the area and your gear isn’t that great. Experience is no longer as important since the stat you get from leveling up is rather irrelevant at this point.
Item drops are pretty decent in this area. Try to open as many chests as possible and keep a look out for those secret rooms.
Avoid Wisps if you don’t have the defense to neglect at least half of their damage. They hit hard and fast and are going to force you to waste valuable potions.

Levels 70-80

If this is the first time you’re entering this area, avoid fights as often as possible. Creatures here deal huge amounts of physical and magical damage and will force you to drink potions after almost every fight or two.
Get some dark defense as well as light. Ghost Gnomes will deal a lot of damage but with the right enchantments, you can benefit and heal when fighting them.
Use the Magic Pickaxe to avoid fights and proceed without drinking too many potions. You’ll need them on level 80.
Use all the enchantments you can once you find a forge. It will be the last one you come across this run, so you might as well make the best out of it.
If you haven’t put any skill points in potion efficiency, make sure you save at least 8-10 Large Healing Potions for level 80. It would be a pity to get to the end and be unable to finish the run.
Once you’ve reached level 80, switch gears when fighting the different creatures (if you’re lacking health potions). This will help save some HP before engaging the last fight.
Craft all the potions you can (and drink them) before battling the boss. It’s the last level and the last fight for this run, so you will be losing all your crafting items anyway.

Combat

Combat mechanics in The Enchanted Cave are pretty simple. The amount of damage which is dealt can be calculated by subtracting the defense from the damage. For example, if a monster deals 20 physical damage and you have 15 physical defense, a total of 4-6 damage will be dealt per hit.
A good general tip given in the game is to not fight every monster. This is true, as long as you do not have the defense to neglect most of the damage. However, it’s impossible to always have the items and enchantments needed for that. At this point, the fight is not about how much damage you take or deal, it’s about how many times you get hit before the monster dies. Avoiding a good hit or two will save you valuable consumables.
Let’s take the Primitive Mage in the icy caves for example. If you don’t have the necessary 45-50 ice defense, you wouldn’t want to get hit more than twice. Notice that he hits you once for every two attacks you deliver. To avoid taking too much damage, you need to kill him with 3 or 5 blows. Overall, if a low HP creature is taking you too long to kill, it means that you are lacking damage and should avoid fighting overall, until you find a better weapon to equip.
Another way to neglect some of the damage, is to stack up some HP regeneration enchantments. If you heal for 30, for example, you can easily afford to take 30-40 damage from a monster. This will make you less vulnerable, and will help you take more fights, without worrying about your potions.
Potions are not a very common drop in this game. This is why it’s important to avoid fighting creatures which can deal too much damage. You will eventually, come to a point where most of the monsters will deal a lot of damage due to your low level gear. This is when the potions will come in handy, helping you fight your way to some decent items.

Skill Builds

When it comes to skill builds in “The Enchanted Cave 2” there aren’t many options. Basically you can choose between magical and physical damage.
A general tip is to never put extra skill points into gold dropped bonus skills. As long as you collect and sell everything you don’t need, gold will never be never be an issue.

    Physical damage
    The much easier way to complete the game. Getting all the skills in this skill tree, will not only grant you damage, but also quite a decent amount of armor, HP, critical hit chance, and last but not least, a total of 34% bonus EXP, helping you level up much faster.
    If you are going for this build, make sure you put a point in each skill. With the bonus EXP, leveling up is much easier, so make sure you kill every creature you can. This will help put some valuable points into potion efficiency, potion duration and item drop chance.
    Since mana is not a priority, it’s a good idea to always keep an item or two, enchanted with MP regeneration and use it to kill some weak creatures. This will help maintain your mana pool for enchanting your items without constantly running out of mana potions.
    Potion efficiency will not only increase the amount of HP or MP restored, but also enhance any enchantments, allowing you to fight with weaker items.
    When leveling up, make sure you put most of your points in attack damage, or defense. In both cases, you can compensate with enchantments. For example, if I choose to increase my damage almost each time I level-up, I’ll need items with a lot of armor, which I will enchant mostly with physical and magic defense. However, it’s a good idea to put some value points during the early levels, where good items a rarity.
    Last but not least, avoid putting points in MP or HP. The total amount of health points is not as important since you want to avoid taking a lot of damage in general. No creature will be able to kill you even if you have the starting 500 HP and if you’re fighting a boss, potions are more important than HP. You’ll get plenty of health upgrades from skills and gems and will probably end up with 700-800 HP, which is more than enough.
    Magic damage
    If you’re looking for a challenge, this is the skill tree for you. With the lack of decent MP regeneration enchantments, you’ll most likely be having a rough time. Put most of your level-up points in magic, as it will be your only way of dealing good damage.
    Generally, it’s a good idea to learn each a spell from each element. Most of the creatures are weak to some sort of magic, and it’s a pity when you can’t put that extra damage to work. Make sure you learn all the “Magic +5” and the “MP +25” skills.
    You’ll notice in your skill tree, another three spells. Telekinesis, Transmute and Revealer. The “Transmute” skill is the only one worth learning here as it will help you keep some normal items after a run. The other two spells are completely unnecessary and are almost never cost efficient. With no bonus EXP skills, every skill point is important, as leveling up will become slower and slower.
    Once you’ve put all the skill points you want in the tree, start going for potion efficiency skills. This is very important, especially for a mage, since it will not only increase the amount restored from potions, but also make enchantments much better.
    Item enchantments should be MP regeneration and physical defense. With each spell costing 8 MP, you’ll need to be restoring about 20 mana on each kill. Potions are only there to help in dark times, when your MP regeneration cannot compensate for all the spells used.
    Stat points upon leveling up should be mainly put in magic, as it is your main source of damage. Other stats could include some early value points in defense, if you’re struggling in the beginning. Putting points in MP wouldn’t be of much help, since you don’t want to be using too many potions in general.
    Equipment should include armor, magic and MP regeneration. If you don’t happen to stumble upon any good mage items, you can always enchant your items to give you whatever it is you are lacking.

Enchantments

Enchanting is probably the most important mechanic in The Enchanted Cave 2. As you explore the different caves and dungeons, you’ll come across many different crafting items. Each item will allow you to make different enchantments and potions. A general tip is to never rush into using your most valuable crafting items (Jungle Blue Berries, Troll Poop, Unicorn… Poop, etc.). Unless absolutely necessary, try and save them for when you find a good item, you’ll want to keep for a few levels.

  • HP Regeneration

  • Probably the most important enchantment in the game, putting it on a few items, can stack up more regeneration per kill, than damage you take. With different creatures on every 5 levels, some will deal a lot of damage, while others will barely scratch you. This is the main way to prolong your runs, reducing the damage from some creatures, while allowing you to heal from weaker ones. Always make sure you have some decent HP regeneration items equipped, or craft some potions until you get to a forge.

  • MP Regeneration

  • Similarly to HP regen, mana regeneration is a must when you’re using magic. Spells cost at least 8 mana to cast, so if you aren’t able to regain at least half of the mana you use on each creature, you won’t be getting far with just potions.
    For example, if I have 12 MP regeneration, I can easily afford to cast two spells on a strong creature and only lose 4 mana at the end. I can then go fight a weaker monster and only use one spell, meaning I’ll end up with + 4 mana. As you can see, we’ve used 3 spells for 24 mana, and killed two creatures for another 24 leaving us back where we started.
    Mana potions won’t be of much help if you have no MP regeneration, as you’ll need to use at least a small one for each spell casted.

  • Defense


  • Regardless of how you’ve chosen to fight, defense and magic defense enchantments are a must if you want to survive more than a few levels. Click and hold on a creature to see its damage. You want to be neglecting most of the incoming damage, in order to make your HP regeneration enchantments work.
    In general, different elements of defense will be required throughout the levels, but in most areas you won’t come across more than two – three types of damage. If you’re fighting creatures that deal high amounts of ice damage for example, put as much ice defense as possible on your most valuable items. If the monsters deal little to no damage, and you have the decent HP/MP regeneration, going through the levels will be as easy as you can imagine.
    Overall, different types of defense will be needed every 10 levels, so don’t rush into selling all of those ok-ish normal items in your inventory.

  • Enchantments not worth replacing

  • Some enchantments in the game are too good to simply be replaced by a +3 HP regeneration, as they are either very rare, or of very high value (15% crit chance for example).
    Dodge chance – always a good one, as long as it is more than 3%. Having a decent 20-25% dodge chance can often save you some valuable potions and allow you to take tough fights.
    Insta-kill – a very nice enchantment to have, as long as you can stack it up to about 10% chance. Some items, like the Assassin Gloves give up to 5% insta-kill chance, which is pretty high for a sole item and is definitely not worth replacing.
    High HP/MP regeneration – True, you can easily put those on your equipment, but some items give so much that if it’s an enchantment, you wouldn’t even think about replacing it. For example, the Regeneration ring, which gives you +5 to both HP and MP regen, or the Soul Reaper with the amazing +15 HP regen.
    High critical hit chance – Regardless if you’re fighting with a sword or impaling enemies with huge ice shards, critical hit chance is a handy enchantment to have, as it affects both physical and magical damage. Items like Kristina (5%), Hero’s Sword (8%) or the Striker (15%) can give you quite a bump compared to other enchantments.

Creatures
If creature names don’t ring a bell, feel free to use this image for orientation: https://jayisgames.com/images/enchantedcave2enemies.jpg
Keep in mind that the tips given, use a good 6+ HP regeneration (increasing with levels) starting from the Swamp Toad.

Rat – buy a Plank Shield and a Kitchen Knife from the first shop and you’re good to go. It’s a rat after all.
Bat – try to avoid those until you have about 20 defense. They will hit at least two times before dying.
Angry Shroom – with 28 attack damage, 5 earth damage and high HP, those should be avoided until you can neglect at least 25-30 defense.
Spider – Low HP and high damage. Unless you have 30 defense and 3-5 dark defense, try to avoid them. Once you get enough damage, you’ll be able to one-hit them. Vulnerable to fire damage.
Goblin – once the Goblin first appears, try to avoid it. They don’t deal a lot of damage, so it shouldn’t take more than 1-2 levels to find the required 43-45 defense. Vulnerable to wind damage.
Salamander – Moderate 48 damage, but high 15 fire damage. Unless you have more than 10 fire defense, or 5+ HP regen, try to avoid them. Weak to ice damage.
Goo – High HP, 60 damage. They will hit at least 3 times before dying, so avoid them until you can neglect a good 55-60 damage. Weak to light damage.
Cave Scorpion – 75 physical, 6 fire and 3 earth damage per hit awaits you if you decide to fight a scorpion. They will hit 2-3 times at first, so make sure you neglect most of the physical and all of the fire damage.
Goblin Chief – 98 attack damage is pretty high for when the Goblin Chiefs are first encountered. Avoid them unless they’re blocking your way.
Swamp Toad – with 104 attack damage, 10 earth damage, high HP and an ugly face, the Swamp Toad is no joke. They will hit at least 2-3 times so even earth defense is important when fighting them.
Acid Flower – at this point you should be able to neglect most of the Acid Flower’s physical damage. They also deal 7 fire and 7 wind damage. If you still have those fire defense items, put them to good use. With a decent weapon you’ll be able to kill this creature within 2 hits, letting it hit you only once. Weak to fire damage
Jungle Snake – 97 attack, 5 earth and 5 wind damage combined with very decent HP. Seems pretty harmless until you find out they hit as fast as you do. Do not fight snakes until you get to the point where they deal no more than 4-5 damage per hit.
Mutant Dragonfly – 100 attack, 10 fire and 10 wind damage. As usual avoid at first. Get some wind defense and the fire defense from your old equipment and the Dragonflies won’t look as scary. Vulnerable to earth damage.
Ancient Tortoise – 110 attack, 25 earth damage, high HP and high defense. They take a lot of hits to take down but attack slowly. A good 15-20 earth defense should be enough to take them down with minor casualties. Weak to wind damage.
Temple Spirit – 120 attack and a good 20 dark damage. They hit relatively slow, so as long as you have a good 10-15 dark defense and 110-115 physical defense, they won’t be a problem. Weak to light damage.
Blood Spider – a huge 150 attack and 25 dark damage combined make the blood spider a creature you don’t want to fight. Either stack up a lot of defense or try to one-hit kill them if you have a good weapon. Weak to light damage.
Stone Titan – 142 attack, 27 earth damage, high HP and defense. They go down very, very slowly, so don’t fight them until you’ve stacked up the defense and take 5-10 damage per hit. Weak ice damage.
Undead Wolf – 166 attack damage. Will hit at least 2-3 times before dying. Weak to light damage.
Mimic – 200 physical, 10 dark damage and high HP. Assuming you still have that dark defense from fighting the Dark Spirits and Blood Spiders, high physical defense is all you need to fight them. Avoid Mimics when vulnerable, as they will hit at least 3 times thanks to their high HP. Unlike artifact chests, Mimics are slightly open and have a pair of eyes looking around.
Icy Eye – Don’t even think about approaching those until you have at least 20 ice defense. They hit fast and deal 162 physical and 25 ice damage. Avoid them until you stack up to 20 ice and 155-160 physical defense. They are also a sign to prepare for the Primitive Mages which deal twice the icy damage. Icy Eyes are weak to fire damage.
Primitive Mage – 150 attack and a huge 50 ice damage. If you don’t have the necessary 45-50 ice defense, avoid them as much as you can. Weak to fire damage.
Undead Ice Viking – with the ridiculous 191 physical, 20 ice and 20 wind damage, Undead Ice Vikings should be avoided unless fighting them is absolutely necessary. Weak to light damage.
Icy Goo – 180 attack and 10 ice damage. Don’t let that fool you though. Icy Goos take a lot of hits to kill and should be avoided until you can neglect most of their physical damage. Weak to fire damage.
Possessed Knight – 225 attack, 8 dark damage and high HP. Unless you can stack up a good 215-220 defense, don’t bother poking the Possessed Knights. They aren’t worth the dark defense enchantments, nor the health you’ll lose if you fight them. Weak to light damage.
Frost Giant – 210 attack, 50 ice damage and high HP. They attack relatively slow but if they deal more than 20-25 damage per hit, they aren’t worth fighting. Weak to fire damage.
Plasma Wizard – 220 attack, 10 fire, 20 wind and 30 light damage awaits you if you decide to pick on a Plasma Wizard. Generally, they should be avoided if this is the first time you encounter them. Most likely, you are not prepared. Plasma Wizards are a sign for you to start stacking light and wind defense as there is more of those elements to come. Weak to earth damage.
Ancient Spearman – Don’t let their innocent, poor old villager look fool you. Spearmen deal a huge 260 damage and despite their low HP should be avoided until you can soak up most of their damage.
Wisp – No. Don’t even think about fighting that thing. With its 20 ice, 40 wind, 40 light damage and a very high attack speed, it will make you regret your decision after the very first hit. Wisps should generally be avoided, unless you have the stats and gear of a killing machine. Weak to dark damage.
Forest Spirit – 210 attack, 30 earth and 30 light damage. By the time you encounter them, you should have a decent amount of light defense. If you find yourself with a good 10-20 earth defense, forest spirits can even heal you, as long as you have some good HP regeneration. Weak to ice damage.
Troll – 300 attack damage, 70 defense and high HP. Unless your physical defense is ridiculously high (280+) try to avoid them.
Ghost Gnome – 265 attack, 10 ice, 35 dark and 30 light damage. Chances are you won’t be prepared for them when the first time you get to those last levels. Simply avoid them until you stack the necessary defense of each element.
Crystal Golem – 280 attack, 10 ice, 15 wind, 20 light and high HP. If you can neglect the wind, light and most of their physical damage, feel free to give them a try.
Wyvern – 325 attack and 30 fire damage. Try to skip those, if you’re heading for the boss at level 80.
Light Dragon – 310 attack, 30 light damage and high HP pool. Not worth killing unless it’s blocking your way towards a secret room, chest or stairs.

The Blue Jungle Berry quest

The quest is given from the man inside the Inn, at the top right corner of the room. In order to get a Blue Jungle Berry out of the cave, you must learn the Transmute spell and use it to turn the berry into an artifact.

42 Comments

Love the interface on this game!

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The ads don't bother me. As longs as they're not autoplaying videos, that is. Although, they've just been black boxes with the same border as every Newgrounds advertisement so far

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alexander.rose.vienna January 22, 2015 4:42 AM

OK, I'm officially excited now.
I loved the first one, even bought it for my Android to support the developer.

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This is a productivity disaster. The original was one of my favorites, and this is shaping up to be amazing.

So far I've been satisfied with my strategy from Enchanted Cave 1, including:

Only fighting enemies that open up treasure. This time, however, you can walk through gold bags, which helps.

Although you can warp to the deepest shop you have visited, you should use the previous game's forced strategy of warping to the next to deepest shop.

Health appears to be even more of an issue than the last game. Focus on crafting health potions, and buy every health potion you see. I haven't reached a point where you get a heal spell, but once you do, crafting and buying mana potions will be required.

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Ah, so I'm apparently an idiot. In this game,

You don't find spells, you unlock them via the skill tree. The heal spell should be your first unlock.

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starbeamrainbowlabs January 22, 2015 12:42 PM

How do you recover MP, other than using potions?

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starbeamrainbowlabs January 22, 2015 12:48 PM

Sorry for the double post, but how to you craft potions with two of the same ingredients?

I want to craft a health potion, but it puts all of the White Morels that I have in the first slots, so I can't put any in the second slot, and so I can't craft the potion :(

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@Mantus: I agree that this game is a great productivity disaster. Regarding the strategy, the game became significantly easier for me once I realised:

the importance of enchanting your equipment. At a forge you can add HP and MP regeneration (or other attributes) to items. The HP and MP are gained after every fight, which means you will have to worry much less about them. This even means that with certain enemies you have a net gain in health, instead of a loss.

Only fighting enemies that open up treasure makes sense. However, at higher character levels it takes much more effort to gain sufficient xp, which you will desperately need to obtain additional skills.

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Starbeamrainbowlabs,

You can't combine similar crafting items as far as I can tell. However, I think I have found a significant problem in the potion crafting system:

I think that if you stack similar recurring effects of different strengths, the game defaults to the last one you use. So if you've got several turns of health regen +10 and you take a health regen +5 potion, your remaining turns will all be at +5. This also works in reverse. This isn't ideal.

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OK, game completed. It actually only took me one run after learning how to craft potions right and learning the heal spell.

I was pretty surprised to find no boss on level 75, and the final boss on 80. I could have sworn it would have gone to 100. It's also odd to beat the game with such a long way to go on the skill trees (not even one and a half done). Levels probably should have come a bit faster.

My only big question is:

Has anybody found a way to get the dude in the inn his berries?

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Whee! How fortuitous that the sequel to The Enchanted Came should have its review go up on a day I actually checked for new games to play!

On crafting:

The crafting system does take a little trial and error to get the hang of, particularly for potions -- though happily, you don't have to rely entirely on guessing and can check what various combinations will do without having to actually craft that potion.

No, you can't make a potion using two of the same item; but you can make your first few healing potions with whatever secondary ingredient you have (or have the most of) and just enjoy the tiny buff that will come with your HP refill. Eventually you'll be able to craft potions that will give you both HP and MP from the same flask... though this may not be the most useful way to do things later on; I've only made it down as far as level 25.

One question about potion crafting I have:

I can't quite seem to figure out what effect the viscous purple stuff has when used in a potion. I didn't notice any additional HP regen when I combined it with the morels, beyond the immediate 40HP boost when I took the potion. Did I just overlook something, or is this a bug, or should the viscous purple stuff be saved for enchanting items?

Arachnophobia warnings, plural, for this game. Details behind this spoiler tag.

There are some little cave spiders in the early levels, smaller-looking than any other enemies at that point, but their animation has them skittering back and forth in a way arachnophobes may find too unsettling. These you'll encounter by level 5, IIRC.

Then there are the scorpion creatures (actually called either Cave Scorpion or Rock Scorpions). Honestly, these look to me more like a cross between a crab and a house centipede, but they may still be too arachnoid for some.

Level 25 may be where even people only somewhat afraid of spiders have to Nope! out of this game, however. The spiders there resemble green tarantulas, with thick limbs and squishy-looking hairy bodies... but they're also bigger than any 3-5 other creatures encountered on the levels above 25. They absolutely dwarf the player-avatar.

I don't know if there are more spiders further down, as 25 is as far as I've made it to so far.

About the log entries in the secret areas:

It seems the Day 1 entry can always be accesse3d from level 1, but the following entry is semi-randomized: it probably always shows up somewhere between levels 2 and 9, but not necessarily the same level from one run to another. I've only seen one entry each for levels 11-19 and 21-25, but it's possible there are more?

I like the way the game's backstory unfolds in parallel through conversations with the townspeople and entries from the necromancer's log. The gameplay was what I enjoyed in the original, and it's still the star in TEC2 (so far), but having that extra bit of narrative depth is really pleasing. It reminds me -- in a good way! -- of the narrative element in the grind-and-get-out game Motherload.

Finally, about that shady character?

The one who shows up offering to sell you fancy-sounding equipment. Has anyone taken the bait? I don't think I want to spend that much on a non-artifact item, much less one whose stats I can only guess at...

I've been having a blast, despite dying stupidly after a particularly unfortunate mis-click. The addition of all the new elements to an already solidly entertaining gameplay base has made The Enchanted Cave even more ...enchanting! (Sorry.)

DON'T forget to use your skill points every level-up!

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The Jack,

On crafting,

The HP regen means that you receive a set amount of HP per battle. You won't naturally regen. Make sure that when you craft with 2-effect reagents, that you select the effect you want. I messed this up pretty bad at first.

On the shady character,

I only saw him once, after reaching level 20. I bought the piece of equipment (a dagger with 50-something damage) and used it to slingshot directly to the end of the game. If he's there, buy what he's selling.

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Elderwood January 22, 2015 9:27 PM replied to Mantus

For the "dude in the inn with his berries", I'll give you (and anyone else that needs it) a clue.

It's to do with one of the spells in the top section ;)

Hope that helps =)

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Patreon Donator Infant Tyrone January 23, 2015 12:38 AM

Am I missing a save option?

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@ Infant

You can save in the settings - bottom right hand corner in the items screen, next to the bestiary book.

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hm. my only ONE complaint, is that they didn't seem to follow a trend. You can use Q/E for the 'talk/shop'... yet when you want to change levels, or anything else you have to click... so you can use the keyboard for most of the game yet have to have a mouse nearby

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Is there other ending?

I think it may have because:

It explains how he needs just 27 soulds to complete the demon... what if ... you wait for 27 people to go missing, and then charge for the ending? Maybe you will have to fight the demon xD

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xxerox January 23, 2015 11:28 AM replied to xxerox

Never mind. I just saw you have to pay for 20 more floors.

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I did find a strange problem with using WASD for movement. Half the time it wouldn't register and occasionally you'll keep going in the direction you just released the corresponding key for. Although, that just might be my PC

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Has anyone tried to win in as few days as possible? There are two possible bugs to exploit - the transmutation bug and the flee bug. Presumably, abusing the flee bug until you hit a medium mana potion chest will let you win in one or two days.

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Once you do get the medium mana potion, get about 300 of them to tide you over until the next mana potion. I needed about 100 large mana potions to do the last 20 floors.

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Patreon Donator Infant Tyrone January 23, 2015 8:36 PM

I should clarify: I have found a way to save my progress. I haven't found a way to reload it if I leave the page. Must just be a problem on my end.

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yunruiwatts January 24, 2015 12:20 AM

Some notes on the mechanics of this game:

I think stat increasing crystals only drop on levels that are within 10 of the deepest level you've been to.

Damage dealt/received is attack - defense (plus a little random variation). This means that if your defense is at least as high as the enemy's attack, you won't take any damage - free exp, gold, and regen! Do note that normal and elemental attack/defense are separate, so if you have 1 billion defense and no earth defense an enemy with 10 earth attack will still do around 10 damage per hit.

Related to elemental defense:

I never found any crafting materials that give air elemental defense, and lots of enemies in the later levels have air attack. It's kinda annoying to not really be able to do anything about it.

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The game was pretty fun for the time I spent with it, even though it was just a little too easy. By my second run I had it all pretty much figured out and was able to complete the whole cave on my third run while my character being level 22. I was anticipating that the cave would be 100 floors (but hey gotta leave something for the premium version) and was a little disappointed to see that it was only 80. I never got the chance to try any of the spells either or put any points into the magic skill tree, since I focused on the warrior and alchemy trees, which the latter I wasn't even able to finish as well.

I wonder what other skill builds were pretty good. I sticked with a mainly attack based build, prioritizing it over everything, with defense being my second priority. I only used mana for enchanting, which ended up being a really big part of how I played. I really liked how the crafting system worked (except for not being able to make potions from two of the same material) and the alchemy tree only made your potions much more effective. In addition to the excess amount of gold you get, I never found myself in any risk of dying, even to the final boss will all the enchanted equipment and fully stocked hotbar of potions, both bought and crafted.

I also think there are way too many magic pickaxes being handed out throughout the cave. It makes it too easy to get almost any chest you want while avoiding unwanted encounters. Overall, I think there was an overabundance in drops, but that may just be because the skill tree I took. I don't know if I'm still invested enough to complete the museum of equips, but I might end up resetting my progress and doing a fresh run to try out a different skill build and see how that works out.

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Is there a secret area on every level (and I'm just singularly inept at finding them), or do they appear randomly?

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@ Mantus, thanks for responding about the shady character!

The next time I encountered him, the item he offered was definitely an artifact... or at least I'm assuming the one he was selling was, since I had already gotten an Eagle's Talon weapon out of an artifact chest by then!

@ Gabe Puratekuta, that sounds like a problem on your end. I certainly haven't had anything like it happen to me. I have encountered similar issues with other games in the past, though, and in those cases it was usually a matter of my computer having too many demands on its RAM. Maybe try closing some other tabs and/or programs (or just rebooting your computer if it's been a few days) and see if that helps?

@ QWjroQ, what do you mean by transmutation bug and flee bug?

By flee bug, do you mean bypassing an enemy blocking your path?

Also, how were you accumulating over 100 potions?

The shops never have more than a handful, and the item drops that let you make HP and/or MP potions aren't that frequent...

@ Infant Tyrone, have you tried using the Exit to Title option when trying to recover a saved game? (I haven't tried this myself, it just seemed like the title screen would be the place to do that, and a good reason for having an Exit to Title option in the first place.)

@ yunruiwatts, your observation about the stat crystals is consistent with my experiences so far. I'll pay close attention as I approach my record level again...

@ Reka, I wondered the same thing for quite a while! But no, you aren't missing them (or at least that's not the only issue); there seem to be two in every 10-level stretch. There's always a secret area on level 1, and it's always the Day 1 entry. Day 3's secret area shows up further down, between levels 6 and 9 only, I think. In general there aren't going to be secret areas on levels that are numbered a multiple of five, though I have found at least one exception to that rule.

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@The Jack. Secrets are set on certain floors. Its not random.

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Patreon Donator Infant Tyrone January 25, 2015 4:24 PM

@the Jack: if I leave the window open and the game running, I can -sometimes- keep playing when I return. But if the computer is asleep too long or I close the window, it resets everything and only gives me the "New Game" option.

Also re potions: there are "regen" and "restore" buffs. Which is better for potions and which is better for gear enchants?

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@mods, could someone put the spoiler tags I forgot around my reply to Reka above? Thanks!

Power of the post (plus a good night's sleep and a little experimentation).
@ QWjroQ, I think I know now what you meant about abusable bugs...

Flee

I don't think that's a bug, though; I think it must be the intended behavior. I mean,

why would that one settings option be there otherwise? Also,

it doesn't work with all enemies, which also seems like a deliberate choice on the dev's part...

Transmutation

I haven't yet been able to reproduce anything I could consider a bug, but I suspect I've guessed what behavior you're exploiting...

Presumably there's a way to get an item you've transmuted one of to thereafter show up, whether in chests, battle drops, shops, or some combination, already transmuted?



@Infant Tyrone, I checked and yes, it is possible to restore a saved game mid-run by choosing the Exit to Title option (or just reloading the game tab/window, which should take you to the title screen) and then clicking Continue. Good news for anyone whose computer or browser crashes! And the game auto-saves at the beginning of each floor, so it isn't strictly necessary to save manually first.



Bug warning: I had to use the above reload-and-Continue option when attempting to view my Loot display caused the game to hang. I was at level 70 of a 0-70 run when this happened, and had not sold off any duplicate loot yet, which may be at least part of why the game couldn't handle all my swag.

Bug question: Has anyone else noticed a problem with Buckminster Fullerene?

Specifically: the Talc reagent has 4 bars Dodge Chance, while Buckminster Fullerene has 6 bars, yet both yield just 1% Dodge Chance when I attempt to use them for item enchantment (2% for potions). I haven't actually enchanted any items with either material yet, since it seems like a waste; is Buckminster Fullerene's 1%/2% just a typo, or do enchanted items and potions not benefit from those additional two bars?



@yunruiwatts, it looks like you're exactly right about when stat crystals will (and won't) show up. Great catch! This is exactly the sort of info that would be great to put into a strategy guide, and I'm thinking about typing one up, with my own and other users' observations about game mechanics and how best to use them to one's advantage...



Anyone interested in using and/or contributing to a TEC2 strategy guide should feel free to offer advice and/or ask their questions! I'd particularly welcome different perspectives on which parts of the skill tree are best to pursue. Letting others learn from our own mistakes is also good ::points to above comment about not forgetting to use skill points::



@xxerox, re: my earlier @Reka

I'll take you at your word that it's not entirely randomized, but at least some secrets (going by their dates) do change level from one run to the next -- that's why I presumed it was randomized.

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@ Infant Tyrone

That's weird, and a bummer, that the game isn't saving correctly for you. Can you try the manual save > Exit to Title method I described above, and see if that at least works correctly for you?

Regardless, it's probably time for the tech support questions: what OS are you using (Windows 7, Windows 8, Mac OSX 10.?), what browser are you using (Firefox, Chrome, Opera, Internet Explorer) and what if any browser extensions are you using? I won't know what to do with that info, but someone at JiG might, and certainly the developer should.



About Restore vs. Regen:
Restore effects are only usable in potions; you'll see that, if you try to enchant an item with, for example, White Morels, their HP restoration option will be dimmed out.

Regen effects are applied at the end of a battle that you win. (Note that fleeing successfully does not trigger the regen effect.) So, if you enchant an item with +3 HP and +2 MP, you'll regain that much HP & MP at the end of every battle you win with that item equipped. It's pretty sweet, really. As yunruiwatts pointed out above, if your defense stats are high enough, you can come out of some battles with more HP/MP than you had before, thanks to Regen enchantments!

Regen effects can also be used to make potions, but this is usually a highly inefficient use of materials unless you've used skill points to improve your potions' duration quite a bit. Then again, desperate times can call for desperate measures...

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Sorry, I meant telekinesis. Reclick a chest over and over to receive its contents again.

I ran the entire game 0-80. The right tree is by far the best unless you're willing to abuse some bugs, in which case the top tree is a game winner if you get lucky. Everyone in town dies regardless of how many days it takes you to win.

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alexander.rose.vienna January 27, 2015 7:41 AM replied to starbeamrainbowlabs

Some enhancements give you MP after each kill.

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Where Do You Find The BERRYS?

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Nathaniel,

Finding the berries isn't a problem if you get far enough in: once you get past about level 30 or so, you'll start encountering blue berries all over the place. That still won't help the guy in the tavern, though, because it's not like you can take the berries with you when you leave the cave.

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the Jack January 27, 2015 5:42 PM replied to Nathaniel Shaw

@Nathaniel Shaw & Reka

Re the blue berries:

Once you get to the part of the cave they're in, yes, you'll encounter them frequently in ingredient chests and even be able to buy them in shops.

And there is a way to get the berries out of the cave. (Two, actually, until a certain bug gets fixed.) Pay close attention to the icons for the spells in the skill tree, and think which one looks like it might help with that...

There's a clearer hint in here, if you really need it:

If only you could find some Blue Jungle Berries in an artifact chest, that would mean you could get them out of the Cave, right?

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https://www.google.com/accounts/o8/id?id=AItOawlDf7dv6fc7OfaNCm6TbnnMdofwo75e2Yk January 30, 2015 1:26 AM

Help? I have 15 skill points but I can't seem to unlock any of my skill tree. Do I just simply not have enough to unlock things?

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https://www.google.com/accounts/o8/id?id=AItOawlDf7dv6fc7OfaNCm6TbnnMdofwo75e2Yk January 30, 2015 1:41 AM replied to the Jack

Hi! You seem super knowledgeable on this game.
Do you happen to know how to use the skill tree? How are you able to unlock the next parts?
I have 18 hearts but am still unable to make another box light up.

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hey,

with the skill points you need to double click on the icons in order to get them. Hope that helps!!

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You cannot craft potions using two of the same ingredient. To add an ingredient to either slot, click the ingredient, click the slot, then click the ingredient again.

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Daniel McIntosh May 11, 2015 10:33 PM

I finished the game, and decided I wanted to fill the museum up (and become wayyy too powerful in the process), but in the process, ran into some problems. I believe I have found another bug, but not one that could be exploited.

Has anyone been able to put the hero's sword or void leggings away in the museum? they are natural artifacts, without any transmutation, and show up as possible items to store, but don't seem to have any slot.

Also, has anyone filled the last two slots of the weapons category in the museum? I can't seem to find the weapons. It may be that they are only attainable in the premium version, in which case, has anyone bought the premium, and filled either of those slots?

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Furipu June 3, 2015 4:58 AM replied to Daniel McIntosh

Regarding your last question - I can confirm I found an item that goes into one of those slots, without premium. The details are, as best as I can tell:

Soul Reaper, found in an artifact chest in the 70-80 range.
Default stats: 95 attack, 15 hp regen, 10 life drain

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Walkthrough and tips:

General tips:

  • Rule number 1 in The Enchanted Cave is pick your fights. Do not try and kill every monster on the level unless it deals little to no damage to you. Creatures, which block your way towards unexplored areas, chests or gems should be a priority.

  • Look for the secret room! Unless you’re on a much lower level (for example you’ve reached 40 but you’re wondering around in 20) there is no reason to skip a secret room. You will be rewarded with a decent artifact (or even two). Even if it turns out to be worse than yours, it can still be sold for a good amount of gold.

  • Always buy items from the girl in town. She will offer you valuable artifacts, which are usually dropped 10-20 levels ahead. Having such an item could give you quite the advantage against the lower level creatures.

  • Start 20 floors behind (at least). This will give you the opportunity to farm some gold, exp, potions and items. You will be able to enchant any new or old items and get stats from leveling up.

  • Always have some alternative equipment. There are no universal items or enchantments on the higher levels. Having two helmets for example, one with defense, and one with magic resistance, will allow you to easily fight different creatures by switching gear. More on that in the “Enchantments” section.

  • Don’t ever risk dying! Regardless of the reward, or how long your run has been, death gets you back where you were before you started it, which could make dying very frustrating some times.

  • Don’t put any points in HP or MP. You’ll be getting more than enough from gems and skills. Besides, potions and enchantments are the main tools for surviving in the Enchanted Caves.

Levels 1-10

Buy a Kitchen knife and a Plank Shield from the shop. You start with 50 gold and there is no reason not to spend it.
Most of the creatures you find here deal physical damage. Put on every item you find, and always use the ones with more armor.
Fight only the weakest enemies at first (rats and bats). Once you’ve stacked some armor, you can afford to kill tougher ones (i. e. spiders). It’s important to avoid taking too much damage, since health potions are a rarity here.
Look for the secret rooms. They are your best friend, bringing you valuable artifacts, which will most likely always be better than what you have.
Collect everything and sell the junk you don’t need, once you reach the shop.
Try not to skip any gems unless the only way to get to them is through too many creatures you don’t want to fight.
Enchant your items as soon as you can. Consider getting some earth defense to neutralize the Angry Shrooms and kill them without losing health points.
Fire damage will help you deal with Spiders more easily. They deal high of damage but are easy to kill with 1 or 2 hits.
Kill every monster which deals less than 5 damage to you. Experience is very important at this stage because leveling up quickly can give you a good start.
Put some value points in defense. Items and enchantments aren’t very reliable at this point.
If you are lucky enough to get a Viscous Goop, put it on as many items as you can. The health regeneration will help you refill some of your lost HP when killing monsters that deal no damage.
Examine the creatures before you fight them! Holding the left button will provide valuable information about the monster. Check your stats and see if you can make up for the damage it deals.

Levels 10-20

You’ll need plenty of fire defense to be able to deal with Salamanders.
It’s very important to stack armor. Remember to equip every valuable new item.
If you happen to stumble upon a Mage Helm use it when fighting monsters that deal no damage to you. It will slowly refill your mana, letting you enchant more items when you get to a forge.
Get the Heal spell if you haven’t already. It can prolong your run in these early stages of the game.
Avoid Goblin Chiefs and Swamp Toads. They deal high damage and unless guarding a valuable treasure chest or a secret room, are not worth killing.
Buy all the potions in the shop. Regardless of how much you already have, you can never have enough potions in this game.
The Magic Pickaxe is also worth buying. It can help you avoid monsters you aren’t prepared for. Use it only if there is a creature guarding something valuable (artifact chests, secret rooms, forges).

Levels 20-30

95 armor, 15-20 earth defense, 7-10 fire defense and about 15 HP regeneration will easily get you through these levels (with a decent ~ 65 - 70 damage).
As always, grab all the loot you can without any heavy casualties.
Save 4-5 health potions for the Giant Jungle Spider on level 25. If you’re fighting with magic, have extra mana potions is a must.
Avoid the stronger creatures (Jungle Snake, Acid flower) until you have enough defense to deal with their high damage.
Keep in mind that Jungle Snakes attack as fast as you do and have high HP. Fight them when you have the needed physical and earth/wind defense.

Levels 30-40

Before leaving floor 30, enchant your items with more HP regeneration (20 is a decent number).
You’ll need 20-25 earth defense, 20-25 dark defense, and about 10 fire or air defense. This will neglect most of the magical damage.
If you have little to no dark defense, avoid Temple Spirits and Blood Spiders.
Blood Spiders and Temple Spirits are vulnerable to light damage. Use it if you don’t have the dark defense to deal with them before any heavy damage is dealt.
Stone Titans should be avoided unless you can neglect most of their damage. They have a fairly high defense and lots of HP, which means you’ll be taking at least 3 hits from them.
Secret rooms are a bit harder to notice in this area, but are still very important when you’re using the level 20-30 gear. Keep an eye out and run around the level more than once.

Levels 40 – 50

These levels are all about frost defense. Make sure you stack at least 20-25 on your gear before head down to level 41.
Enchant your more valuable items with health restore. 20-25 hp per kill will easily get you through the level, killing every single monster without even using a potion.
A total of 160-170 defense should be your goal before leaving the shop. Combined with the ice defense, it will stop most creatures from dealing any damage.
If you haven’t put points in item drop chance, secret rooms are not going to be of much use. The white chests contain far better items, more often than not.
Once you get to the Yeti on level 50, switch to the gear which gives you the most physical defense. The Yeti only deals 203 damage so it’s quite easy to take down without even using a potion.

Levels 50-60

Gear up and enchant your items with extra ice defense (40-50 total).
Item drops become much better here so you’ll most likely want to switch half your gear by level 55. Make sure you keep some Troll Poop and Blue Jungle Berries. That way you can switch items without sacrificing HP regen.
Choose your fights! Enemies here deal a lot of physical and ice damage (Possessed Knight, Frost Giant, etc). Try not to take any heavy casualties, especially if you don’t have a lot of health potions.
The Icy Goo doesn’t deal a lot of damage but has a huge amount of HP. Try to avoid fighting them until you can neglect most of their damage, as they will hit you at least 4-5 times before they die.
Fire and light damage are going to help you a lot. If you find a weapon with decent damage, don’t hesitate to equip it.
Try not to skip any chests. It’s important to be well prepared for the next levels, where both physical and magic damage come in huge numbers.

Levels 60-70

Light, wind, and physical defense is what you want on your gear for these levels. Magical damage won’t help much, as most creatures have high defense and aren’t weak to any elements.
Try to get enough defense, so that at least one of the creatures won’t deal damage to you. This way it’ll be easier to heal and you won’t have to use as much potions.
Don’t take all the fights! Especially if this is the first time you enter the area and your gear isn’t that great. Experience is no longer as important since the stat you get from leveling up is rather irrelevant at this point.
Item drops are pretty decent in this area. Try to open as many chests as possible and keep a look out for those secret rooms.
Avoid Wisps if you don’t have the defense to neglect at least half of their damage. They hit hard and fast and are going to force you to waste valuable potions.

Levels 70-80

If this is the first time you’re entering this area, avoid fights as often as possible. Creatures here deal huge amounts of physical and magical damage and will force you to drink potions after almost every fight or two.
Get some dark defense as well as light. Ghost Gnomes will deal a lot of damage but with the right enchantments, you can benefit and heal when fighting them.
Use the Magic Pickaxe to avoid fights and proceed without drinking too many potions. You’ll need them on level 80.
Use all the enchantments you can once you find a forge. It will be the last one you come across this run, so you might as well make the best out of it.
If you haven’t put any skill points in potion efficiency, make sure you save at least 8-10 Large Healing Potions for level 80. It would be a pity to get to the end and be unable to finish the run.
Once you’ve reached level 80, switch gears when fighting the different creatures (if you’re lacking health potions). This will help save some HP before engaging the last fight.
Craft all the potions you can (and drink them) before battling the boss. It’s the last level and the last fight for this run, so you will be losing all your crafting items anyway.

Combat

Combat mechanics in The Enchanted Cave are pretty simple. The amount of damage which is dealt can be calculated by subtracting the defense from the damage. For example, if a monster deals 20 physical damage and you have 15 physical defense, a total of 4-6 damage will be dealt per hit.
A good general tip given in the game is to not fight every monster. This is true, as long as you do not have the defense to neglect most of the damage. However, it’s impossible to always have the items and enchantments needed for that. At this point, the fight is not about how much damage you take or deal, it’s about how many times you get hit before the monster dies. Avoiding a good hit or two will save you valuable consumables.
Let’s take the Primitive Mage in the icy caves for example. If you don’t have the necessary 45-50 ice defense, you wouldn’t want to get hit more than twice. Notice that he hits you once for every two attacks you deliver. To avoid taking too much damage, you need to kill him with 3 or 5 blows. Overall, if a low HP creature is taking you too long to kill, it means that you are lacking damage and should avoid fighting overall, until you find a better weapon to equip.
Another way to neglect some of the damage, is to stack up some HP regeneration enchantments. If you heal for 30, for example, you can easily afford to take 30-40 damage from a monster. This will make you less vulnerable, and will help you take more fights, without worrying about your potions.
Potions are not a very common drop in this game. This is why it’s important to avoid fighting creatures which can deal too much damage. You will eventually, come to a point where most of the monsters will deal a lot of damage due to your low level gear. This is when the potions will come in handy, helping you fight your way to some decent items.

Skill Builds

When it comes to skill builds in “The Enchanted Cave 2” there aren’t many options. Basically you can choose between magical and physical damage.
A general tip is to never put extra skill points into gold dropped bonus skills. As long as you collect and sell everything you don’t need, gold will never be never be an issue.

    Physical damage
    The much easier way to complete the game. Getting all the skills in this skill tree, will not only grant you damage, but also quite a decent amount of armor, HP, critical hit chance, and last but not least, a total of 34% bonus EXP, helping you level up much faster.
    If you are going for this build, make sure you put a point in each skill. With the bonus EXP, leveling up is much easier, so make sure you kill every creature you can. This will help put some valuable points into potion efficiency, potion duration and item drop chance.
    Since mana is not a priority, it’s a good idea to always keep an item or two, enchanted with MP regeneration and use it to kill some weak creatures. This will help maintain your mana pool for enchanting your items without constantly running out of mana potions.
    Potion efficiency will not only increase the amount of HP or MP restored, but also enhance any enchantments, allowing you to fight with weaker items.
    When leveling up, make sure you put most of your points in attack damage, or defense. In both cases, you can compensate with enchantments. For example, if I choose to increase my damage almost each time I level-up, I’ll need items with a lot of armor, which I will enchant mostly with physical and magic defense. However, it’s a good idea to put some value points during the early levels, where good items a rarity.
    Last but not least, avoid putting points in MP or HP. The total amount of health points is not as important since you want to avoid taking a lot of damage in general. No creature will be able to kill you even if you have the starting 500 HP and if you’re fighting a boss, potions are more important than HP. You’ll get plenty of health upgrades from skills and gems and will probably end up with 700-800 HP, which is more than enough.
    Magic damage
    If you’re looking for a challenge, this is the skill tree for you. With the lack of decent MP regeneration enchantments, you’ll most likely be having a rough time. Put most of your level-up points in magic, as it will be your only way of dealing good damage.
    Generally, it’s a good idea to learn each a spell from each element. Most of the creatures are weak to some sort of magic, and it’s a pity when you can’t put that extra damage to work. Make sure you learn all the “Magic +5” and the “MP +25” skills.
    You’ll notice in your skill tree, another three spells. Telekinesis, Transmute and Revealer. The “Transmute” skill is the only one worth learning here as it will help you keep some normal items after a run. The other two spells are completely unnecessary and are almost never cost efficient. With no bonus EXP skills, every skill point is important, as leveling up will become slower and slower.
    Once you’ve put all the skill points you want in the tree, start going for potion efficiency skills. This is very important, especially for a mage, since it will not only increase the amount restored from potions, but also make enchantments much better.
    Item enchantments should be MP regeneration and physical defense. With each spell costing 8 MP, you’ll need to be restoring about 20 mana on each kill. Potions are only there to help in dark times, when your MP regeneration cannot compensate for all the spells used.
    Stat points upon leveling up should be mainly put in magic, as it is your main source of damage. Other stats could include some early value points in defense, if you’re struggling in the beginning. Putting points in MP wouldn’t be of much help, since you don’t want to be using too many potions in general.
    Equipment should include armor, magic and MP regeneration. If you don’t happen to stumble upon any good mage items, you can always enchant your items to give you whatever it is you are lacking.

Enchantments

Enchanting is probably the most important mechanic in The Enchanted Cave 2. As you explore the different caves and dungeons, you’ll come across many different crafting items. Each item will allow you to make different enchantments and potions. A general tip is to never rush into using your most valuable crafting items (Jungle Blue Berries, Troll Poop, Unicorn… Poop, etc.). Unless absolutely necessary, try and save them for when you find a good item, you’ll want to keep for a few levels.

  • HP Regeneration

  • Probably the most important enchantment in the game, putting it on a few items, can stack up more regeneration per kill, than damage you take. With different creatures on every 5 levels, some will deal a lot of damage, while others will barely scratch you. This is the main way to prolong your runs, reducing the damage from some creatures, while allowing you to heal from weaker ones. Always make sure you have some decent HP regeneration items equipped, or craft some potions until you get to a forge.

  • MP Regeneration

  • Similarly to HP regen, mana regeneration is a must when you’re using magic. Spells cost at least 8 mana to cast, so if you aren’t able to regain at least half of the mana you use on each creature, you won’t be getting far with just potions.
    For example, if I have 12 MP regeneration, I can easily afford to cast two spells on a strong creature and only lose 4 mana at the end. I can then go fight a weaker monster and only use one spell, meaning I’ll end up with + 4 mana. As you can see, we’ve used 3 spells for 24 mana, and killed two creatures for another 24 leaving us back where we started.
    Mana potions won’t be of much help if you have no MP regeneration, as you’ll need to use at least a small one for each spell casted.

  • Defense


  • Regardless of how you’ve chosen to fight, defense and magic defense enchantments are a must if you want to survive more than a few levels. Click and hold on a creature to see its damage. You want to be neglecting most of the incoming damage, in order to make your HP regeneration enchantments work.
    In general, different elements of defense will be required throughout the levels, but in most areas you won’t come across more than two – three types of damage. If you’re fighting creatures that deal high amounts of ice damage for example, put as much ice defense as possible on your most valuable items. If the monsters deal little to no damage, and you have the decent HP/MP regeneration, going through the levels will be as easy as you can imagine.
    Overall, different types of defense will be needed every 10 levels, so don’t rush into selling all of those ok-ish normal items in your inventory.

  • Enchantments not worth replacing

  • Some enchantments in the game are too good to simply be replaced by a +3 HP regeneration, as they are either very rare, or of very high value (15% crit chance for example).
    Dodge chance – always a good one, as long as it is more than 3%. Having a decent 20-25% dodge chance can often save you some valuable potions and allow you to take tough fights.
    Insta-kill – a very nice enchantment to have, as long as you can stack it up to about 10% chance. Some items, like the Assassin Gloves give up to 5% insta-kill chance, which is pretty high for a sole item and is definitely not worth replacing.
    High HP/MP regeneration – True, you can easily put those on your equipment, but some items give so much that if it’s an enchantment, you wouldn’t even think about replacing it. For example, the Regeneration ring, which gives you +5 to both HP and MP regen, or the Soul Reaper with the amazing +15 HP regen.
    High critical hit chance – Regardless if you’re fighting with a sword or impaling enemies with huge ice shards, critical hit chance is a handy enchantment to have, as it affects both physical and magical damage. Items like Kristina (5%), Hero’s Sword (8%) or the Striker (15%) can give you quite a bump compared to other enchantments.

Creatures
If creature names don’t ring a bell, feel free to use this image for orientation: https://jayisgames.com/images/enchantedcave2enemies.jpg
Keep in mind that the tips given, use a good 6+ HP regeneration (increasing with levels) starting from the Swamp Toad.

Rat – buy a Plank Shield and a Kitchen Knife from the first shop and you’re good to go. It’s a rat after all.
Bat – try to avoid those until you have about 20 defense. They will hit at least two times before dying.
Angry Shroom – with 28 attack damage, 5 earth damage and high HP, those should be avoided until you can neglect at least 25-30 defense.
Spider – Low HP and high damage. Unless you have 30 defense and 3-5 dark defense, try to avoid them. Once you get enough damage, you’ll be able to one-hit them. Vulnerable to fire damage.
Goblin – once the Goblin first appears, try to avoid it. They don’t deal a lot of damage, so it shouldn’t take more than 1-2 levels to find the required 43-45 defense. Vulnerable to wind damage.
Salamander – Moderate 48 damage, but high 15 fire damage. Unless you have more than 10 fire defense, or 5+ HP regen, try to avoid them. Weak to ice damage.
Goo – High HP, 60 damage. They will hit at least 3 times before dying, so avoid them until you can neglect a good 55-60 damage. Weak to light damage.
Cave Scorpion – 75 physical, 6 fire and 3 earth damage per hit awaits you if you decide to fight a scorpion. They will hit 2-3 times at first, so make sure you neglect most of the physical and all of the fire damage.
Goblin Chief – 98 attack damage is pretty high for when the Goblin Chiefs are first encountered. Avoid them unless they’re blocking your way.
Swamp Toad – with 104 attack damage, 10 earth damage, high HP and an ugly face, the Swamp Toad is no joke. They will hit at least 2-3 times so even earth defense is important when fighting them.
Acid Flower – at this point you should be able to neglect most of the Acid Flower’s physical damage. They also deal 7 fire and 7 wind damage. If you still have those fire defense items, put them to good use. With a decent weapon you’ll be able to kill this creature within 2 hits, letting it hit you only once. Weak to fire damage
Jungle Snake – 97 attack, 5 earth and 5 wind damage combined with very decent HP. Seems pretty harmless until you find out they hit as fast as you do. Do not fight snakes until you get to the point where they deal no more than 4-5 damage per hit.
Mutant Dragonfly – 100 attack, 10 fire and 10 wind damage. As usual avoid at first. Get some wind defense and the fire defense from your old equipment and the Dragonflies won’t look as scary. Vulnerable to earth damage.
Ancient Tortoise – 110 attack, 25 earth damage, high HP and high defense. They take a lot of hits to take down but attack slowly. A good 15-20 earth defense should be enough to take them down with minor casualties. Weak to wind damage.
Temple Spirit – 120 attack and a good 20 dark damage. They hit relatively slow, so as long as you have a good 10-15 dark defense and 110-115 physical defense, they won’t be a problem. Weak to light damage.
Blood Spider – a huge 150 attack and 25 dark damage combined make the blood spider a creature you don’t want to fight. Either stack up a lot of defense or try to one-hit kill them if you have a good weapon. Weak to light damage.
Stone Titan – 142 attack, 27 earth damage, high HP and defense. They go down very, very slowly, so don’t fight them until you’ve stacked up the defense and take 5-10 damage per hit. Weak ice damage.
Undead Wolf – 166 attack damage. Will hit at least 2-3 times before dying. Weak to light damage.
Mimic – 200 physical, 10 dark damage and high HP. Assuming you still have that dark defense from fighting the Dark Spirits and Blood Spiders, high physical defense is all you need to fight them. Avoid Mimics when vulnerable, as they will hit at least 3 times thanks to their high HP. Unlike artifact chests, Mimics are slightly open and have a pair of eyes looking around.
Icy Eye – Don’t even think about approaching those until you have at least 20 ice defense. They hit fast and deal 162 physical and 25 ice damage. Avoid them until you stack up to 20 ice and 155-160 physical defense. They are also a sign to prepare for the Primitive Mages which deal twice the icy damage. Icy Eyes are weak to fire damage.
Primitive Mage – 150 attack and a huge 50 ice damage. If you don’t have the necessary 45-50 ice defense, avoid them as much as you can. Weak to fire damage.
Undead Ice Viking – with the ridiculous 191 physical, 20 ice and 20 wind damage, Undead Ice Vikings should be avoided unless fighting them is absolutely necessary. Weak to light damage.
Icy Goo – 180 attack and 10 ice damage. Don’t let that fool you though. Icy Goos take a lot of hits to kill and should be avoided until you can neglect most of their physical damage. Weak to fire damage.
Possessed Knight – 225 attack, 8 dark damage and high HP. Unless you can stack up a good 215-220 defense, don’t bother poking the Possessed Knights. They aren’t worth the dark defense enchantments, nor the health you’ll lose if you fight them. Weak to light damage.
Frost Giant – 210 attack, 50 ice damage and high HP. They attack relatively slow but if they deal more than 20-25 damage per hit, they aren’t worth fighting. Weak to fire damage.
Plasma Wizard – 220 attack, 10 fire, 20 wind and 30 light damage awaits you if you decide to pick on a Plasma Wizard. Generally, they should be avoided if this is the first time you encounter them. Most likely, you are not prepared. Plasma Wizards are a sign for you to start stacking light and wind defense as there is more of those elements to come. Weak to earth damage.
Ancient Spearman – Don’t let their innocent, poor old villager look fool you. Spearmen deal a huge 260 damage and despite their low HP should be avoided until you can soak up most of their damage.
Wisp – No. Don’t even think about fighting that thing. With its 20 ice, 40 wind, 40 light damage and a very high attack speed, it will make you regret your decision after the very first hit. Wisps should generally be avoided, unless you have the stats and gear of a killing machine. Weak to dark damage.
Forest Spirit – 210 attack, 30 earth and 30 light damage. By the time you encounter them, you should have a decent amount of light defense. If you find yourself with a good 10-20 earth defense, forest spirits can even heal you, as long as you have some good HP regeneration. Weak to ice damage.
Troll – 300 attack damage, 70 defense and high HP. Unless your physical defense is ridiculously high (280+) try to avoid them.
Ghost Gnome – 265 attack, 10 ice, 35 dark and 30 light damage. Chances are you won’t be prepared for them when the first time you get to those last levels. Simply avoid them until you stack the necessary defense of each element.
Crystal Golem – 280 attack, 10 ice, 15 wind, 20 light and high HP. If you can neglect the wind, light and most of their physical damage, feel free to give them a try.
Wyvern – 325 attack and 30 fire damage. Try to skip those, if you’re heading for the boss at level 80.
Light Dragon – 310 attack, 30 light damage and high HP pool. Not worth killing unless it’s blocking your way towards a secret room, chest or stairs.

The Blue Jungle Berry quest

The quest is given from the man inside the Inn, at the top right corner of the room. In order to get a Blue Jungle Berry out of the cave, you must learn the Transmute spell and use it to turn the berry into an artifact.

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