[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!
The Enchanted Cave 2 (iPhone, iPod Touch, iPad)
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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.
Posted by: Stinky | June 24, 2015 10:51 AM