The Isofarian Guard

The Isofarian Guard

What’s this about?

This site is an official rules reference for The Isofarian Guard by Sky Kingdom Games.

It’s great for finding a specific rule quickly. It’s also an excellent supplement to the rulebook included in the box, when watching a how-to-play video, or while teaching the game.

Usage Tips

Back & Forward Nav: Think of each rule entry as a separate webpage. If you want to jump back, hit your Back button.

Check the Index : Don’t see what you’re looking for? The Index has every term in the game.

Install it: This site is a (Progressive Web App). You can install it as a standalone app that is lightning fast, and works even when you’re offline.

Link to a rule: Want to share a link to a particular rule? Just click its title!

Credits
Game Design
Eric Bittermann
Narrative Design & Writing
David Yanchick, Peter Ryan
Development
Sean Craten, Clint Cabrera
Graphic Design
Eric Bittermann, Tibor Özvegy, Corry Damey
Illustration
Caravan Studio
Miniature Sculpting
Tales Da Rocha Trindade, Saulo Chuchene Bonatto
Insert and Tray Designs
Game Trayz
Audio Narration
Forteller Games
Composer
Satta Rojanagatanyoo
Rulebook Editing
Stuart Stockdale
Playtesters & Special Thanks
Sean Craten, Clint Cabrera, William H. Stevens III, Faran Mirza, Trevor Croft, Kyle Hill, Ron Saxton, David Bergman, Tyler Hansen and to everyone who made this project possible through development and playtesting.

Guard Abilities & Stonebound Abilities

The maximum number of equipped Guard Ability Cards and Stonebound Ability Cards, in any combination, is limited by the number of slots (6) on a Guard Ability Dashboard. You may equip and swap out any number of Guard Ability Cards and Stonebound Ability Cards during the Exploration Phase.

Accessories

Weapon Card

Accessory Card

Accessories give the Guards special effects that can affect both the exploration and battle phase. Equip them to the Accessory Slot. Follow the text on the card for instructions on when these effects take place.

Limited Activation

Accessories with limited effects for battle are noted with this icon. The numerical value indicates how many times the effect can take place in a battle. Once the effect has taken place, a purple cube is placed on the card to show that it’s been activated. Once the numerical value is met the accessory card is flipped over to indicate that it cannot be activated any more during the battle.

Accessory Card

  1. Accessory Name
  2. Activation Limit
  3. Effects
  4. Equipment Type

Action Points (AP)

Action Point

Action Point

Temporary Action Point

Temporary AP

Action Points are represented by gray or green cubes, and are used by all Guards and enemies to perform actions. For Guards, they also indicate how many chips are drawn from a Guard’s bag at the start of their turn.

Permanent AP is represented by gray cubes, whereas temporary AP is represented by green cubes. Green AP is returned to the supply after the battle during which it was gained. Each Guard and enemy may have a maximum of 5 gray AP and 5 green AP.

Active AP is gray and green AP cubes that are in the active part of the “AP Active/Exhausted Area” on the Guard and Enemy dashboards. Action points gained in battle are added to Active AP.

Adding and Removing Players

The Isofarian Guard can be played with 1–2 players. Nothing changes during solo play except that one player will control both members of each party during each campaign. Besides when the campaign dictates otherwise, there are always two members of the Guard traveling and fighting together.

When a new player joins the adventure, choose one of the Guards for them to control. Players may choose to exchange control of the Guards at any time during the exploration phase.

Aggro

Aggro Chip

The Guard that most recently performed an attack against an enemy target (even if it was unsuccessful) “has aggro”. The Aggro Chip is placed on top of the Guard Bust Card at the end of the Guards’ turn during a round of battle. The Aggro Chip remains on that Guard’s Dashboard until the other Guard has aggro.

If enemies use abilities listed on their AI cards that target a Guard and no condition is met (including having aggro) then the player may choose which Guard is the target of the ability.

AI Card Icon

AI Card Icon

This icon indicates an enemy AI card. Some Ability Cards affect enemy AI cards.

Ambush

In an ambush encounter, the enemy goes first and you cannot retreat from battle. Once all enemies have taken their turn the round completes, and battle order returns to normal with the Guards going first. Ambush encounters are indicated with red text in the “Enemy Index” found in the Indexes Book, starting on page 3.

Ambush

Red text means an Ambush!

Action Point (AP) Cost Icon

Action Point (AP) Cost Icon

This icon indicates the “Action Point Cost” to activate the Guard Ability Card. The AP Cost is shown using a gray AP cube. The AP cost can be paid using gray or green AP cubes. Next to each AP Cube is a number value indicating the amount needed to activate the ability.

Armor Card

1 Rarity

These stars indicate the armor’s rarity and relative power level.

2 Equipment Name

Some Blacksmith recipes require specific armor as an ingredient.

4 Unlocked Ability

Some armor unlocks a Stonebound Ability Card that may be equipped with or without the armor.

5 Equipment Type

This icon indicates the slot on the Guard Dashboard where the card must be equipped.

6 Defense Stat Bonus

Most armor includes an Defense stat bonus. As long as the armor is equipped, the Guard’s Defense stat is increased by the amount shown.

7 Stone Slots

Most types of armor have stone slots that grant bonuses when filled.

8 Equippable By

Most armor is equippable only by the Guard whose bust icon is displayed here. Armor bearing the infinity icon can be equipped by any Guard.

Attack (ATK)

Attack

Attack Stat

A Guard’s or enemy’s Attack stat is used when they perform an attack. This value can be modified by various means.

Damage from an attack equals the amount that the attacker’s attack value exceeds the target’s defense value.

Attack Modifier

Attack Modifier

Attack Modifiers

The Attack Modifier icon indicates that an attacker raises their base attack stat by the value listed.

Example: Attack Modifier
Attack Modifier

A player draws 2 Sword Chips and chooses to place the 2 chips on “Critical Strike” and exhausts 2 AP to activate it. Grigory has a base attack stat of 3, +2 from Critical Strike, and attacks the enemy target for a value of 5.

Standard Attacks

A Guard may perform a Standard Attack by placing chips on the weapon equipped on their Guard Dashboard, equal to the chip cost on the weapon card. When this happens, the Guard performs an attack using their attack value on the target enemy. This can only be done once per Guard per round unless a rule says otherwise.

Battle Phase

Battle Setup
  1. Gather enemies depending on how the battle started…
  2. Set up the Enemy Grid.
  3. Set up each Enemy Dashboard.
  4. Prepare Guard Ability Dashboards.
  5. If Ambushed, the Guards skip their first turn!

Guards’ Turn

  1. You may Retreat unless this is an Ambush or part of a Narrative.
  2. Apply equipped Accessory bonuses and effects.
  3. Discard any active Evasion chips and blue Defense Cubes on Guards.
  4. Choose a Guard to activate.
  5. Refill Guard’s chip bag if empty, or lose 1 HP to refill early.
  6. Draw chips one at a time until black chips drawn equals Active AP.
  7. Take optional actions in any order:
  8. Activate the other Guard. Repeat steps 5–7.
  9. Refresh exhausted AP for both Guards.
  10. Place Aggro chip on Guard that last attacked an enemy.

Enemies’ Turn

  1. Discard any green Evasion chips and blue Defense Cubes on enemies.
  2. Activate enemy in slot I.
  3. Draw an AI card from enemy’s face down AI deck, and place face up in AI discard slot.
  4. Resolve enemy actions on AI card.
  5. Activate remaining enemies in order (slot II, slot III, slot IV). Repeat steps 3-4 for each enemy.
  6. Refresh exhausted AP for all enemies.

Cleanup Phase

  1. Discard all chips from enemies and return them to the supply except Green Evasion Chips.
  2. Discard all chips from Guard Ability Cards & Weapons (including unused chips). Flip cards that indicate they flip after activation. Black and purple chips are moved to Guards’ discard areas. Green chips are returned to the supply.
  3. Discard all chips from positive and negative chip areas on Guard Ability Dashboards. Purple chips are moved to Guards’ discard areas. Green and red chips are returned to the supply.
  4. Move exhausted Speaking Stone Gems to ready slots, then move active Speaking Stone Gems on cards to exhausted slots (see Stonebound Abilities).
End of Battle

At the end of the battle, if all Guards are at 0 HP, they’re defeated. If all enemies are at 0 HP:

  1. Revive a fallen guard to 1 HP.
  2. Return all chips on Enemy Dashboards back to the supply.
  3. Collect the rewards from defeated enemies.
  4. Return enemy & enemy AI cards to the supply.
  5. Return all black & purple chips on Guard and Ability dashboards to their Guard’s bag.
  6. Return green & red chips on Guard and Ability dashboards to the supply.
  7. Return green AP cubes on Guard Dashboards to the supply.
  8. Flip all Guard Ability Cards to their Primary sides.
  9. Move all Speaking Stone Gems to their ready slots.

Battle: Defeat

If both Guards are reduced to 0 Health Points in battle, they are defeated:

End of Battle

The battle will end in either victory or defeat. The Guards are victorious when all enemies on the battlefield have an HP value of 0.

Rewards

Collect the rewards from each enemy card. Rewards may include Lux Essence, Sil, enemy drops, or various equipment. Record any gained “Lux Essence” in the Lux Dual Dial, and any gained “Sil” in the Sil Dual Dial. Gained enemy drop cards can be stored in any of the Guards’ open satchel slots or dropped if not desired. If a Guard already has the enemy drop card in their satchel slot, flip the card to the new quantity held. Since the max quantity is 4, any enemy drops acquired beyond that are dropped.

Fallen Guards

If the battle was victorious, but one of the Guards has fallen (has 0 HP), no rewards are lost, and the bags remain as-is. Revive the fallen Guard and set their HP to 1. If the HP of both Guards reaches 0 before that of their enemies, the Guards are defeated. In this case, return the Guards’ miniature or bust chips to the last save point (marked with the Campfire Chip when created), or the Fort Istra Courtyard. Restore the Guards’ HP back to 20 (their starting HP value), and remove all green, red, and negative purple chips from the Guards’ bags. Both Guards lose all the cards in their satchel slots except for tools (Wood Chopping Axe, Pickaxe, and Fishing Pole). All Sil in the Sil Dual Dial is lost.

Post Battle Cleanup

Return all chips on Enemy Dashboards back to the supply. Return enemy and enemy AI cards back to the card index box. Return green and red chips on both Guard Dashboards and Ability Dashboards back to the supply. Return all black and purple chips on both Guard Dashboards and Ability Dashboards back to their Guard’s bags. Return green AP cubes on Guard Dashboards back to the supply. Flip all Guard Ability Cards back to their Primary sides (P). Move all Speaking Stone gems back to their ready slots. Once the battle is over, continue playing the game in the exploration phase or narrative sequence, accordingly.

Battle: Cleanup Phase

  1. Discard all chips from enemies except Evasion and return them to the supply.

  2. Discard all chips from Guard Ability Cards & weapons (including unused chips with Sword & Shield resources). Black and purple chips are moved to the discard area on the respective Guard’s Ability Dashboard. Green chips return to the supply.

    • Flip over cards that indicate they flip after being activated.
  3. Remove all chips from positive and negative chip areas on Guard Ability Dashboards. Purple chips are moved to the discard area on the Guard Ability Dashboards. Green and red chips are returned to the supply.

  4. Move exhausted Speaking Stone Gems to ready slots, then active Speaking Stone Gems to exhausted slots. (See Stonebound Abilities for details.)

Battle: Enemies’ Turn

When an enemy is defeated during battle (their HP value reaches 0), flip the enemy card over. Enemies that are defeated can no longer take their turn. Rewards for the defeated enemies are collected at the end of the battle.

  1. Discard any active Evasion Chips and blue cubes on enemies and return them to the supply.

  2. Activate the enemy in slot I.

  3. Draw an AI card from the enemy’s face-down deck. If no cards can be drawn, shuffle the discarded AI cards and place them face-down back in the slot, then proceed with the draw.

  4. Resolve the actions on the enemy AI card. The enemy AI card is resolved in order from top to bottom, resolving all actions that can be performed. The enemy actions on an AI card are separated by dividers.

    Some enemies can draw more AI cards and will continue to perform abilities as long as they have the AP for it. The enemy turn ceases once you reach the words “END TURN.”

  5. Activate the remaining enemies in order (slot II, slot III, slot IV). Repeat steps 3–4 for each enemy.

  6. Refresh exhausted AP for all enemies.

Battle : Guards’ Turn

  1. You may Retreat unless this is an Ambush or part of a Narrative.

  2. Check each equipped accessory for bonuses before each round. Trigger any effects if available. Some accessories have effects which only trigger one time before the battle begins. This occurs even if the battle is an ambush.

  3. Discard all active Evasion Chips and blue cubes on both of the Guards. Green Evasion Chips are returned to the supply, whereas purple Evasion Chips are moved to that Guard’s discard area of the Guard Ability Dashboard.

  4. Choose a Guard to activate.

  5. If the Guard’s bag is empty, refill it with all the chips that are in the discard area on the Guard’s Ability Dashboard. If the bag is not empty, you may still choose to do so by losing 1 health (HP).

  6. Without looking, draw chips one at a time from the Guard’s bag. The number of chips drawn is equal to the amount of active AP at the start of the turn. Resolve any positive or negative chips as each one is drawn and place them in the positive or negative status chip area of the Guard’s Ability Dashboard.

  7. The next actions may be taken in any order, or not at all.

    • Activate Guard Ability Card by paying the necessary resource cost. A Guard Ability Card cannot be activated more than once per round, unless it is activated by a Guard’s [Keyword] effect, or by another ability.

    • Activate Stonebound Ability Cards using ready Speaking Stone Gems. Stonebound Ability Cards can only be activated by a gem in a ready slot of the same roman numeral the Stonebound Ability Card is on. Stonebound Ability Cards typically have very powerful effects. Because of this, there is a one-turn cooldown to use Stonebound Ability Cards.

    • Perform a Standard Attack on a single enemy target by paying the chip cost.

    • Activate an Accessory if required resources are met.

    • Use an equipped Item. If you want to keep the battle flowing, you may flip the item over to signify that it has been used and then return it to the supply once the battle is over. Remember, each Guard may only use the item in the equipped item slot during battle.

  8. Activate the other Guard. Repeat steps 5–7.

  9. Refresh all exhausted Action Points for both Guards back to active.

  10. Place the Aggro Chip on the Guard that last performed an attack on an enemy target (even if it missed or was blocked).

Blacksmiths

Blacksmith Icon

At a Blacksmith, you may choose to “Craft” or “Sell” various equipment. These actions can only take place during the exploration phase (not during a narrative event). Specifics can be found in the “City Index” in the Indexes Book.

Crafting Equipment

Each blacksmith lists various “recipes” to craft equipment. The Guards must have the required materials and Sil (Currency) in order to craft the desired equipment. Materials required must be in the Guards’ satchel slots at the time of crafting (not in the Fort Istra Stash). When the required materials and Sil have been paid to the blacksmith, the materials are discarded from the Guards’ satchel slots and returned to the supply, and the required Sil is reduced from the Guards’ supply (Sil Dual Dial). The newly crafted equipment card can be immediately equipped onto a Guard or stored on one of their satchel slots.

Selling Equipment

In order to sell a piece of equipment the equipment card must be currently equipped, or in a Guard’s satchel slot. Once a piece of equipment has been sold the card is returned to the supply, and the gained Sil is added to the Guards’ supply.

  • Alloy Hand Axes

    Ryba
    1
    Iron Hand Axes
    4
    Ash
    2
    Silver Ore
    12
    Sil
    • Attack
    • Open Stone Slots
  • Alloy Short Sword

    Razdor, Silny
    1
    Iron Short Sword
    2
    Metal Fragments
    2
    Pine
    12
    Sil
    • Attack
    • Open Stone Slots
  • Cerulean Staff

    Silny
    1
    Aquamarine
    4
    Pine
    20
    Sil
    • Attack
    • Open Stone Slots
  • Falmundian Bow

    Razdor
    1
    Long Bow
    4
    Ash
    2
    Iron Ore
    12
    Sil
    • Attack
    • Open Stone Slots
  • Hunter’s Spear

    Mir
    1
    Guard’s Spear
    4
    Iron Ore
    4
    Pine
    20
    Sil
    • Attack
    • Open Stone Slots
  • Silver Hammer

    Vouno
    1
    Iron Hammer
    2
    Rosewood
    4
    Silver Ore
    18
    Sil
    • Attack
    • Open Stone Slots
  • Sword of Truth

    Strofa
    4
    Iron Ore
    3
    Metal Fragments
    2
    Rosewood
    30
    Sil
    • Attack
    • Open Stone Slots
    • Double Sword
  • Volk Blade

    Razdor, Silny
    1
    Captain’s Blade
    2
    Iron Ore
    4
    Pine
    15
    Sil
    • Attack
    • Open Stone Slots
  • Alloy Driver

    Mir
    4
    Autumn Blaze
    4
    Gold Ore
    2
    Iron Ore
    4
    Silver Ore
    34
    Sil
    • Attack
    • Open Stone Slots
  • Argent Blade

    Mir
    2
    Horn
    2
    Iron Ore
    4
    Silver Ore
    40
    Sil
    • Attack
    • Open Stone Slots
  • Euphonic Edge

    Razdor
    2
    Gold Ore
    2
    Scales
    4
    Silver Ore
    36
    Sil
    • Attack
    • Open Stone Slots
  • Golden Scythe

    Mir
    2
    Agate Ore
    4
    Autumn Blaze
    4
    Gold Ore
    46
    Sil
    • Attack
    • Open Stone Slots
  • Ornate Cleavers

    Silny
    4
    Autumn Blaze
    2
    Horn
    2
    Iron Ore
    2
    Silver Ore
    34
    Sil
    • Attack
    • Open Stone Slots
  • Partisan

    Strofa
    4
    Ash
    2
    Horn
    2
    Silver Ore
    44
    Sil
    • Attack
    • Open Stone Slots
  • Rosewind Staff

    Razdor
    2
    Autumn Blaze
    1
    Jade
    2
    Silver Ore
    4
    Rosewood
    40
    Sil
    • Attack
    • Open Stone Slots
  • Scaled Dagger

    Ryba
    2
    Gold Ore
    2
    Scales
    4
    Silver Ore
    40
    Sil
    • Attack
    • Open Stone Slots
    • Poison
  • Silver Bow

    Vouno
    2
    Autumn Blaze
    1
    Dogwood
    2
    Horn
    4
    Silver Ore
    40
    Sil
    • Attack
    • Open Stone Slots
  • Silver Flame

    Vouno
    2
    Autumn Blaze
    2
    Horn
    4
    Silver Ore
    36
    Sil
    • Attack
    • Open Stone Slots
  • Forteller’s Staff

    Vouno
    4
    Dogwood
    1
    Garnet
    2
    Gold Ore
    56
    Sil
    • Attack
    • Open Stone Slots
    • Double Sword
  • Golden Mallet

    Strofa
    2
    Agate Ore
    2
    Carapace
    4
    Dogwood
    4
    Gold Ore
    60
    Sil
    • Attack
    • Open Stone Slots
  • Hunter’s Pride

    Strofa
    2
    Agate Ore
    4
    Gold Ore
    4
    Scales
    56
    Sil
    • Attack
    • Open Stone Slots
    • Double Sword
  • Radiance

    Razdor
    4
    Carapace
    2
    Dogwood
    4
    Gold Ore
    4
    Silver Ore
    48
    Sil
    • Attack
    • Open Stone Slots
  • Reckoning Tides

    Ryba
    4
    Agate Ore
    2
    Dogwood
    2
    Tenebris Shards
    48
    Sil
    • Attack
    • Open Stone Slots
    • Heart
  • Ryban Glaive

    Ryba
    2
    Agate Ore
    2
    Carapace
    2
    Cedar
    4
    Tenebris Shards
    48
    Sil
    • Attack
    • Open Stone Slots
    • Double Sword
  • Sky Splitter

    Razdor
    4
    Agate Ore
    3
    Carapace
    40
    Sil
    • Attack
    • Open Stone Slots
  • Swift Gale

    Vouno
    4
    Agate Ore
    2
    Carapace
    4
    Dogwood
    48
    Sil
    • Attack
    • Open Stone Slots
  • Cerulean Pike

    Fort Istra Blacksmith
    4
    Crystal Ore
    2
    Tenebris Shards
    1
    Aquamarine
    50
    Lux Essence
    • Attack
    • Open Stone Slots
    • Heart
  • Contorted Staff

    Fort Istra Blacksmith
    8
    Crystal Ore
    2
    Tenebris Shards
    1
    Obsidian
    50
    Lux Essence
    • Attack
    • Open Stone Slots
    • Heart
  • Dangerous Duo

    Fort Istra Blacksmith
    4
    Diamond Ore
    4
    Ancient Oak
    2
    Tenebris Shards
    2
    Garnet
    50
    Lux Essence
    • Attack
    • Open Stone Slots
    • Double Sword
  • Drakonbow

    Fort Istra Blacksmith
    4
    Crystal Ore
    2
    Tenebris Shards
    1
    Adamant
    50
    Lux Essence
    • Attack
    • Open Stone Slots
    • Evasion
  • Glorious

    Fort Istra Blacksmith
    8
    Diamond Ore
    2
    Tenebris Shards
    1
    Garnet
    50
    Lux Essence
    • Attack
    • Open Stone Slots
    • Double Shield
  • Ground Shaker

    Fort Istra Blacksmith
    8
    Diamond Ore
    4
    Tenebris Shards
    1
    Adamant
    50
    Lux Essence
    • Attack
    • Open Stone Slots
  • Lapis Blade

    Fort Istra Blacksmith
    8
    Crystal Ore
    4
    Tenebris Shards
    1
    Lapis Lazuli
    50
    Lux Essence
    • Attack
    • Open Stone Slots
    • Heart
  • Star Blade

    Fort Istra Blacksmith
    8
    Crystal Ore
    2
    Tenebris Shards
    1
    Star Fragment
    50
    Lux Essence
    • Attack
    • Open Stone Slots
  • Final Wish

    Fort Istra: Baren’s Forge
    8
    Gold Ore
    2
    Tenebris Skull
    4
    Ancient Oak
    75
    Lux Essence
    • Attack
    • Open Stone Slots
    • Sword & Shield
  • Guardian Lance

    Fort Istra: Baren’s Forge
    4
    Diamond Ore
    2
    Tenebris Skull
    1
    Star Quartz
    75
    Lux Essence
    • Attack
    • Open Stone Slots
    • Double Shield
  • Jade Sword

    Fort Istra: Baren’s Forge
    4
    Diamond Ore
    2
    Tenebris Skull
    3
    Jade
    75
    Lux Essence
    • Attack
    • Open Stone Slots
  • Magi’s Command

    Fort Istra: Baren’s Forge
    8
    Diamond Ore
    2
    Tenebris Skull
    1
    Carnelian
    75
    Lux Essence
    • Attack
    • Open Stone Slots
    • Action Point
  • Revelation

    Fort Istra: Baren’s Forge
    4
    Diamond Ore
    8
    Gold Ore
    2
    Tenebris Skull
    75
    Lux Essence
    • Attack
    • Open Stone Slots
    • Poison
  • Sword of Isofar

    Fort Istra: Baren’s Forge
    8
    Diamond Ore
    2
    Tenebris Skull
    2
    Lapis Lazuli
    75
    Lux Essence
    • Attack
    • Open Stone Slots
    • Sword & Shield
  • Vanguard’s Promise

    Fort Istra: Baren’s Forge
    4
    Diamond Ore
    2
    Tenebris Skull
    1
    Aventurine
    75
    Lux Essence
    • Attack
    • Open Stone Slots
    • Action Point
  • Wind Cutters

    Fort Istra: Baren’s Forge
    4
    Diamond Ore
    4
    Ancient Oak
    2
    Tenebris Skull
    75
    Lux Essence
    • Attack
    • Open Stone Slots
    • Action Point
  • Guard’s Tunic

    Mir
    4
    Rough Leather
    2
    Metal Fragments
    10
    Sil
    • Defense
    • Open Stone Slots
  • Bear Tunic

    Silny, Strofa
    2
    Bear Pelt
    1
    Reinforced Tunic
    35
    Sil (or less)
    • Defense
    • Open Stone Slots
  • Reinforced Tunic

    Razdor, Ryba, Silny
    1
    Guard’s Tunic
    2
    Iron Ore
    4
    Metal Fragments
    2
    Rough Leather
    20
    Sil (or less)
    • Defense
    • Open Stone Slots
  • Woven Spine Armor

    Mir
    4
    Bone Fragments
    2
    Rough Leather
    4
    Spines
    25
    Sil
    • Defense
    • Open Stone Slots
    • Double Shield
  • Adventurer’s Garb

    Ryba
    1
    Crystal Ore
    1
    Rough Leather
    2
    Silver Ore
    2
    Bone Fragments
    42
    Sil
    • Defense
    • Open Stone Slots
    • Evasion
  • Guild Cuirass

    Razdor
    2
    Iron Ore
    2
    Rough Leather
    2
    Spines
    2
    Scales
    56
    Sil
    • Defense
    • Open Stone Slots
    • Heart
  • Horned Cuirass

    Mir, Ryba
    2
    Claw
    4
    Horn
    1
    Reinforced Tunic
    2
    Silver Ore
    48
    Sil (or less)
    • Defense
    • Open Stone Slots
  • Hunter’s Tunic

    Silny
    2
    Animal Hide
    2
    Bear Pelt
    2
    Carapace
    1
    Reinforced Tunic
    65
    Sil
    • Defense
    • Open Stone Slots
    • Action Point
  • Journey Attire

    Ryba
    1
    Crystal Ore
    2
    Rough Leather
    2
    Silver Ore
    2
    Bone Fragments
    42
    Sil
    • Defense
    • Open Stone Slots
    • Evasion
  • Tunic of the Wild

    Strofa
    2
    Bear Pelt
    4
    Claw
    2
    Rough Leather
    1
    Scales
    60
    Sil
    • Defense
    • Open Stone Slots
  • Volkrok Tunic

    Strofa
    4
    Claw
    4
    Rough Leather
    48
    Sil
    • Defense
    • Open Stone Slots
    • Evasion
  • Drakondor Armor

    Vouno
    4
    Agate Ore
    2
    Carapace
    4
    Claws
    4
    Feathers
    2
    Rough Leather
    68
    Sil
    • Defense
    • Open Stone Slots
    • Evasion
  • Guard’s Armor

    Vouno
    2
    Animal Hide
    2
    Gold Ore
    1
    Horned Cuirass
    2
    Scales
    56
    Sil
    • Defense
    • Open Stone Slots
  • Red Scale Armor

    Ryba
    4
    Crystal Ore
    2
    Falmundian Rosehips
    2
    Scales
    60
    Sil
    • Defense
    • Open Stone Slots
    • Heart
  • Hero’s Armor

    Vouno
    2
    Agate Ore
    2
    Crystal Ore
    1
    Guard’s Tunic
    2
    Tenebris Shards
    80
    Sil
    • Defense
    • Open Stone Slots
    • Sword & Shield
  • Raiding Armor

    Fort Istra Blacksmith
    4
    Scales
    2
    Carapace
    4
    Tenebris Shards
    50
    Lux Essence
    • Defense
    • Open Stone Slots
  • Wanderer of the Fields

    Mir
    4
    Agate Ore
    4
    Carapace
    2
    Crystal Ore
    1
    Reinforced Tunic
    77
    Sil
    • Defense
    • Open Stone Slots
    • Sword & Shield
  • Zephyr’s Tunic

    Razdor
    2
    Crystal Ore
    4
    Feathers
    4
    Rough Leather
    68
    Sil
    • Defense
    • Open Stone Slots
    • Evasion
  • Bone Armor

    Fort Istra: Baren’s Forge
    8
    Bone Fragments
    8
    Horn
    2
    Tenebris Skull
    75
    Lux Essence
    • Defense
    • Open Stone Slots
  • Brigandine

    Fort Istra: Baren’s Forge
    2
    Animal Hide
    8
    Rough Leather
    1
    Tenebris Skull
    75
    Lux Essence
    • Defense
    • Open Stone Slots
    • Sword & Shield
  • Brother’s Keeper

    Fort Istra: Baren’s Forge
    2
    Animal Hide
    4
    Diamond Ore
    4
    Tenebris Skull
    75
    Lux Essence
    • Defense
    • Open Stone Slots
    • Sword & Shield
  • Crimson Vest

    Fort Istra: Baren’s Forge
    4
    Rough Leather
    4
    Diamond Ore
    2
    Tenebris Skull
    75
    Lux Essence
    • Defense
    • Open Stone Slots
    • Sword & Shield
  • Prophet’s Jacket

    Fort Istra: Baren’s Forge
    4
    Wolf Pelt
    4
    Rough Leather
    1
    Tenebris Skull
    75
    Lux Essence
    • Defense
    • Open Stone Slots
    • Heart
  • Scholar’s Tunic

    Fort Istra: Baren’s Forge
    4
    Coastal Bluecaps
    4
    Rough Leather
    1
    Tenebris Skull
    75
    Lux Essence
    • Defense
    • Open Stone Slots
    • Action Point
  • Stardust Jacket

    Fort Istra: Baren’s Forge
    4
    Bone Fragments
    4
    Rough Leather
    1
    Tenebris Skull
    75
    Lux Essence
    • Defense
    • Open Stone Slots
    • Sword & Shield
  • Tenebris Scale

    Fort Istra: Baren’s Forge
    4
    Scales
    2
    Tenebris Skull
    1
    Black Diamond
    75
    Lux Essence
    • Defense
    • Open Stone Slots
    • Sword & Shield
  • Veteran’s Coat

    Fort Istra: Baren’s Forge
    4
    Animal Hide
    2
    Rough Leather
    2
    Tenebris Skull
    75
    Lux Essence
    • Defense
    • Open Stone Slots
    • Sword & Shield
  • Carapace Helmet

    Vouno
    2
    Agate Ore
    1
    Carapace
    28
    Sil

    Accessory. Immune to Stun (Stun), and AP may not be exhausted by enemies.

  • Chrono Locket

    Fort Istra: Baren’s Forge
    4
    Gold Ore
    4
    Tenebris Shards
    2
    Ancient Roots
    75
    Lux Essence

    Accessory. Look through AI draw deck of 1 enemy, and choose 1 card to place on top. Shuffle remaining cards of draw pile.

  • Concealing Cloak

    Razdor
    20
    Sil

    Accessory. While equipped, add 1 Evasion Chip to the event bag. Chip acts as another Compass Chip if drawn.

  • Expanded Satchel

    Strofa
    4
    Rough Leather
    10
    Sil

    Item. Equip to satchel slot. Store up to 4 cards underneath this card.

  • Feathered Mantle

    Strofa
    4
    Feathers
    2
    Rough Leather
    30
    Sil

    Accessory. While equipped, add 1 purple Evasion (Evasion) to Guard’s bag.

  • Goat Skull Mask

    Strofa
    1
    Rough Leather
    15
    Sil

    Accessory. Once per turn, you may redraw 1 drawn chip.

  • Leather Gauntlets

    Mir
    2
    Claw
    4
    Rough Leather
    14
    Sil

    Accessory. At the start of battle, add 1 Strengthen (Strengthen) to Guard’s bag.

  • Nomad’s Trap

    Silny
    4
    Iron Ore
    2
    Metal Fragments
    4
    Silver Ore
    10
    Sil

    Accessory. After an enemy attacks, that enemy exhausts 1 AP.

  • Pendant of Wisdom

    Fort Istra Blacksmith
    4
    Gold Ore
    4
    Agate Ore
    4
    Crystal Ore
    50
    Lux Essence

    Accessory. While equipped gain 3 stone slots.

  • Scale Shield

    Ryba
    4
    Iron Ore
    2
    Scales
    2
    Silver Ore
    36
    Sil

    Accessory. At the start of battle, add 3 Bolster (Bolster) to Guard’s bag.

  • Smoke Bomb

    Silny, Strofa
    2
    Iron Ore
    1
    Metal Fragments
    10
    Sil (or less)

    Item. Both Guards gain 2 green Evasion (Evasion Chips).

  • Stonebound Talisman

    Fort Istra Blacksmith
    4
    Gold Ore
    4
    Crystal Ore
    4
    Diamond Ore
    50
    Lux Essence

    Accessory. Whenever this Guard activates a Stonebound ability, heal ally by 1 HP.

  • Tent

    Silny, Strofa
    2
    Rosewood
    1
    Animal Hide
    15
    Sil (or less)

    Item. Create a save point at current node and heal both Guards by 10 HP.

  • Traveling Boots

    Mir
    1
    Iron Ore
    2
    Rough Leather
    8
    Sil

    Accessory. During the exploration phase you may mulligan once per node.

  • Wolf Head Tunic

    Silny
    2
    Wolf Pelt
    10
    Sil

    Accessory. At the start of battle, add 1 Bolster (Bolster) to Guard’s bag.

  • Wolf Tooth Ring

    Ryba, Silny
    2
    Metal Fragments
    2
    Silver Ore
    8
    Sil

    Accessory. Negate 2 red chips per battle.

Travel by Boat

Boat Chip

Boat Chip

Boat Dock

Boat Dock

The Boat Chip is used when exploring a blue node on the Isofar Map (unless the Campaign Book directs otherwise).

To travel by boat, move the Guards to a Boat Dock node. Replace the Guard’s miniature or bust chips with the Boat Chip. You can now explore Isofar using the blue nodes on the rivers and sea.

The Guards can exit the boat at any Boat Dock node. Place the Guards’ miniature or bust chips back on the board, leave the Boat Chip at the Boat Dock node, and continue the exploration phase.

To travel by boat again, the Guards must move back to the node where the Boat Chip was left.

Bolster

Bolster Chip

A green chip that gives a Guard +1 to their Defense Stat (DEF) for each Bolster Chip drawn. This effect lasts from the point when it was drawn until the chip is returned to the supply.

Bolster Chips are placed in the positive status area on the Guard Ability Dashboard while active. Once the round is over, Bolster Chips are returned to the supply during the cleanup phase of battle.

Boss

Boss Icon

This icon indicates that the enemy is a “Boss” in the campaign. This icon can be found in the top-left corner of some enemy cards.

Break

Break Chip

A red chip that gives a Guard −1 to their Defense Stat (DEF) for each Break Chip drawn. This effect lasts from the point when it was drawn until the chip is returned to the supply.

Break Chips are placed in the negative status area on the Guard Ability Dashboard while active.

The effect of the Break Chip becomes active for an enemy once placed upon the enemy card by a Guard’s Ability Card or Stonebound Ability Card. Each Break Chip on the enemy card gives the target −1 to their Defense Stat (DEF).

Once the round is over, Break Chips are returned to the supply during the cleanup phase of battle.

Yellow [Burst] Cube

Yellow [Burst] Cube Icon

This icon indicates a yellow cube used to activate the [Burst] keyword which is used by Vera.

[Burst] Activated Flip Icon

[Burst] Activated Flip Icon

This icon indicates that the Guard Ability Card flips to the opposite side during the cleanup phase of a round if it has been activated by yellow cubes this round (see Vera’s [Burst] keyword).

Campfire

Campfire Chip

The Campfire Chip marks the current save point. Place the Campfire Chip when you create a save point by visiting an Inn or using a Tent.

Before you place the Campfire Chip for the first time, the save point is the Fort Istra Courtyard.

Chip Colors

A chip’s color is determined by the outer ring of the chip. A chip may be black, green, purple, or red.

Sword Chip

Black Chips used in combat are either single or double swords or shields. Black chips are the only color chips that ever count toward the number of chips drawn. Black chips are moved to the discard area of the Guard Ability Dashboard during the cleanup phase.

Corruption Chip

Purple Chips are either Sword & Shield Chips, positive Evasion and Heart Chips, or negative status effect chips. Purple chips on Guards are moved to the discard area of the Guard Ability Dashboard during the cleanup phase. Purple chips on enemies are returned to the supply during the cleanup phase.

Bolster Chip

Green Chips are either single swords or shields, or positive status effect chips. Green chips are returned to the supply during the cleanup phase.

Fear Chip

Red Chips are all negative status effect chips. Red chips are returned to the supply during the cleanup phase.

Chip Cost Icons

This icon indicates the “Chip Cost” to activate the Guard Ability Card. The Chip Cost is shown using either a Sword Chip, Shield Chip, or Sword & Shield Chip. Next to each Chip is a number value indicating the amount needed to activate the ability.

Chip Activated Flip Icon

Chip Activated Flip Icon

This icon indicates that the Guard Ability Card flips to the opposite side during the cleanup phase of a round if it has been activated by chips this round.

Chips

Components

Components inventory

Components Inventory

Conflicting Rules

When rules conflict between sources, follow the rules in this order:

  1. Campaign Book
  2. Cards
  3. Rulebook

Corruption

Corruption Chip

A purple chip that prevents a Guard from using any Guard Ability Cards during the round from the point when it was drawn to the end of the round. Stonebound Ability Cards may still be used.

Corruption Chips are placed in the negative status area on the Guard Ability Dashboard while active. Once the round is over, Corruption Chips are moved to the Guard’s discard area during the cleanup phase of battle.

Cubes

Gray Cube

Gray cubes represent Action Points that are used by all Guards and enemies to perform actions.

Green Cube

Green cubes are Temporary Action Points that last for one battle.

Red Cube

Red cubes are used to track Health, Attack, and Defense stats.

Blue Cube

Blue cubes track current Defense when it has been temporarily increased.

Purple Cube

Purple cubes are counters on Field Event decks, mark a Guard’s max Health when it is above 20, and keep track of Accessories with limited activations.

Yellow Cube

Yellow cubes are used with Vera’s [Burst] keyword.

Damage

Damage is the amount of Health Points reduced. Damage from attacks is calculated by taking the value of the current Attack, including applicable modifiers and subtracting the value of the target’s Defense, including applicable modifiers.

( Attack + Attack Modifier ) − ( Defense + Defense Modifier ) = Heart Damage

(ATK + ATK modifier ) − (DEF + DEF modifier ) = HP damage

Defense (DEF)

Defense

Defense Stat

A Guard’s or enemy’s Defense stat is used when they are attacked. This value can be modified by various means.

Damage from an attack equals the amount that the attacker’s attack value exceeds the target’s defense value.

Defense Modifier

Defense Modifier

Defense Modifiers

The Defense Modifier icon indicates that an defender raises their base Defense stat by the value listed.

Blue Defense Cube

Blue Defense Cube Icon

This icon indicates that the target’s defense is temporarily increased by 1. A blue cube is placed on the target’s defense track while active.

Difficulty Levels

The Isofarian Guard offers three levels of difficulty for you to choose from.

Story Mode (Easy)

This mode offers a streamlined experience with a decreased level of difficulty for those that want to enjoy the story with minimal challenge.

Standard Mode (Normal)

This mode offers the standard level of difficulty and is the recommended mode for most players.

Tenebris Mode (Hard)

This mode offers a challenging experience with an increased level of difficulty.

Speaking Stone Elements & Gems

These icons indicate the element type of the Stonebound Ability. When equipping a Stonebound Ability Card the corresponding colored Speaking Stone Gem is used on the Guard’s Ability Dashboard. Any color gem can be used for a “Rainbow” Stonebound Ability Card.

Enemies

Enemy AI Card

Enemy Card

  1. Rarity Star
  2. Name
  3. Attack Value (ATK)
  4. Defense Value (DEF)
  5. Action Point Value (AP)
  6. Health Value (HP)
  7. Lux Essence Reward
  8. Enemy Drop

Enemy Dashboard

There can be up to four enemies in battle at any time. Each Enemy Dashboard is modular and can be added to the battlefield at any time if additional enemies join the fray. The Indexes Book or Campaign Books will inform you of how many enemies are in a battle and how they are placed.

Setup

When a battle occurs, place an enemy card in the enemy card slot. Shuffle its corresponding enemy AI deck and place it face down in the enemy AI draw slot. Reference the enemy card to determine its starting health (HP), attack (ATK), defense (DEF), and action points (AP). Place red cubes on the health, attack and defense tracks according to their values, and gray cubes in the active area.

Enemy Dashboard Enemy Card AI Card draw pile AI Card discard Health Attack Defense Action Points
1 Enemy Card Slot

Enemy cards are placed in this slot during battle. If an enemy is affected by a status effect chip, it is placed on top of the card in this slot. If an enemy’s HP reaches 0, that enemy is defeated and the enemy card is flipped over to determine what rewards will be collected at the end of the battle.

2 Enemy AI Draw Slot

Enemy AI cards are placed in this slot during battle. Each enemy has an AI deck of eight cards. These cards are shuffled and placed face down at the start of the battle. When an enemy starts its turn, flip over the top AI card in this slot and place it face up in the enemy AI discard slot. Once all cards have been discarded from the enemy AI deck, it is shuffled again and returned face down to the enemy AI draw slot.

3 Enemy AI Discard Slot

Enemy AI cards are discarded face up to this slot during battle. When an AI card is visible in this slot, it is considered an active AI card and its effects apply. Once all cards have been discarded from the enemy AI deck, it is shuffled again and returned face down to the enemy AI draw slot.

4 Health Point (HP) Icon and Tracks

Health points are tracked with red cubes. An enemy’s HP may only reach a maximum of 109. Two red cubes are used to indicate the HP value of an enemy, one on each track.

5 Attack (ATK) Icon and Track

Attack is tracked with red cubes. An enemy’s base attack may only reach a maximum of 10. Enemy AI abilities may modify the enemy’s attack temporarily over 10 for an attack.

6 Defense (DEF) Icon and Track

Defense is tracked with red cubes. An enemy’s base defense may only reach a maximum of 10. Enemy AI abilities may add additional defense that’s tracked with blue cubes. Blue defense cubes are not discarded during the cleanup phase of battle. Instead, blue defense cubes are discarded at the start of the enemies’ turn.

7 AP Active/Exhausted Area

Action points are stored in this area of the Enemy Dashboard. When an enemy uses an AI ability that requires AP, the player moves the required AP cubes from the active area to the exhausted area. At the end of the enemies’ turn, AP in the exhausted area is refreshed and the cubes are moved back to the active area.

Enemy Drop Card

  1. Rarity Star
  2. Resource Name
  3. Resource Quantity (1–4)

Enemy Grid

Unless otherwise stated, enemies enter battle following the order of their enemy slots (I-IV). Each enemy has an enemy card and a deck of 8 AI cards. Shuffle the AI deck of each enemy in battle separately and place each deck on their Enemy Dashboard, along with the enemy card. Set the enemies’ stats for their health (HP), attack (ATK), and defense (DEF), using red cubes, and action points (AP) using gray cubes.

Enemy Dashboards are normally setup on the table like the example below, but you may arrange them however you prefer as long as the enemy turn order is followed from 1–4 (I–IV). The enemy placement as shown below is called the “Enemy Grid”.

The “Front Row” of the battlefield in the Enemy Grid consists of enemies in slot I and slot II, and the “Back Row” consists of the enemies in slot III and slot IV. Guards may only target enemies in the front row of the battlefield unless an ability says otherwise. Once enemy targets in slot I and slot II have been defeated (HP = 0), enemies in slot III and slot IV can be targeted. An ability that states “attack all enemies” would target enemies in all slots.

Enemy Dashboard Enemy Dashboard II Enemy Dashboard III Enemy Dashboard IV I II III IV

Slots I and II are the front row. Slots III and IV are the back row.

Evasion

Evasion Chip Evasion Chip

A green or purple chip that allows a Guard or enemy target to evade an incoming attack (which includes the attack modifier icon).

When this status effect chip is active, the next attack performed against the target misses, but still counts as an attack. Any effects associated with the attack also miss.

Evasion Chips are placed in the positive status area on the Guard Ability Dashboard while active. After an incoming attack, the Evasion Chip is removed from the dashboard. Green Evasion Chips are returned to the supply, while purple Evasion Chips are moved to the Guard’s discard area.

Each time an Evasion Chip is added to an enemy, place the chip on the enemy card. After an incoming attack, the Evasion Chip is removed from the enemy card and returned to the supply.

If they are not activated by an incoming attack, green and purple Evasion Chips are cleaned up at the start of the next Guards’ or enemies’ turn. Green Evasion Chips are returned to the supply, while purple Evasion Chips are moved to the Guard’s discard area.

Event Bag

Draw one chip from the Event Bag when you resolve a yellow or blue map node during the Exploration Phase. The result may be a Battle or a Field Event. After resolving its outcome, immediately return the chip to the Event Bag.

Event Bag Skull Chip Skull Chip Skull Chip Compass Chip Compass Chip

This black bag contains:

If one of the Skull Chips is drawn, match the value in the corresponding Enemy Index in the Indexes Book and begin the Battle Phase.

Enemy Index

If a Compass Chip is drawn, immediately place a purple cube on the current region’s Field Event deck — to a maximum of 3 cubes. Then choose one of the following options:

Exhaust

Exhaust refers to:

Exploration Phase

Exploration is everything that happens outside of Battle and Narrative Events. During this phase you may:

Living FAQ

Does the draw count only apply when drawing chips normally as part of the Guards’ turn?

Black chips are the only color chips that ever count toward the number of chips drawn, unless otherwise specified.

What do I do with unused chips that I have drawn in a turn?

Discard them just as you would chips from Guard Ability Cards and weapon cards.

If an attack does not cause any damage, will the effects associated with the attack still hit?

Yes, this still counts as an attack, so the effects still hit. In general, only Evasion Chips can cause the effects to miss.

Can a Guard perform a Standard Attack multiple times during their turn?

No, a Guard may only perform a single Standard Attack per round in a battle.

Can a chip with multiple resources be used to activate multiple abilities? (Double Sword, Double Shield, Sword & Shield Chip)

No, you cannot split the resources from chips to activate multiple abilities. Chips must be placed on the Guard Ability Card they are activating.

Can a Guard activate the same Guard Ability Card multiple times during their turn?

No, a Guard Ability Card cannot be activated more than once per round, unless it is activated by a Guard’s [Keyword] effect, or by another ability.

Can green AP be used to pay for abilities that have a gray AP cost?

Yes, this is true for Guards and enemies.

What happens with the Aggro Chip during the first round of an ambush battle?

The Aggro Chip is only placed on a Guard once they perform an attack on an enemy target (even if the attack misses or does no damage). Since the Guards skip their turn at the start of an ambush, no Guard would have aggro yet. If the enemy AI cards cannot target one of the Guards with the conditions listed, the player chooses the target of the enemy attacks.

Can you lose 1 HP to fill a Guard’s bag if the result will bring them to 0 HP?

No, this would result in the Guard falling in battle before the draw action takes place.

If you run out of chips after you have started a draw action, can you then choose to lose 1 HP to refill a Guard’s bag?

No, you must choose to lose 1 HP to refill a Guard’s bag before a draw action begins.

Can an enemy heal above their starting HP value?

Yes, if an enemy AI ability states that the enemy heals, and this would take the enemy over their starting HP value, then the enemy heals that amount above that value, up to the maximum of 109 HP.

What happens when an enemy begins their turn and has no AI cards left to draw?

If no AI cards can be drawn, shuffle the discarded cards and place them face down in the enemy AI draw slot and proceed with the draw. This also applies if the enemy attempts to draw a new AI card in the middle of their turn and runs out of AI cards to draw.

When an attack is evaded, are additional effects listed on the card also evaded?

Yes, when an attack is evaded both the attack and its effects are evaded. Note that an ability must use an attack modifier to be considered an attack. If an ability of any kind does not have an attack modifier, it cannot be evaded.

Can be evaded

Since the “Swipe” ability uses an attack modifier and the text states “Attack Target” above it, the attack can be evaded.

Cannot be evaded

The “Bellow” ability adds a Fear chip to the target’s bag. Since the ability has no attack modifier and no text that states “Attack Target”, the ability cannot be evaded.

Can fallen Guards be targeted by an ability or effect?

No, an enemy may not target fallen Guards and anything that would affect “all Guards” would only apply to the other Guard. If the targeted Guard falls and the AI Card has additional actions remaining that would target them, the target does not change. Continue performing any actions that remain if can be performed.

When do I execute the actions on an enemy AI Card, and what abilities are always in effect?

Actions on AI cards are only executed if the card is drawn during the enemies’ turn, but any card visible in the Enemy AI Discard Slot is considered to be active. Any effects that say “while this card is active” apply at any point during battle, and if this effect only triggers when specified conditions are met the card will feature a Reactive/Passive Icon.

If a chip is removed from a Guard Ability Card that has been activated by a chip, will it flip during the cleanup phase at the end of the round?

The Guard Ability Card flips to the opposite side only if there is a chip activating it at the start of the cleanup phase.

What happens when an Enemy AI Card states to “discard” a chip from a Guard’s bag?

The chips are discarded from the bag, and their effects do not trigger. Unless the card text specifies otherwise, discard black and purple chips to the discard area of the Guard Ability Dashboard. Green and Red chips are returned to the supply.

If an enemy summons another enemy into a battle, do you obtain rewards from the summoned enemy once defeated?

Yes, all enemies defeated in battle grant rewards.

What if the Guards are victorious in battle but there are still actions or effects of Guard or enemy abilities that have not been fully applied?

The Guards are not victorious until all the text on the card has been applied in full.

Can you customize a Guard during a narrative event?

No, you may only customize a Guard during the exploration phase. This includes changing the weapon, armor, accessory, or item cards. This also includes changing equipped Guard Ability Cards, Stonebound Ability Cards, and Speaking Stone Cards.

When a bonus chip is unlocked from a Guard’s Skill Tree, does it have to be added to the Guard’s chip bag?

Yes, any time a bonus chip is unlocked from a Guard’s Skill Tree it must be added to the Guard’s chip bag.

Can a Stonebound Ability Card with the infinity icon be used in any campaign once unlocked?

Yes, once a Stonebound Ability Card with the infinity icon has been unlocked or acquired it can be equipped by any Guard from any campaign.

What happens when the attack modifier includes a status effect chip on a weapon card?

When a status effect chip is listed on the front of a weapon card, the listed chip is added to the target of any attack. This includes Standard Attacks and any ability that includes an attack modifier.

What is a “Mulligan”?

Disregard the effect of the chip that has just been drawn, return it to the bag and draw from the bag again.

Can I remove a Speaking Stone Card I equipped to an empty stone slot when equipping a Stonebound Ability Card and place it in the Satchel?

The Speaking Stones granted by equipping a Stonebound Ability Card cannot be moved to the satchel. Unequipping the Stonebound Ability Card will return the Speaking Stone to the supply.

Can Guards trade the contents of their satchels?

Contents can be rearranged freely amongst any of the slots in either of the two satchels at any time during the exploration phase.

Fear

Fear Chip

A red chip that immediately stops the player from drawing more chips during this draw for the current Guard. Some abilities allow a player to draw additional chips after Fear has been drawn.

Fear Chips are placed in the negative status area on the Guard Ability Dashboard while active. Once the round is over, Fear Chips are returned to the supply during the cleanup phase of battle.

Field Events

Field Event Card

Field Event Card

Field Event Cards are random events that you encounter as you travel the land of Isofar. These events are mostly non-battle oriented and focus on the day-to-day activities of the inhabitants of Isofar. Field Events offer you multiple choices in how to respond to a particular event and utilize various mechanics that may interact with the Guards’ Chip Bags, satchel contents, or other components. All Field Event Cards are put into play at the start of a new campaign.

Field Event Cards are split into three decks of twenty cards each. The node in which the Guards are currently located determines which deck to draw from.

Nodes 1–23: Mountainous Region. These cards are numbered 1–20 and the bottom-right corner on the front of the card is blue. (Note: The “Ice Caves” and the “Frozen Wastes” mini-maps are also considered a part of this region).

Nodes 24–77: Plains Region. These cards are numbered 21–40 and the bottom-right corner on the front of the card is yellow.

Nodes 78–108: Forest Region. These cards are numbered 41–60 and the bottom-right corner on the front of the card is red.

When drawing a Field Event Card

  1. Return the three purple cubes on the Field Event deck back to the supply.
  2. Read the presented narrative.
  3. Choose a path without looking at the back of the card.
  4. Once a path has been chosen, flip the card over, read the outcome, and follow the instructions listed on the card.
  5. Once the outcome has been resolved, return the card to the supply (unless the card instructs you to return it back to the deck).

Field Event Card

  1. Event Name
  2. Narrative
  3. Path Options
  4. Card Number & Region Color

Fishing

Fishing Pole

Fishing Pole

Satchel Card

Back of card indicating it’s stored in satchel slot

The “Fishing” action is unlocked at Fort Istra during Campaign 1 when you obtain the “Fishing Pole” unique item. This unique item is noted by the satchel icon on the card back. This action can be performed on any blue node, so long as the unique item is in one of your Guards’ satchel slots. Full details on fishing can be found in the “Fort Istra Index” in the Indexes Book starting on page 66.

To fish, reveal a single chip from one of the Guards’ bags to determine the fish caught.

You can only fish once per visit to a blue node.

Fort Istra

Fort Istra

Fort Istra is the main hub for Guards during the Campaigns, providing a place to rest, train, and grow stronger. The Fort starts in ruins and requires rebuilding for new content and mechanics to be unlocked. You’ll use the special Fort mini-map to track its reconstruction. Full details can be found in the “Fort Istra Index” in the Indexes Book starting on page 65.

After visiting the Fort in Chapter 1, you may refer to the following notes.

Lumbermill

Allows other buildings in Fort Istra to be rebuilt.

Upgrade: Harvest Exchange.

  • 8 Lux Essence: 4× Pine
  • 10 Lux Essence: 4× Rosewood
  • 12 Lux Essence: 4× Autumn Blaze
  • 14 Lux Essence: 4× Cherry
  • 16 Lux Essence: 4× Cedar
  • 18 Lux Essence: 4× Ash
  • 20 Lux Essence: 4× Dogwood
  • 30 Lux Essence: 4× Ancient Oak
Boat Dock

Unlocks water node travel and Fishing.

Upgrade: Courier Exchange.

  • Ryba Docks (Node 79): 10 Lux Essence
  • Strofa Docks (Node 56): 10 Lux Essence
  • Strazh Channel Dock (Node 50): 10 Lux Essence
  • Northern Docks (Node 21): 20 Lux Essence
  • Headwaters Dock (Node 11): 30 Lux Essence
Barracks

Spend 10 Lux Essence to heal the Guards’ HP up to their current max HP, and remove 1 negative chip from each of their bags.

Upgrade: Spend 20 Lux Essence to heal Guards to max HP, and remove all negative chips.

Training Yard

Unlocks special challenges to earn unique rewards.

Upgrade: Unlocks advanced challenges that reward unique abilities.

Blacksmith

Spend materials and Lux Essence to craft powerful equipment.

Upgrade: Baren’s Forge unlocks advanced crafting recipes for additional unique equipment.

Apothecary

Combine rare ingredients to brew potent potables.

Upgrade: Unlock collection challenges that reward unique abilities.

Lapidary

Exchange Lux Essence for Mining materials.

  • 10 Lux Essence: 4× Iron Ore
  • 12 Lux Essence: 4× Silver Ore
  • 14 Lux Essence: 4× Gold Ore
  • 20 Lux Essence: 4× Agate Ore
  • 30 Lux Essence: 4× Crystal Ore
  • 40 Lux Essence: 4× Diamond Ore

Upgrade: Speaking Stone Exchange.

  • 3× Adamant: 1× Diamond
  • 3× Ancient Roots: 1× Star Quartz
  • 3× Aquamarine: 1× Lapis Lazuli
  • 3× Garnet: 1× Carnelian
  • 3× Jade: 1× Adventurine
  • 3× Obsidian: 1× Black Diamond
Courtyard

You may choose to respawn here when defeated.

As the campaigns progress, exchange key items for unique Stonebound Ability Cards.

Stash

Safely store Sil, materials, and equipment.

Lumbermill

Build

  • 4× Pine (Harvesting)

Upgrade

  • 4× Ash (Harvesting)
  • 4× Dogwood (Harvesting)
  • 4× Ancient Oak (Harvesting)
  • 4× Iron Ore (Mining)
  • 4× Silver Ore (Mining)
Boat Dock

Build

  • 4× Cedar (Harvesting)
  • 4× Iron Ore (Mining)

Upgrade

  • 4× Pine (Harvesting)
  • 4× Autum Blaze (Harvesting)
  • 4× Cherry (Harvesting)
  • 4× Iron Ore (Mining)
  • 4× Agate Ore (Mining)
Barracks

Build

  • 4× Pine (Harvesting)
  • 4× Iron Ore (Mining)

Upgrade

  • 4× Ash (Harvesting)
  • 4× Ancient Oak (Harvesting)
  • 4× Iron Ore (Mining)
  • 4× Agate Ore (Mining)
  • 4× Crystal Ore (Mining)
Training Yard

Build

  • 4× Ancient Oak (Harvesting)
  • 4× Gold Ore (Mining)

Upgrade

  • 4× Agate Ore (Mining)
  • 4× Crystal Ore (Mining)
  • 4× Diamond Ore (Mining)
Blacksmith

Build

  • 4× Cedar (Harvesting)
  • 4× Iron Ore (Mining)
  • 4× Gold Ore (Mining)
  • 1× Feathers (Enemy Drop)
  • 1× Scales (Enemy Drop)

Upgrade

  • 4× Cedar (Harvesting)
  • 4× Iron Ore (Mining)
  • 4× Gold Ore (Mining)
  • 1× Broken Blade (Item)
Apothecary

Build

  • 4× Rosewood (Harvesting)
  • 4× Ash (Harvesting)
  • 4× Autum Blaze (Harvesting)
  • 4× Agate Ore (Mining)

Upgrade

  • 4× Cherry (Harvesting)
  • 4× Ancient Oak (Harvesting)
  • 4× Crystal Ore (Mining)
  • 4× Diamond Ore (Mining)
Lapidary

Build

  • 4× Cedar (Harvesting)
  • 4× Iron Ore (Mining)

Upgrade

  • 4× Cherry (Harvesting)
  • 4× Ancient Oak (Harvesting)
  • 4× Agate Ore (Mining)
  • 4× Crystal Ore (Mining)
  • 4× Diamond Ore (Mining)

Forteller

Bring the Guards of The Isofarian Guard to life, as you listen to high-quality narration on the Forteller Platform.

Forteller Devices

Download the App

Purchase the Narration

The interactive app lets you listen to the story in the Guards’ own voices, instead of reading the narrative yourself. You’ll be treated to a narrative experience by a carefully curated team of professional voice actors, with realistic sound effects and incredible music that sets the scene as you play.

Narrative Scene

Any audio narrated scene in The Isofarian Guard is noted by the Forteller icon, along with the title of the track. Look for these and amplify your adventure today!

Using Forteller is easy! Just choose which scenario you want to hear come to life by using the appropriate narration bundle. Any time the story branches, you’ll be prompted to choose a story path. From there, you’ll hear the effects of your choice on Forteller.

The app saves previous sessions, so you don’t lose your place during breaks. It has an option to enable a spoiler-free experience as you browse. It offers gameplay tracking that shows your completion of each narrative campaign. It offers a truly unique cross-platform play experience, so you can use any officially supported platform with just one account and one purchase! Forteller is also building new tools all the time!

Freeze

Freeze Chip

A purple chip that immediately returns 1 green action point (AP) from the Guard’s Dashboard to the supply when drawn (if available). The removed green AP does not change the draw amount for the Guard for the remainder of that turn.

Freeze Chips are placed in the negative status area on the Guard Ability Dashboard while active.

When Freeze is added to an enemy, the chip is placed on the enemy card and 1 green action point (AP) is removed and returned to the supply (if available). The effect occurs for each Freeze Chip added to the enemy target. The Freeze Chip is added to an enemy even if the target doesn’t have any green AP to remove.

Once the round is over, Freeze Chips are moved to the Guard’s discard area during the cleanup phase of battle, whereas Freeze Chips on enemies are returned to the supply.

Gain

Guards and enemies receive chips which are “gained” to the appropriate area of their Dashboard immediately. Conversely, a Guard may have a chip “added to bag”, which will only take effect when it is drawn.

Guard Abilities

Guard Ability Card

Guard Ability Card

Guard Abilities are acquired by unlocking them on the Guards’ Skill Trees, through side quests, and through other special events.

Equipping

When equipping a Guard Ability Card, make sure to place this card with the Primary side facing up (Noted by a “P” icon in the top-right corner). At the start of every battle, Guard Ability Cards must be on their Primary side. If an Ability Card does not have a Primary or Secondary side it remains the side it ended at from the previous battle.

Activating

Activate Guard Abilities in battle by paying the necessary resource cost. When you pay the cost of an ability, you place the required chips on the card being activated, and exhaust the AP required to perform that ability (sliding the AP cube from active to exhausted on the Guard’s Dashboard). You may activate as many Ability Cards as you can pay the resource cost for. A Guard Ability Card cannot be activated more than once per round, unless it is activated by a Guard’s [Keyword] effect, or by another ability.

The effect of the Guard Ability Card is listed on the bottom of the card. Resolve the effects of the Ability Card. Guard Ability Cards have a Primary effect and a [Keyword] effect. [Keyword] effects have special conditions to activate.

Guard Ability Dashboard

Guard Ability Dashboard Positive Status Chips Negative Status Chips Chip Discard Card Slots Gem Ready Slots Gem Exhausted Slots

This dashboard is used to equip each Guard’s Ability Cards and Stonebound Ability Cards, as well as serve as the area where most chips will be placed during battle.

1 Positive Status Effect Chips

This area is used during battle to store active positive status chips that are currently benefiting the Guard. These chips may be:

2 Negative Status Effect Chips

This area is used during battle to store active negative status chips that are currently hindering the Guard. These chips may be:

3 Chip Discard

This area is used during a battle to store chips which have been discarded and will eventually return to the Guard’s bag. All black and purple chips (except purple Evasion Chips) are moved to the discard area during the cleanup phase at the end of a round. If the Guard’s bag is empty at the start of their turn, refill it by taking all the chips in this area. If the bag is not empty, you may still choose to do this by losing 1 HP.

4 Guard Ability and Stonebound Ability Cards (I–VI)

This area is used to equip Guard Ability Cards and Stonebound Ability Cards to a Guard. Players may equip an Ability Card to any open slot of this dashboard, but are limited to a total of six Ability Cards.

Guard Ability Dashboard Guard Feint Advance Cross Slash Fire Gem

Figure: Grigory has his starting Guard Ability Cards equipped in slots I, II and III, and a Stonebound Ability Card in slot IV of the Guard Ability Dashboard. Note that a “fire” (red) Speaking Stone Gem has been placed on ready slot IV below the card.

5 Speaking Stone Gem Ready

When equipping a Stonebound Ability Card, the corresponding colored Speaking Stone Gem is also placed in the ready slot with the matching numeral. Gems always start in their ready slot when a battle begins.

6 Speaking Stone Gem Exhausted

Speaking Stone Gems move onto their associated Stonebound Ability Card, and then to their exhausted slots when used during battle. (See Stonebound Ability activation)

Guard Ability Card

  1. Chip Activation Flip Icon
  2. Ability Name
  3. Primary/Secondary Side
  4. Chip Type & Cost
  5. Action Point Cost
  6. Ability Effects

Guard Chip Bags

Guard Bag Guard Bag

During a Guard’s draw at the start of their turn, the player will draw chips one at a time from the Guard’s bag without looking, equal to the amount of Active AP — gray and green AP cubes that are in the top part of the “AP Active/Exhausted Area” on the Guard Dashboard.

Black chips are the only chips that count toward the draw number. A player’s draw stops if there are no more chips remaining in the bag. Note that a player may look in the Guard’s bag to see how many chips are remaining before the draw begins and may lose 1 HP to refill it if they wish. This must happen before the drawing begins.

When new black or purple chips are unlocked from the Guard Skill Trees, or obtained from equipment or Speaking Stone cards, you must place them from the supply into the Guard’s Chip Bag.

Guard Bust Chips

Guard Bust Chip

Guard Bust Chips each represent individual guards. They can be used instead of the Guards miniatures if you prefer.

You may also discover additional uses for them as the Campaigns progress…

Guard Bust Icon

Guard Bust Icon

This icon indicates the Guard that is able to equip the card it appears on. Each of the eight Guards has their own unique Guard bust icon.

Guard Classes

These icons indicate a Guard Ability Card that is unlocked through the Guard’s Skill Tree. Each Guard has their own unique class icon. This icon can be found below the Primary and Secondary icon of the respective Guard Ability Cards. The icon can also be found on each of the Guard’s Skill Trees.

Guard Dashboard

Guard Dashboard Guard Bust Card Bust Health Attack Defense Weapon Armor Accessory Item Satchel Action Points HP Cube ATK Cube DEF Cube AP Cube AP Cube

See Guard details for starting stats.

1 Guard Bust Card

Each Guard has a unique Guard Bust Card which is snapped into the Guard Dashboard when in use. These cards stay inserted throughout a campaign and are only switched when a new campaign begins, or when a Campaign Book instructs players to do so.

2 Health Point (HP) Icon and Tracks

Health points are tracked with red cubes. A Guard’s HP may only reach a maximum of 30. If a Guard’s HP is increased over 20, two red cubes are used, and a purple cube should be used to mark the maximum HP value of the Guard.

3 Attack (ATK) Icon and Track

Attack is tracked with red cubes. A Guard’s base attack may only reach a maximum of 10. Guard Abilities and Stonebound Abilities may modify the Guard’s attack temporarily over 10 for an attack.

4 Defense (DEF) Icon and Track

Defense is tracked with red cubes. A Guard’s base defense may only reach a maximum of 10. Guard Abilities and Stonebound Abilities may modify the Guard’s defense temporarily over 10 for additional defense. In addition, some abilities may add additional defense that’s tracked with blue cubes. Blue defense cubes are not discarded during the cleanup phase of battle. Instead, blue defense cubes are discarded at the start of the Guards’ turn.

5 Weapon Equipment Slot

Weapon cards are placed in this slot to equip a Guard. When a weapon card is placed in this slot, the Guard immediately gains any bonuses found in the Stone Slots shown on the back of the card. Bonus chips are added to the Guard’s bag, and bonus stats are increased on the Guard’s Dashboard. When the card is removed from this slot, the Guard immediately loses these bonuses. Only one weapon card may be equipped at any time.

In addition, weapon cards may feature open stone slots on the back. Place Speaking Stone Cards in these slots to give the Guard additional bonuses. If there is an open stone slot available, place the Speaking Stone Card in the weapon slot, underneath the weapon card. When the weapon card is removed, the Speaking Stone Cards underneath are also removed. Therefore, a weapon slot will only ever contain a number of Speaking Stone Cards equal to the number of open stone slots on the back of the weapon card on top. Players may freely change the weapon and Speaking Stones they have equipped during the exploration phase.

6 Armor Equipment Slot

Armor cards are placed in this slot to equip a Guard. When an armor card is placed in this slot, the Guard immediately gains any bonuses found in the Stone Slots shown on the back of the card. Bonus chips are added to the Guard’s bag, and bonus stats are increased on the Guard’s Dashboard. When the card is removed from this slot, the Guard immediately loses these bonuses. Only one armor card may be equipped at any time.

In addition, armor cards may feature open stone slots on the back. Place Speaking Stone Cards in these slots to give the Guard additional bonuses. If there is an open stone slot available, place the Speaking Stone Card in the armor slot, underneath the armor card. When the armor card is removed, the Speaking Stone Cards underneath are also removed. Therefore, an armor slot will only ever contain a number of Speaking Stone Cards equal to the number of open stone slots on the back of the armor card on top. Players may freely change the armor and Speaking Stones they have equipped during the exploration phase.

7 Accessory Equipment Slot

Accessory cards are placed in this slot to equip a Guard. When an accessory card is placed in this slot, the Guard immediately gains the bonuses found on the front of the card. Bonuses from accessories might be persistent effects which are always active, or they might grant additional actions for a Guard to perform during a round of battle. When the card is removed from this slot, the Guard immediately loses these bonuses. Only one accessory card may be equipped at any time. Players may freely change the accessory they have equipped during the exploration phase.

8 Item Equipment Slot

Item cards are placed in this slot to equip a Guard. In order to be available during battle, an item card must be placed in this slot beforehand. The item may be used at any time during a Guard’s turn once chips have been drawn from their bag. When the card has been used, it is immediately returned to the supply. Only one item card may be equipped at any time. Players may freely change the item they have equipped during the exploration phase.

9 Satchel Slots

Guards store the various possessions acquired during their journey in these slots. Each Guard has four satchel slots and each satchel slot can hold one card. Any square card can be placed into a satchel slot. While only one card may be stored in a satchel slot, some cards may have a numbered quantity printed in the bottom-right corner. In this case, the equipped card is flipped to show the quantity of that material being stored in a single slot.

10 Action Point (AP) Active/Exhausted Area

Action points are stored in this area of the Guard Dashboard. When a Guard uses a Guard Ability Card that requires AP, the player moves the required AP cubes from the active area to the exhausted area. At the end of the Guards’ turn, AP in the exhausted area is refreshed and the cubes are moved back to the active area.

Guard Details

Grigory Grigory

Grigory uses the [Chain] keyword. Activate one of Grigory’s Guard Ability Cards by paying its required cost. Each subsequent card that is activated this round will trigger its [Chain] effect in addition to its main effect.

Tactician Tactician

HP
20
ATK
3
DEF
2
AP
2
Alek Alek

Alek uses the [Empower] keyword. Activate Alek’s Guard Ability Card “Combine” by paying its required cost. This gives the player the option to trigger the [Empower] effect from one of his potion Ability Cards. The potion Ability Card does not need to be activated in order to use the [Empower] effect listed on the card.

Apothecary Apothecary

HP
20
ATK
2
DEF
1
AP
2
Catherine Catherine

Catherine uses the [Harmonize] keyword. Activate Catherine’s Stonebound Ability Card “Harmonize” by moving the gem onto the card. If Catherine’s ally has a Primary or Secondary card active, trigger the [Harmonize] effect of one of Catherine’s Guard Ability Cards. If the ally activated both a Primary and Secondary card this round, trigger the [Harmonize] effect of the same card again.

Remnant Remnant

HP
20
ATK
2
DEF
1
AP
2
Yury Yury

Yury uses the [Surge] keyword. Activate one of Yury’s Guard Ability Cards by paying its required cost. Trigger the [Surge] effect of the activated card by paying its green action point (AP) cost. [Surge] effects cannot be triggered with gray AP.

Marauder Marauder

HP
20
ATK
3
DEF
1
AP
2
Kharzin Kharzin

Kharzin uses the [Inspire] keyword. Activate one of Kharzin’s Guard Ability Cards by paying its required cost. Trigger the [Inspire] effect of the activated card by spending any additional Sword or Shield chips equal to the # indicated in the brackets [Inspire #].

Sentinel Sentinel

HP
20
ATK
3
DEF
2
AP
2
Vera Vera

Vera uses the [Burst] keyword. Each time you activate one of Vera’s Guard Ability Cards by paying its required cost, place a yellow cube on any of her other Guard Ability Cards. Once the required yellow cube count is met, trigger the effect of that card immediately. If the [Burst] effect was triggered, that card flips to the opposite side at the end of the round during the cleanup phase. Yellow cubes are returned to the supply.

Vanguard Vanguard

HP
20
ATK
2
DEF
1
AP
2
Pavel Pavel

Pavel uses the [Endure] keyword. Activate one of Pavel’s Guard Ability Cards by paying its required cost. Now draw 3 chips from his ally’s bag. For this draw action, all chip colors count against the draw count. Negative chips drawn are gained by Pavel and placed in the negative area of his Guard Ability Dashboard. For each negative chip drawn, trigger the [Endure] effect of the activated card immediately. Return the remaining chips back to the ally’s bag. If Pavel’s ally has fallen, the [Endure] keyword is not triggered as chips cannot be drawn from the ally’s bag.

Watchman Watchman

HP
20
ATK
3
DEF
2
AP
2
Yana Yana

Yana uses the [Awaken] keyword. Activate one of Yana’s Guard Ability Cards by paying its required cost. If the Speaking Stone element listed by the [Awaken] effect has been activated by any Guard, trigger the [Awaken] effect.

Prophet Prophet

HP
20
ATK
2
DEF
1
AP
2

Harvesting and Mining

Harvesting Icon Mining Icon

The “Harvesting” and “Mining” actions are unlocked at Fort Istra during Campaign 1 when you obtain the “Wood Chopping Axe” and the “Pickaxe” unique items. These unique items are noted by the satchel icon on the card backs. These actions can be performed on special green nodes, indicated by the icons to the right, so long as the required unique item is in one of your Guards’ satchel slots. When you land on a green node with one of these icons, you may choose to perform the indicated action.

  • Wood chopping axe Wood chopping axe
  • Pickaxe Pickaxe
  • Satchel Card Back of card indicating it’s stored in satchel slot
Harvesting Card

Harvesting & Mining Cards

If you decide to harvest or mine from a green node, you gain wood or ore respectively and place it on a Guard’s satchel slot, up to the maximum amount. The maximum amount of each type of wood or ore that may be held by a party at any time is 4. Harvesting and mining resource cards are numbered 1–4 to indicate the amount carried by the Guard. The type of wood and ore found in these nodes are listed in the “Harvesting and Mining Index” in the Indexes Book.

Harvesting Pine Star
Nodes 17, 86, 98
Harvesting Rosewood Star
Node 86
Harvesting Ash StarStar
Node 45
Harvesting Autumn Blaze StarStarStar
Node 71
Harvesting Dogwood StarStarStarStar
Node 25
Harvesting Cedar Star ×5
Node 41
Harvesting Cherry Star ×5Star
Node 71
Harvesting Ancient Oak Star ×5StarStar
Node 17
Mining Iron StarStar
Nodes 15, 88
Mining Silver StarStarStar
Nodes 24, 34
Mining Gold StarStarStarStar
Node 29
Mining Agate Star ×5
Node 2
Mining Crystal Star ×5Star
Ice Caves: Crystal Vein
Mining Diamond Star ×5StarStar
Frozen Wastes: Diamond Vein

Harvesting & Mining Cards

  1. Rarity Star
  2. Resource Name
  3. Resource Type
  4. Resource Quantity (1–4)

Health Points (HP)

Health

Health Points Stat

“Health Points” (HP) are a Guard’s or enemy’s remaining life. All Guards start with 20 HP, and this may be increased to a maximum of 30 HP through various means. Enemies have various HP values stated on their enemy cards, and may have a maximum of up to 109 HP.

HP is tracked by red cubes on the Guard and Enemy Dashboards.

If a Guard’s HP reaches 0, that Guard has fallen in battle and can no longer take their turn. If the surviving Guard is victorious, the fallen Guard is revived with 1 HP at the end of battle.

Heart Chips

Heart Chip Heart Chip

A green or purple chip that immediately causes the Guard to heal 1 HP before the next chip is drawn.

Heart Chips are placed in the positive status area on the Guard Ability Dashboard while active.

Once the round is over, green Heart Chips are returned to the supply during the cleanup phase of battle, whereas purple Heart Chips are moved to the Guard’s discard area.

Heart Icon

Heart Icon

This icon indicates healing, health loss, or current health depending on the text listed on the card.

Icons

General icons are found on various components

These icons can be found on Guard Ability Cards.

These icons can be found on Guard Ability Cards or Stonebound Ability Cards.

These icons can be found on Stonebound Ability Cards.

These icons can be found on the Map of Isofar.

Immune

Some accessory cards grant the effect of “Immune” against various negative chips. Immune prevents the listed negative chip from activating once drawn. However, the listed negative chip could still be added to the Guard’s bag.

Infinity Icon

Guard Bust Icon

This icon indicates that any Guard is able to equip the card it appears on.

Inns

Inn Icon

When visiting cities across Isofar, players will discover various Inns that the Guards can visit and rest from their adventures.

Resting

Inns each have a fee to rest that is paid in Sil, and this information is listed in the “City Index” (see page 25 of the Indexes Book). At these locations, the Guards’ HP is restored back to the max value. (Starting HP for all Guards is 20, but has a range of 20–30). When resting at an Inn, the Guards’ bags remain unchanged.

Campfire Chip

After resting at an Inn a “Save Point” is created, and the Campfire chip is placed on the Inn. At the end of a game session you will record this location in the “Save Index” by writing down the location under the campfire icon. This can be found on page 117 of the Indexes Book.

You may rest at an inn by paying its Sil cost. Bounty Quests are unlocked for the current campaign by simply moving to the inn’s node.

Mir: The Clayhorn 15 Sil

A Feud between Guilds

Location:
Node 76
Targets:
Broken Plough Soldier (I)
Golden Scythe Soldier (II)
All enemies have +2 ATK above base stats.
Reward:
2× Purifying Seed
2× Ruinous Seed

Stone Idols

Location:
Node 14
Targets:
Stone Guardian (I) (II)
All enemies have +2 ATK above base stats.
Reward:
2× Barrier Tonic (Item)
1× Ancient Roots (Speaking Stone)

Lurking in the shadows

Location:
Node 30
Targets:
Dusk Stalker (I) (II)
All enemies have +2 ATK above base stats.
Reward:
20 Sil
2× Clayhorn Steak (Item)

Order of the Poison Hearts

Location:
Node 17
Targets:
Tumani Hunter (I)
Seer’s Assassin (II)
Tumani Mender (III)
Brigand Chief (IV)
All enemies have + 10 HP above base stats.
Reward:
2× Bottled Courage (Item)
1× Ancient Roots (Speaking Stone)

Great Beasts

Location:
Node 25
Targets:
Clayhorn (I)
Mountain Bear (II)
Drakondor (III)
All enemies have + 1 ATK, and + 10 HP above base stats.
Reward:
2× Ruinous Seed (Item)
2× Coastal Bluecaps (Item)

Greater Beasts

Location:
Node 2
Targets:
Tenebris Clayhorn (I)
Tenebris Colossus (II)
Tenebris Drakondor (III)
All enemies have +2 ATK, and +10 HP above base stats.
Reward:
2× Aged Drink (Item)
1× Ancient Roots (Speaking Stone)

Mine’s Deep

Location:
Node 88
Targets:
Mountain Bear (I)
Cave Stalker (III)
Armored Zhuk (IV)
All enemies have +1 ATK, and +1 DEF above base stats.
Reward:
30 Sil
1× Aquamarine (Speaking Stone)

Ancient Stones

Location:
Node 13
Targets:
Stone Guardian (I)
Tumani Hunter (III)
All enemies have +2 ATK, and +1 DEF above base stats.
Reward:
1× Bottled Courage (Item)
1× Ancient Roots (Speaking Stone)
Razdor: The Lookout Inn 20 Sil

Two arms and a Hand

Location:
Razdor: Guild District
Targets:
Seer Zealot (I) (II)
Hand of Uvidet (III)
All enemies have + 1 ATK above base stats.
Reward:
20 Sil
1× Ancient Roots (Speaking Stone)

Widow Maker

Location:
Node 88
Targets:
Cave Stalker (I)
All enemies have +2 ATK, +1 DEF, and +10 HP above base stats.
Reward:
2× Midnight Hydrangea (Item)
1× Garnet (Speaking Stone)

Expecting you

Location:
Razdor: Slums
Targets:
Seer Zealot (I) (II)
Hand of Uvidet (III)
Eye of Uvidet (IV)
This battle is an Ambush!
Reward:
1× Adamant (Speaking Stone)

Barinov no more

Location:
Node 14
Targets:
Tenebris Hunter (I)
Tenebris Hunter has +1 ATK, +1 DEF, and +14 HP over base stats.
Reward:
2× Midnight Hydrangea (Item)
1× Aquamarine (Speaking Stone)

A Temple’s Treasures

Location:
Skryvat Temple
Targets:
Waste Prowler (I)
Tenebris Hunter (II)
All enemies have + 1 AP above base stats.
Reward:
2× Midnight Hydrangea (Item)
1× Garnet (Speaking Stone)

Beast from the depths

Location:
Node 82
Targets:
Volkrok (I)
All enemies have +2 ATK, +1 DEF, and +10 HP above base stats.
Reward:
2× Amethyst Trout (Item)
1× Aquamarine (Speaking Stone)

It just won’t die!

Location:
Node 63
Targets:
Tenebris Colossus (I)
All enemies have +2 ATK above base stats.
Reward:
1× Bear Tunic (Armor)
2× Coastal Bluecaps (Item)

Tenebris Elite Guard

Location:
Node 62
Targets:
Tenebris Guard (I) (II)
All enemies have +2 ATK, and +1 AP above base stats.
Reward:
2× Purifying Seed
1× Adamant (Speaking Stone)
Ryba: Tradewinds 20 Sil

Falmundian Detachment

Location:
Node 103
Targets:
Stonehunter (I)
Corrupted Soldier (II)
All enemies have + 1 ATK, and + 1 AP above base stats.
Reward:
20 Sil
1× Garnet (Speaking Stone)

Breaking through the ice

Location:
Frozen Wastes: Ice Fields
Targets:
Glacial Worm (I)
All enemies have +2 ATK, and +1 DEF above base stats.
Reward:
2× Coastal Bluecaps (Item)
2× Aged Drink (Item)
1× Aventurine (Speaking Stone)

The Vipers

Location:
Ryba: Warehouse District
Targets:
Seer Zealot (I)
Seer’sAssassin (III)
All enemies have + 1 AP, and + 10 HP above base stats.
Reward:
2×Purifying Seed (Item)
1× Garnet (Speaking Stone)

Discord on the beach

Location:
Node 1
Targets:
Corrupted Lobster (I)
All enemies have + 10 HP above base stats.
Reward:
1× Red Scale Armor(Armor)

Brigand’s Hideout

Location:
Node 28
Targets:
Brigand Marauder (I) (II)
Brigand Aracher (III)
Brigand Chief (IV)
All enemies have +2 ATK, and +10 HP above base stats.
Reward:
40 Sil
1× Hunter’s Spear (Weapon)

Raiding Party

Location:
Node 41
Targets:
Tumani Raider (I) (II)
Tumani Hunter (III) (IV)
All enemies have +1 ATK, and +1 AP above base stats.
Reward:
2× Clayhorn Steak (Item)
1× Ancient Roots (Speaking Stone)

Dug Too Deep

Location:
Node 24
Targets:
Armored Zhuk (I)
Cave Stalker (III)
All enemies have +1 ATK, and +1 AP above base stats.
Reward:
2× Coastal Bluecaps (Item)
1× Adamant (Speaking Stone)

Atop the great mountain

Location:
Frozen Wastes: Mount Nebesa
Targets:
Tenebris Drakondor (I)
All enemies have +2 ATK, and +1 DEF above base stats.
Reward:
50 Sil
1× Ancient Roots (Speaking Stone)
Silny: Raven’s Beak Inn 15 Sil

Into The Wolves Den

Location:
Node 1
Targets:
Timber Wolf (I) (II)
Dusk Stalker (III) (IV)
All enemies have +2 ATK above base stats.
Reward:
25 Sil
1× Jade (Speaking Stone)

The Militia’s Request

Location:
Node 98
Targets:
Brigand Marauder (I) (II)
Brigand Archer (III
Brigand Chief (IV)
All enemies have +2 ATK, and +1 DEF above base stats.
Reward:
1× Raven’s Beak Flask (Item)
1× Aquamarine (Speaking Stone)

A Farmer’s Dilemma

Location:
Node 77
Targets:
Tenebris Colossus (I)
Tenebris Clayhorn (II)
Tenebris Strider (III)
Reward:
40 Sil
2× Mir Bread (Item)

Trouble at the Docks

Location:
Node 21
Targets:
Brigand Marauder (I)
Tumani Raider (III) (IV)
All enemies have +2 ATK, and +1 DEF above base stats.
Reward:
2× Aged Drink (Item)
1× Adamant (Speaking Stone)

Enemy Reinforcements

Location:
Node 28
Targets:
Stonehunter (I)
Falmund Scout (III)
Brigand Archer (IV)
All enemies have + 1 ATK above base stats.
Reward:
25 Sil
1× Wolf Tooth Ring (Accessory)

Shadow over the Forest

Location:
Node 41
Targets:
Seer Zealot (I) (II)
Drakondor (III)
All enemies have +2 ATK, and +1 DEF above base stats.
Reward:
2× Purifying Seed (Item)
1× Adamant (Speaking Stone)

Old Foes

Location:
Silny: Rynok Square
Targets:
Kingsguard (I)
Seer’s Assassin (III)
All enemies have + 1 ATK above base stats.
Reward:
1× Leather Gauntlets (Accessory)
2× Aged Drink (Item)

Ancient Stones

Location:
Node 13
Targets:
Stone Guardian (I)
Tumani Hunter (III)
All enemies have +2 ATK, and +1 DEF above base stats.
Reward:
2× Midnight Hydrangea (Item)
1× Garnet (Speaking Stone)
Strofa: The Volkrok 25 Sil

Beasts of the Field

Location:
Node 44
Targets:
Clayhorn (I)
Plains Strider (III)
All enemies have +2 ATK above base stats.
Reward:
2× Bottled Courage (Item)
2× Purifying Seed (Item)

Something In The Water

Location:
Node 89
Targets:
Volkrok (I)
Flesh Eating Fish (III)
Flesh Eating Fish (IV)
All enemies have + 1 DEF above base stats.
Reward:
30 Sil
2× Falmundian Rosehips (Item)
1× Adamant (Speaking Stone)

Got my Eye on you

Location:
Node 26
Targets:
Seer Acolyte (I)
Eye of Uvidet (III)
All enemies have + 1 DEF above base stats.
Reward:
2× Ruinous Seed
2× Aged Drink

Corrupted Swarm

Location:
Node 2
Targets:
Corrupted Soldier (I) (II)
Tenebris Strider (III)
Tenebris Hunter (IV)
All enemies have +2 ATK above base stats.
Reward:
70 Sil
1× Ancient Roots (Speaking Stone)

I used to be an adventurer like you

Location:
Node 31
Targets:
Falmund Scout (I)
Brigand Archer (III) (IV)
All enemies have +2 ATK, and +2 AP above base stats.
Reward:
30 Sil
1× Silver Bow (Weapon)

The Executioner

Location:
Strofa: Tower of Uvidet
Targets:
Seer Acolyte (I) (II)
Hand of Uvidet (IV)
Hand of Uvidet has + 1 ATK, + 1 DEF, and + 10 HP above base stats. Before battle begins add 5 Break chips to both bags.
Reward:
1× Barrier Tonic (Item)
1× Adamant (Speaking Stone)

Blindsided

Location:
Node 73
Targets:
Tenebris Strider (I)
All enemies have +2 ATK, and +2 AP above base stats. This battle is an Ambush!
Reward:
2× Ruinous Seed (Item)

Twin Horns

Location:
Node 90
Targets:
Tenebris Clayhorn (I) (II)
All enemies have +2 ATK, and +2 AP above base stats.
Reward:
2× Midnight Hydrangea (Item)
1× Garnet (Speaking Stone)
Vouno: Vrachos Inn 20 Sil

Grin and Bear it

Location:
Node 28
Targets:
Mountain Bear (I)
Tenebris Colossus (III)
All enemies have +2 ATK above base stats.
Reward:
1× Bear Tunic (Armor)
1× Tent (Item)

Escaped Experiment

Location:
Node 6
Targets:
Tenebris Hunter (I)
All enemies have +3 ATK, +3 DEF, and + 10 HP above base stats.
Reward:
50 Sil
1× Natural Remedies Vol. 3 (Item)

Creatures of the forest

Location:
Node 45
Targets:
Timber Wolf (I)
Mountain Bear (II)
Drakondor (III)
All enemies have + 1 DEF above base stats.
Reward:
3× Coastal Bluecaps

Unbreakable

Location:
Node 2
Targets:
Tenebris Guard (I) (II)
All enemies have +2 ATK, +2 DEF, and +2 AP above base stats.
Reward:
2× Barrier Tonic
1× Garnet (Speaking Stone)

Skilled thieves

Location:
Node 64
Targets:
Brigand Marauder (I) (II)
All enemies have +2 ATK, and +2 AP above base stats.
Reward:
2× Bottled Courage (Item) 1× Garnet (Speaking Stone)

Pack of Striders

Location:
Node 61
Targets:
Plains Strider (I)
Tenebris Strider (III)
Plains Strider has +2 DEF, and +10 HP over base stats. Tenebris Strider has + 1 DEF and + 10 HP over base stats.
Reward:
2× Smoke Bomb (Item)
1× Obsidian (Speaking Stone)

Outsiders

Location:
Node 18
Targets:
Tumani Hunter (I) (II)
Tumani Mender (III)
All enemies have + 2 AP, and + 10 HP above base stats.
Reward:
2× Ruinous Seed (Item)

King of Beasts

Location:
Node 6
Targets:
Waste Prowler (I)
All enemies have +3 ATK, and + 1 DEF above base stats.
Reward:
1× Spicy Stew (Item)
1× Jade (Speaking Stone)

Inventory

During the Exploration Phase you can freely equip, move, or drop belongings. This includes transferring property between Guards at the same location.

Equipment includes weapons, armor, accessories, and items. The Guard Dashboard has slots to equip one of each at a time.

Each Guard also has four Satchel slots that hold one card apiece. Any square card can be placed into a satchel slot. While only one card may be stored in a satchel slot, some cards may have a numbered quantity printed in the bottom-right corner. In this case, the equipped card is flipped to show the quantity of that material being stored.

You can make room in your inventory by using the Fort Istra Stash when you're there.

Dropping Cards

You may choose to drop cards from your inventory at any time during the exploration phase. Once dropped, the card is returned to the supply and is lost forever.

Item Card

  1. Item Name
  2. Item Effects
  3. Equipment Type

Items

Item Card

Item Card

An item can only be used in battle if it is equipped in the Item Slot. Equipping must be done during the exploration phase before a battle begins.

Compass Icon

Some items have a compass icon in the top-right corner of the item card. These items can be used at any time during the exploration phase, directly from the Guards’ satchel slots.

All items are single-use only, and are returned to the supply once used.

Limits

The maximum number of any type of chip there can be in a Guard’s bag at any time is 5. In this case, “type” here refers to chips with the same symbol and color.

If a chip would be added to a Guard’s bag that would go over the limit of 5 chips, discard the chip to the supply.

A player may look in their Guard’s bag at any time to verify chip counts, but may not look in the bag during a chip draw action.

Resources (chips, cubes, dials, etc.) are limited by the available components for this game.

Lux Essence

The experience gained from battles and through completing objectives throughout the campaigns. Players may hold up to 99 Lux Essence in the Lux Dual Dial at any one time. Lux Essence can be used to unlock various nodes on the Guard’s skill trees, and in a variety of ways in Fort Istra.

Lux Essence Dual Dial

Track Lux Essence using the Lux Essence Dual Dial.

Map of Isofar

Full Map (opens in new tab)

Map Section Movement Path Yellow Node Orange Node Red Node Blue Node Blue, Boat Dock Node Green, Mining Node Green, Harvesting Node Location Name
  1. Movement Path
  2. Yellow Node
  3. Orange Node
  4. Red Node
  5. Blue Node
  6. Blue, Boat Dock Node
  7. Green, Mining Node
  8. Green, Harvesting Node
  9. Location Name

Map Nodes

Exploring Isofar is done by traveling along a series of nodes on the map. When moving the Guards, you will either move their corresponding miniature or Guard bust chips. You may only move to a node on the map that’s connected with a path (indicated by the art).

Yellow Node Yellow “Exploration” Nodes

Yellow nodes are the primary type of node on the main map. You always draw a chip from the Event Bag when you move onto a yellow node.

Orange Node Example

Orange node example

Orange Node Orange “Mini-Map” Nodes

Orange nodes are nodes that link to a “zoomed-in” area in Isofar, like a city or a cave. When you move to an orange node, you either move onto the associated mini-map, or to an adjacent node. Then continue with the exploration phase.

Red Node Example

Red node example

Red Node Red “Impassable” Nodes

The Guards may not land on red nodes, unless the narrative in the Campaign Books directs otherwise.

Blue Node Blue “Water” Nodes

You’ll find blue nodes on the rivers and seas of Isofar. Whenever you travel to blue nodes, you draw from the Event Bag, similar to yellow nodes. However, when you draw on blue nodes, all battles are Ambushes.

In order to explore blue nodes the Guards will need a boat to sail between them. Sometimes the narrative will direct you to these nodes (and a boat will be provided). You’ll also have the opportunity to build a boat and sail whenever you’d like later in the story.

Green Node Green “Safe” Nodes

When you land on a green node no chip is drawn from the Event Bag. Instead, you may choose to perform an action granted by the node if possible. Green nodes may indicate:

Marketplaces

Marketplace Icon

At a Marketplace, Guards can buy and sell materials used to craft equipment. These materials can also be won in battle as Enemy Drops.

Different Marketplaces value these materials differently, so it’s beneficial to explore various cities for the best deal. You can also buy beneficial items like potions and food, some of which are unique to certain Marketplaces.

Marketplace transactions can only occur during the Exploration Phase. Purchased materials are stored in the Guards’ Satchel slots, and the cost is subtracted from the Sil Dual Dial. When materials are sold, add to the Sil Dual Dial and return the cards to the supply.

Rynok Square Marketplace

Example from the Marketplace “Rynok Square” in the city of Silny.

Item Buy Sell City
Health Potion 5–10 2–5 Any
Heal 5 HP.
Golden Potato 5 2 Mir
Add 2 Bolster chips to bag.
Mir Bread 5 2 Mir
Heal 3 HP and gain 3 Defense Cube.
Clayhorn Steak 5 2 Razdor
Add 2 Strengthen chips to bag.
Amethyst Trout 25 15 Ryba
Heal 5 HP and draw 2 purple chips from bag.
Dusk Tuna 15 10 Ryba
Heal 3 HP and draw 3 chips.
Emerald Koi 20 10 Ryba
Heal 3 HP and gain 1 Temporary AP.
Foxtail Carp 20 10 Ryba
Heal 3 HP and remove up to 2 red chips from bag.
Ryba Blue Fins 10 5 Ryba
Heal 7 HP.
Tent 20 10 Silny
Create a save point at current node and heal both Guards by 10 HP.
Tent 30 15 Strofa
Create a save point at current node and heal both Guards by 10 HP.
Material Buy Sell City
Animal Hide 16 8 Strofa
Animal Hide 16 8 Vouno
Bear Pelt 16 8 Silny
Bear Pelt 16 8 Vouno
Bone Fragments 8 4 Mir
Bone Fragments 8 4 Vouno
Claw 16 8 Razdor
Claw 16 8 Strofa
Feathers 60 30 Silny
Horn N/A 20 Razdor
Horn N/A 8 Vouno
Metal Fragments N/A 10 Mir
Metal Fragments N/A 5 Silny
Rough Leather 16 8 Mir
Rough Leather 16 8 Strofa
Spines N/A 20 Razdor
Spines N/A 8 Vouno
Wolf Pelt 16 8 Razdor
Wolf Pelt 8 4 Silny
Wolf Pelt 16 8 Strofa

Mini-maps

Map Section Yellow Node xxx xxx xxx xxx Movement Path
  1. Orange Node
  2. Green Node
  3. Green, Blacksmith Node
  4. Green, Marketplace Node
  5. Green, Inn Node
  6. Location Name

Narrative Event Phase

Narrative Event Chip

As players explore the country of Isofar, the narrative will prompt you to place a Narrative Event Chip on the various maps on certain nodes. The Narrative Event Chip is used for the main story events. The Scroll and Caravan chips are used for Side Quests. These chips indicate where the next narrative trigger takes place.

When a player moves the Guards’ miniature (or Guard Bust Chips) onto the Narrative Event Chip, the narrative event immediately triggers. Players then either read or listen (using Forteller) to the narrative before progressing. Players may avoid triggering narrative events by not landing on the chip.

Battles that occur as a result of a narrative event are inescapable (cannot Retreat), and usually more difficult than those encountered in the wild. Players may not equip anything or engage in Guard customization during a narrative event or narrative sequence. This may only be done during the exploration phase. Once the narrative sequence triggers, players are locked into it until they emerge victorious or are defeated in battle.

Narrative Scene

Scenes of the campaign are noted using this format. The Forteller logo indicates that the track has audio narration.

After the “Scene Title” you will see a dash and a Guard’s name. This tells you from which Guard’s perspective the scene is taking place.

Negate

Some accessory cards grant the effect of “Negate” against various negative chips. Negate prevents the listed negative chip from activating once drawn. Immediately return the chip to the supply.

Example: Orange Nodes

Orange Node Example 1

If the Guards were on node 68, and moved South to node 69, you could enter the mini-map of the city Ryba, or you could pass through to nodes 78, 81, or 79.

Orange Node Example 2

If you chose to enter Ryba by node 69 you would place the Ryba mini-map on the table, and place the Guards on the “Salt Gate” node and continue the exploration phase within the city. The same rules apply when exiting a mini-map area. If you chose to exit Ryba by the Salt Gate node you would place the Guards on node 69 of the main map and continue the exploration phase.

Point of Interest

Points of Interest are green nodes that have a scroll with the location’s name. When the Guards land on one of these nodes no action is taken. You’ll visit these locations during the campaigns through the main storyline and side quests.

Point of Interest

Location name banner

Poison

Poison Chip

A purple chip that causes the Guard to lose 1 HP before the next chip is drawn.

Poison Chips are placed in the negative status area on the Guard Ability Dashboard while active.

Each time a Poison Chip is added to an enemy, place the chip on the enemy card and reduce their HP by 1 immediately.

Once the round is over, Poison Chips are moved to the Guard’s discard area during the cleanup phase of battle, whereas Poison Chips on enemies are returned to the supply.

Primary Icon

Primary

This icon indicates the “Primary” side of a Guard Ability Card. Guard Ability Cards always start on the Primary side when a battle begins.

Rarity

Rarity Star

Rarity

Rarity Star

Rarity ×5

The Rarity Star Icon indicates the rarity and relative power level of either an enemy, harvesting & mining material, enemy drop, weapon, or armor.

Enemy Cards may have a 1–4 Rarity Stars. The higher the star value, the higher the stats listed on the Enemy Card.

Rarity Stars listed on Harvesting and Mining Cards indicate the distance needed to travel in order to obtain the material, and also the rarity of equipment that can be crafted with the material. Weapon and Armor Cards may have 1-7 Rarity Stars. The higher the star value, the higher the stats and additional bonuses listed on the back of the card.

Reactive/Passive Icon

Reactive/Passive Icon

This icon indicates a persistent effect while the card is active. The effect will trigger when specified conditions are met.

Example: Red Nodes

Red Node Example

If the Guards were on node 14 they could not land on node 16 and pass through to node 20. You would need to find another path around.

Refill

Taking all of the chips in the discard area on a Guard’s Ability Dashboard (black and purple chips) and returning them to that Guard’s bag. This can be done for free if the Guard’s bag is empty at the start of that Guard’s turn. Otherwise, it costs that Guard 1 HP to refill their bag.

Refresh

“Refresh” refers to moving action points (AP) or a Speaking Stone Gem from the exhausted position to the active or ready position, respectively.

This is done on the Guard and Enemy dashboards for AP, and the Guard Ability Dashboard for gems.

Retreating From Battle

When you retreat from battle:

  1. Guards forfeit all actions.
  2. Enemies still take their turn.
  3. After cleanup phase, battle is over.
  4. No rewards are obtained.
  5. Begin exploration phase.

This action can be taken at the start of a round only. If one Guard retreats, and the other has fallen, revive the fallen Guard with 1 HP and continue the exploration phase.

Saving Your Progress

Since The Isofarian Guard is a game that spans dozens of hours, and possibly even more depending on how much of the world the players explore, sessions of gameplay can be as long or short as players desire. When players have decided that their session is complete, they can save the progress of the Guards quickly and easily.

To save the game, you must travel to a nearby Inn. For the Sil cost to rest at each Inn, see the “City Index” starting on page 25 of the Indexes Book.

Tent Card

Tent card

Campfire chip

Campfire chip

If you have a “Tent” item in one of your Guards’ satchel slots, you may also save your game at any yellow node. Tents can be crafted at various areas in the game. When using a Tent, the player discards the item card and places a Campfire Chip on the node the Guards are currently situated. Both Guards heal 10 HP, and their bags remain unchanged.

If defeated in battle, Guards always reset back to their most recent save point (the node containing the Campfire Chip), or the Fort Istra Courtyard if they have not made a save point so far during this campaign, unless the Campaign Book specifies otherwise.

You can keep track of important information on the provided save sheets in the “Save Index” in the Indexes Book on page 117, as well as in the provided Game Trayz. These will store the Guards’ current chips, materials, equipment cards, Ability Cards, Lux Essence and Sil in an organized fashion and provide quick access and setup when players are ready to continue their journey across Isofar!

The save sheets are also available on the game’s website for those who don’t want to mark in their books.

Game Trayz

Game Trayz storage

Seal

Seal Chip

A red chip that prevents a Guard from using any Stonebound Abilities during the round from the point when it was drawn to the end of the round. Guard Abilities may still be used.

Seal Chips are placed in the negative status area on the Guard Ability Dashboard while active. Once the round is over, Seal Chips are returned to the supply during the cleanup phase of battle.

Secondary Icon

Secondary

This icon indicates the “Secondary” side of a Guard Ability Card. Secondary sides are on the reverse of the card and can only be accessed by flipping the card from its Primary side.

Starting a New Game

In The Isofarian Guard, the Campaign Books will inform you which pair of Guards you will be controlling at the start of each campaign. Place the “Campaign 1 Book” on the table and turn to page 1. Play the track using the Forteller application or read the scene, then turn to page 3 and follow the instructions printed there.

The “Campaign Overview & Setup” section on page 3 of Campaign 1 will indicate the starting stats for Grigory as well as his equipment cards, Guard Ability Cards, Stonebound Ability Cards, and starting chips. You may use the blue or gray fabric bag for his Chip Bag. The black fabric bag will be used as the Event Bag. Find the following black chips from the chip trays and place them in the “Event Bag”: 1 “Single Skull Chip”, 1 “Double Skull Chip”, 1 “Triple Skull Chip”, and 2 “Compass Chips”. Keep the Indexes Book nearby for reference. Set the Sil and Lux Essence Dual Dials to “0”. Shuffle the three Field Event Decks and place them face-up (each deck is 20 cards, and the top is indicated by the colored bottom-right corner) anywhere on the table where they are easily accessible for players.

When starting your adventure for Campaign 1 you’ll begin by placing the following components on the table:

Map of Isofar Chip Trays Event Bag Guard Bag Lux Tracker Sil Tracker Field Event Deck Field Event Deck Field Event Deck Guard Dashboard Guard Ability Dashboard Enemy Dashboard Guard Bust Card One Two Three Four Five Six Seven Eight Eight

You will add more components to the table as they are called for by the Campaign Books.

Side Quests

Scroll Chip

Scroll Chip

Side Quests are optional, but provide helpful rewards when completed.

To begin a Side Quest, place a Scroll Chip on the Map Node as directed by the books. When the guards move there, you may either ignore the chip and encounter the node as normal, or proceed with the Side Quest.

Side Quests cannot be repeated. Also note that no Bounty Quest, Caravan Quest, or Side Quest may be in progress to begin a new Side Quest.

Some Side Quests have multiple parts. The text will instruct you to move the Scroll Chip to additional locations if required.

Caravan Quests

Caravan Chip

Caravan Chip

This special type of Side Quest is available in every chapter starting in chapter 2 of each Campaign. When available, place the Caravan Chip on the map as directed. When the guards move there, you may either ignore the chip and encounter the node as normal, or proceed with the Caravan Quest.

Once the Caravan Quest is underway, you’ll use the Scroll Chip to track its progress.

Inn

Bounty Quests

These Side Quests are posted at Inns across Isofar and provide a multitude of unique rewards for defeating very challenging enemies.

When the Guards move to a node that has an Inn, the Bounty Quests listed there for the current campaign are unlocked.

Sil

Sil is the currency of Isofar. It is gained from defeated enemies, selling at Blacksmiths and Marketplaces, and through various side quests. You may hold up to 99 Sil in the Sil Dual Dial at any one time. Sil may also be stored in the Fort Istra Stash in unlimited quantities (see “Fort Istra Stash” in the Indexes Book on page 95).

Sill Dual Dial Tracker

Track Sil using the Sil Dual Dial.

Guard Skill Trees

As your Guards journey across Isofar and defeat various enemies, they will gain Lux Essence — a party’s communal experience pool used to gain new bonuses. Lux Essence is spent to acquire upgrades on each Guard’s Skill Tree. At the start of each campaign, the starting upgrade of each Guard is unlocked by default. Every “node” on each Skill Tree has a required Lux Essence cost to unlock it. Details on these unlockable upgrades are listed in the “Skill Tree Index” in the Indexes Book starting on page 108.

Purple Heart Chip

Add a chip

Add to HP

Increase a stat

Players may unlock upgrades above or orthogonally adjacent to upgrades they have already unlocked. This means that players will be able to decide which upgrade to unlock and when, for more player agency over Guard customization. Upgrades are labeled by either chip icons or stat icons. These tell players what is unlocked at each space. Some may add a new permanent chip to the Guard’s bag, while others may increase a Guard’s maximum health, attack, defense, or AP permanently. Note that if it has a “+” icon, it is a stat increase.

Class Icon

New Guard Ability

The Class Icons on the Guards’ Skill Trees unlock new Guard Ability Cards for the Guard. These are unique to each Guard and may only be used by that Guard. Once unlocked, players have the option to add these new abilities to their Guard’s Ability Dashboard at any time during the exploration phase of the game. These unique cards can be identified on the Guard’s Skill Trees by using class icon and named scroll.

Element Icon

New Stonebound Ability

You may also unlock new Stonebound Ability Cards for your Guards on their Skill Trees. These abilities are identified using the Speaking Stone element icon and the name of the ability in a scroll. Just like the Guard Ability Cards from the Skill Tree, these are unique to each Guard and may only be used by that Guard.

Unlocking Nodes on the Skill Tree

When using Lux Essence to unlock a new bonus or ability from a Guard’s Skill Tree you’ll reference the tracking sheet in the Indexes Book in the “Skill Tree Index”. Each unlockable node has a Lux Essence cost and chapter requirement in order to be unlocked. Lux Essence requirements increase as the story progresses and enemies grant more experience to the Guards. This system prevents you from over-leveling in the game and paces you with the story.

Grigory Skill Tree

In this example you can see the possible upgrades for Grigory on his Skill Tree from Chapter 1–4 of his Campaign (Campaign 1). When a node has been unlocked you’ll reduce the Lux Essence cost from the Lux Essence Dual Dial and gain the bonuses listed. You can mark that the node has been unlocked by checking the box below the node in the book. These tracking sheets are also available on the game’s website for those who don’t want to mark in their books.

Speaking Stone Card

  1. Stone Element
  2. Speaking Stone Name
  3. Guard Bonus
  4. Bonus Quantity

Speaking Stones

Speaking Stone Card

Speaking Stone Card Front

Speaking Stone Card

Speaking Stone Card Back

Speaking Stone Cards can be gained by equipping Stonebound Ability Cards, and may also be acquired via battle rewards, narrative events, side quests, and other special events. Equipping Speaking Stone Cards is the primary way to build the Guards’ Chip Bags in The Isofarian Guard.

A Speaking Stone Card gained from a Stonebound Ability Card must be attached to a weapon, armor, or accessory card with an open stone slot, and both must be equipped to an equipment slot. The Speaking Stone Card is placed beneath the equipment card it's attached to, occupying the same equipment slot, and the Guard receives any bonuses specified on the back of the Speaking Stone Card immediately. The Speaking Stone Card must remain equipped for as long as its associated Stonebound Ability Card is equipped. When the Stonebound Ability Card is unequipped, the Speaking Stone Card and any bonuses are also removed.

Speaking Stone Cards acquired independently of Stonebound Ability Cards may be stored in a satchel slot, but only provide their bonuses when equipped to an open stone slot as with any other Speaking Stone Card.

Speaking Stone Cards can be equipped and swapped between open stone slots freely at any time during the exploration phase.

Special Enemy AI Icon

Special Enemy AI Icon

This icon indicates a special enemy AI card. Some Ability Cards affect enemy AI cards, or are activated by AI conditions. There are two special enemy AI cards in each enemy AI deck.

Stats

The following values may be referred to as “Stats”.

When a stat is increased, move the corresponding red cube to the new value of the stat. This applies for health, attack, and defense. If action points are gained add a new gray cube to the AP pool.

Status Effects

The following chips are all “Status Effect Chips”.

Positive

Negative

Stone Slots

Open Stone Slot

Open Stone Slot

“Stone Slots” are used for attaching Speaking Stone Cards to the Guards’ weapons, armor, and accessories. These cards may have multiple stone slots and you may only attach Speaking Stone Cards equal to the number of available open stone slots. Some cards have stone slots which are permanently occupied by chip bonuses. These occupied slots may not be used to equip Speaking Stone Cards.

Stone Slots

This weapon card has two open stone slots for attaching Speaking Stone Cards and one stone slot which is occupied by a purple Heart Chip. This chip is added to the Guard’s bag when this weapon is equipped.

Stonebound Abilities

Stonebound Ability Card

Stonebound Ability Card

Stonebound Ability Cards are powerful abilities that come with special Speaking Stone Gems that are required to activate them, and a Speaking Stone listed on the back.

When you remove a Stonebound Ability Card from a Guard, remove the card, the Speaking Stone Gem, and the Speaking Stone Card listed on the back. Bonus effects given from the Speaking Stone Card are also removed from the Guard. This could include bonus chips in the Guard’s bag, or bonus stats. Be sure to keep this in mind when swapping out Stonebound Ability Cards and equipment cards.

Stonebound Ability Card Speaking Stone Card Red Gem

Grigory’s “Cross Slash” Stonebound Ability Card comes with the “Garnet” Speaking Stone Card which is listed on the back of the Cross Slash card. Since Cross Slash is a fire ability, a red “fire” gem is used to activate it.

Equipping

When you equip a Stonebound Ability Card, place its Speaking Stone Gem below it in the ready slot on the Guard Ability Dashboard. Stonebound Abilities are always ready at the beginning of a battle.

Activating

These abilities are so powerful that there is a turn of cooldown before they can be used again. When activating, the player moves the Speaking Stone Gem from the numbered ready slot on the Guard Ability Dashboard to the Stonebound Ability Card. During the cleanup phase, the gem is moved from the Stonebound Ability Card to the numbered exhausted slot, then back to the ready slot the following cleanup phase.

Stonebound Ability Card

  1. Equippable By
  2. Ability Name
  3. Stone Element
  4. Ability Effects
  5. Speaking Stone

Strengthen

Strengthen Chip

A green chip that gives a Guard +1 to their Attack Stat (ATK) for each Strengthen Chip drawn. This effect lasts from the point when it was drawn until the chip is returned to the supply.

Strengthen Chips are placed in the positive status area on the Guard Ability Dashboard while active. Once the round is over, Strengthen Chips are returned to the supply during the cleanup phase of battle.

Stun

Stun Chip

A red chip that immediately causes the Guard to exhaust all green action points (AP) when drawn. The exhausted green AP does not change the draw amount for the Guard for the remainder of that turn.

Stun Chips are placed in the negative status area on the Guard Ability Dashboard while active.

When Stun is added to an enemy, the chip is placed on the enemy card and the enemy target immediately exhausts all green action points (AP). The Stun Chip is added to an enemy even if the target doesn’t have any green AP to exhaust.

Once the round is over, Stun Chips are returned to the supply during the cleanup phase of battle.

Summon

“Summon” is the act of one enemy adding another enemy to the battle. Newly added enemies go into the lowest slot available on the Enemy Grid.

An available enemy slot has no enemy currently occupying it, including defeated enemies. If an enemy attempts to summon another enemy and all enemy slots or cards of that type are in use, heal the enemy in battle that currently has the lowest HP value back to their maximum HP, as indicated on their enemy card. In the case of a tie (including enemies at 0 HP), heal the one in the lowest numbered slot.

If the Guards are victorious, rewards are gained for each summoned enemy.

Summon

In this example the Timber Wolf would summon another Timber Wolf enemy to the lowest slot available on the battlefield.

Swords & Shields

Sword and Shield resources are used to pay the chip cost for Standard Attacks and Guard Ability Cards.

A “Sword Chip” is defined as a chip that exclusively has swords on it.

A “Shield Chip” is defined as a chip that exclusively has shields on it.

Sword & Shield Chip

A purple Sword & Shield Chip produces one sword resource and one shield resource.

Chip Cost

When paying chip cost, two shields can be used in place of a sword, and two swords can be used in place of a shield.

For example, you could pay the single sword cost of this Standard Attack in any of these ways:

Target

A “Target” is the recipient of an attack or effect.

Players choose the targets of Guards’ attacks and effects.

Enemy AI cards specify the enemy’s target for each ability on the card. If no targeting condition is met (including having aggro), then the players may choose which Guard is the target of the ability.

Campaign 1 Starting Guide

This guide has been created to assist new players through some of the early content of Campaign 1 in The Isofarian Guard. Isofar is a very dangerous place, and you’ll need to prepare accordingly while progressing the narrative. Let’s go over some general tips that are always useful throughout your adventures!

  1. During the tutorial section of the game you’ll control Grigory solo. Once the tutorial is completed, Alek will join him. This starting section of the game is intended to teach the general mechanics of the various phases used in the game.

    Once Grigory reaches Silny you’ll be presented with a choice that will lead you to two possible “mini-boss” type battles. Both of these battles are quite challenging, and it’s normal to fall in battle a couple times while learning the battle mechanics. If you do fall during the tutorial, the Campaign Book instructs you to “Restore Grigory’s HP back to 20. Remove all negative chips from Grigory’s bag, and begin the Battle Phase again.”

  2. At the end of Chapter 1:11 the Campaign Book states the following:

    Place a narrative chip on Node 102.

    Tutorial is now Complete. Begin exploration phase.

    Upon arrival at Node 102, place the Fort Istra mini-map on the table. Remove all building pieces from the board and place them to the side. Move the Guards to Fort Istra: North Gate. Proceed to page 19 and read Chapter 2:1.

    END OF CHAPTER 1

    Exploration Phase now uses Enemy Index Chapter 2. See page 7 in the Indexes Book.

  3. On your journey down to Fort Istra, take some time to explore the nodes and battle some enemies to obtain enemy drops and Lux Essence (this is an open-world game of exploration, battle, and crafting, after all). It’s a good idea to unlock some nodes on both of the Guards’ Skill Trees before advancing the story.

  4. If you’d like a quicker start, head to Node 77 just west of Ryba and attempt the 1 Skull Chip battle for that node listed in the Enemy Index for Chapter 1, either by drawing the 1 Skull Chip or a Compass Chip on entering that node (a Compass Chip can allow you to pick any battle for that node from the Enemy Index). You’re looking to battle against a 1 Star Falmund Scout who drops “Metal Fragments”, as these sell for a whopping 10 Sil each at the neighboring city of Mir to the west, and defeating a few of these enemies and selling what they drop will yield a sizeable amount of Sil that will come in very useful for crafting equipment early in the game (though make sure to stash some for later too). There are a handful of nodes around this area where Metal Fragments can be obtained, but this location is closest to Mir.

  5. Shortly after the Guards arrive at Fort Istra, they are given the materials and items listed below and Chapter 2 begins. Store all of these materials in the “Fort Istra Stash” except 2x Iron Ore and 4x Pine, leaving these materials in the Guards’ satchel slots, as you will use them at the start of the chapter 2.

    Obtain:

    • 2x Smoke Bomb (Item)
    • 2x Purifying Seed (Item)
    • 4x Iron Ore (Mining)
    • 4x Metal Fragments (Enemy Drop)
    • 4x Pine (Harvesting)
    • 2x Rough Leather (Enemy Drop)
  6. Each time you advance a Chapter in The Isofarian Guard, the entire map of Isofar refreshes and new enemies appear on each node! This means enemies will have higher stats and will be more difficult to defeat in battle. When Chapter 2 begins, it is recommended that players begin by exploring east from Fort Istra to visit the city of Razdor. Upon arrival, check out the Blacksmith and craft Grigory’s 2 Star “Volk Blade” weapon. This single upgrade will help you survive the tougher battles that lie ahead in Chapter 2. This upgrade will require 15 Sil, which you should have from defeating enemies on your way down to Fort Istra in Chapter 1. Once you’ve crafted Grigory’s new weapon, you can harvest more Pine from Node 98 and begin rebuilding Fort Istra, starting with the Lumbermill.

  7. Now that you have reached Chapter 2, prioritize working toward unlocking the Stonebound Ability Card “Purification” on Alek’s Skill Tree. This ability is very useful for removing negative chips from the Guards’ chip bags, and it comes with the bonus of a purple Heart Chip for Alek. Since Heart Chips heal a Guard by 1 HP each time they are drawn, and since this is a purple chip that will return to the bag each time it is refilled in battle, Alek will gain a consistent means of healing himself.

  8. If you would like stronger armor (and don’t mind exploring a bit!), journey back north toward Silny, where you began your adventure. Here, you can encounter a Mountain Bear on Nodes 28, 30, and 31. This enemy drops a “Bear Pelt”, which is used to craft the “Bear Tunic” at either Silny or Strofa. This armor is an excellent starting choice as it increases the Guard’s defense, and more importantly has two open stone slots. Stone slots allow you to equip Speaking Stone Cards, which are invaluable as they add chips and bonuses to the Guards.

Hopefully these tips help to further ease novice players into the world of Telios. From this point on, the options for how you could continue your adventure across the land of Isofar are practically limitless.

Map of Isofar
Bounty Quests
Visited Inns
Side Quests
Caravan Quest

You can choose to hide or show completed quests in settings.

Accessories
Armor
Enemy Drops
Items
Ore
Speaking Stones
Tools
Weapons
Wood
Build Campaign 5 Stash…

Do this once at the beginning of Campaign 5.

Note: this will reset any changes you’ve made to the Campaign 5 stash.

Buildings
Basic Challenges
Advanced Challenges
Collection Challenges
Key Item Challenges
Grigory
/
/
Inventory & Notes
Skills
Alek
/
/
Inventory & Notes
Skills
Catherine
/
/
Inventory & Notes
Skills
Yury
/
/
Inventory & Notes
Skills
Kharzin
/
/
Inventory & Notes
Skills
Vera
/
/
Inventory & Notes
Skills
Pavel
/
/
Inventory & Notes
Skills
Yana
/
/
Inventory & Notes
Skills
Field Event Cubes
Field Event Cubes
Field Event Cubes
Field Event Cubes

Tracker: Backup & Restore

The campaign tracker automatically saves changes in your device’s website data storage. So your progress will be lost if you purge that data or change devices. We recommend that you back up tracker data at the end of every game session.

Download Tracker Data

Restore from backup

To restore lost tracker data or move to a new device, simply upload a data file that you previoulsy downloaded using the link above.

Upkeep

Upkeep Chip

A red chip that increases the action point (AP) cost of abilities by 1 for each Upkeep Chip drawn. This effect lasts from the point when it was drawn until the chip is returned to the supply.

Upkeep Chips are placed in the negative status area on the Guard Ability Dashboard while active.

Each Upkeep Chip placed on an enemy card increases the action point (AP) cost of their AI abilities by 1 until the end of the round.

Once the round is over, Upkeep Chips are returned to the supply during the cleanup phase of battle.

Weaken

Weaken Chip

A red chip that gives a Guard −1 to their Attack Stat (ATK) for each Weaken Chip drawn. This effect lasts from the point when it was drawn until the chip is returned to the supply.

Weaken Chips are placed in the negative status area on the Guard Ability Dashboard while active.

The effect of the Weaken Chip becomes active for an enemy once placed upon the enemy card by a Guard Ability Card or Stonebound Ability Card. Each Weaken Chip on the enemy card gives the target −1 to their Attack Stat (ATK).

Once the round is over, Weaken Chips are returned to the supply during the cleanup phase of battle.

Weapon Card

1 Rarity

These stars indicate the weapon’s rarity and relative power level.

2 Equipment Name

Some Blacksmith recipes require a specific weapon as an ingredient.

3 Chip Cost, Attack Modifier, & Status Effect

These chip cost and attack modifier icons apply only to Standard Attacks made with the weapon. A Status effect shown here is added to all attacks while the weapon is equipped.

4 Unlocked Ability

Some weapons unlock a Stonebound Ability Card that may be equipped with or without the weapon.

5 Equipment Type

This icon indicates the slot on the Guard Dashboard where the card must be equipped.

6 Attack Stat Bonus

Most weapons include an Attack stat bonus. As long as the weapon is equipped, the Guard’s Attack stat is increased by the amount shown.

7 Stone Slots

All weapons have stone slots that grant bonuses when filled.

8 Equippable By

Most weapons are equippable only by the Guard whose bust icon is displayed here. Weapons bearing the infinity icon can be equipped by any Guard.

Weapons & Armor

Weapon Card

Weapon Card

Armor Card

Armor Card

Once a weapon or armor card is equipped to the Weapon Slot and Armor Slot respectively, the Guard gains the bonuses listed on the back of the equipment card. Bonuses from weapons and armor may include stat increases to health (HP), attack (ATK), defense (DEF), action points (AP), bonus chips for the Guard’s Chip Bag, slots to attach Speaking Stones, or even grant new Stonebound Abilities.

When a Guard’s stat is increased, move the corresponding red cube to the new value of the stat. This applies for health, attack, and defense. If action points are gained add a new gray cube to the Guard’s AP pool. If new chips are acquired, place the new chips from the supply in the Guard’s Chip Bag. Note that any bonus gained from equipment is also lost when the equipment is removed from the Guard.

Guards Location

Fort Istra & Cities Map Nodes Frozen Wastes Ice Caves Special

Save Point Location

Inns Map Nodes Frozen Wastes Ice Caves

Remember: You can always choose to respawn at the Fort Istra Courtyard when defeated.

Boat Location

Ch. 1 : Node 1

  • Timber Wolf (I)
  • Timber Wolf (I)
  • Timber Wolf (II)
  • Mountain Bear (I)
  • Timber Wolf (II)

Ch. 1 : Node 5

  • Tumani Hunter (I)
  • Tumani Hunter (I)
  • Timber Wolf (II)
  • Tumani Hunter (I)
  • Timber Wolf (II)
  • Tumani Mender (III)

Ch. 1 : Node 6

  • Mountain Bear (I)
  • Drakondor (I)
  • Drakondor (I)

Ch. 1 : Node 7

  • Falmund Scout (I)
  • Timber Wolf (I)
  • Falmund Scout (II)
  • Mountain Bear (I)

Ch. 1 : Node 8

  • Armored Zhuk (I)
  • Armored Zhuk (I)
  • Cave Stalker (I)

Ch. 1 : Node 10

  • Tumani Hunter (I)
  • Tumani Hunter (I)
  • Timber Wolf (II)
  • Tumani Hunter (I)
  • Timber Wolf (II)
  • Tumani Mender (III)

Ch. 1 : Node 11

  • Tumani Raider (I)
  • Flesh Eating Fish (I)
  • Flesh Eating Fish (II)
  • Volkrok (I)

Ch. 1 : Node 12

  • Tumani Hunter (I)
  • Tumani Hunter (I)
  • Tumani Mender (III)
  • Tumani Hunter (I)
  • Timber Wolf (II)
  • Tumani Mender (III)

Ch. 1 : Node 13

  • Tumani Hunter (I)
  • Timber Wolf (I)
  • Timber Wolf (II)
  • Mountain Bear (I)

Ch. 1 : Node 14

  • Stone Hunter (I)
  • Falmund Scout (I)
  • Stonehunter (I)

Ch. 1 : Node 18

  • Tumani Raider (I)
  • Tumani Raider (I)
  • Timber Wolf (II)
  • Mountain Bear (I)

Ch. 1 : Node 19

  • Stone Hunter (I)
  • Falmund Scout (I)
  • Stonehunter (I)

Ch. 1 : Node 21

  • Tumani Raider (I)
  • Tumani Raider (I)
  • Tumani Raider (II)
  • Volkrok (I)
  • Flesh Eating Fish (II)

Ch. 1 : Node 23

  • Armored Zhuk (I)
  • Armored Zhuk (I)
  • Cave Stalker (I)

Ch. 1 : Node 26

  • Falmund Scout (I)
  • Falmund Scout (I)
  • Stone Hunter (I)

Ch. 1 : Node 27

  • Flesh Eating Fish (I)
  • Flesh Eating Fish (I)
  • Flesh Eating Fish (II)
  • Volkrok (I)
  • Flesh Eating Fish (II)

Ch. 1 : Node 28

  • Falmund Scout (I)
  • Stone Hunter (I)
  • Mountain Bear (I)

Ch. 1 : Node 30

  • Brigand Marauder (I)
  • Timber Wolf (I)
  • Mountain Bear (I)

Ch. 1 : Node 31

  • Brigand Archer (I)
  • Timber Wolf (I)
  • Mountain Bear (I)

Ch. 1 : Node 35

  • Brigand Marauder (I)
  • Timber Wolf (I)
  • Timber Wolf (II)
  • Brigand Marauder (I)
  • Brigand Archer (III)

Ch. 1 : Node 36

  • Mountain Bear (I)
  • Falmund Scout (I)
  • Stone Hunter (I)
  • Falmund Scout (III)

Ch. 1 : Node 37

  • Falmund Scout (I)
  • Stone Hunter (I)
  • Stone Hunter (I)

Ch. 1 : Node 38

  • Plains Strider (I)
  • Timber Wolf (I)
  • Timber Wolf (II)
  • Clayhorn (I)

Ch. 1 : Node 39

  • Flesh Eating Fish (I)
  • Volkrok (I)
  • Volkrok (I)
  • Flesh Eating Fish (II)

Ch. 1 : Node 40

  • Brigand Marauder (I)
  • Brigand Marauder (I)
  • Brigand Archer (III)
  • Brigand Marauder (I)
  • Brigand Marauder (II)
  • Brigand Archer (III)

Ch. 1 : Node 42

  • Tumani Raider (I)
  • Tumani Raider (I)
  • Flesh Eating Fish (II)
  • Volkrok (I)

Ch. 1 : Node 44

  • Timber Wolf (I)
  • Mountain Bear (I)
  • Clayhorn (I)

Ch. 1 : Node 46

  • Brigand Marauder (I)
  • Brigand Marauder (I)
  • Brigand Marauder (II)
  • Brigand Marauder (I)
  • Brigand Marauder (II)
  • Brigand Archer (III)

Ch. 1 : Node 47

  • Flesh Eating Fish (I)
  • Volkrok (I)
  • Volkrok (I)
  • Flesh Eating Fish (II)

Ch. 1 : Node 50

  • Tumani Raider (I)
  • Volkrok (I)
  • Tumani Raider (I)
  • Tumani Raider (II)

Ch. 1 : Node 52

  • Brigand Marauder (I)
  • Brigand Marauder (I)
  • Brigand Archer (III)
  • Stone Hunter (I)

Ch. 1 : Node 53

  • Plains Strider (I)
  • Clayhorn (I)
  • Plains Strider (I)

Ch. 1 : Node 57

  • Plains Strider (I)
  • Falmund Scout (I)
  • Brigand Marauder (I)
  • Brigand Archer (III)

Ch. 1 : Node 58

  • Brigand Marauder (I)
  • Clayhorn (I)
  • Brigand Marauder (I)
  • Brigand Marauder (II)
  • Brigand Archer (III)

Ch. 1 : Node 61

  • Plains Strider (I)
  • Clayhorn (I)
  • Stone Hunter (I)

Ch. 1 : Node 62

  • Brigand Marauder (I)
  • Clayhorn (I)
  • Plains Strider (I)
  • Clayhorn (II)

Ch. 1 : Node 63

  • Brigand Marauder (I)
  • Brigand Archer (I)
  • Brigand Archer (II)
  • Brigand Marauder (I)
  • Brigand Marauder (II)
  • Brigand Archer (III)

Ch. 1 : Node 64

  • Falmund Scout (I)
  • Stone Hunter (I)
  • Mountain Bear (I)

Ch. 1 : Node 65

  • Flesh Eating Fish (I)
  • Volkrok (I)
  • Volkrok (I)
  • Flesh Eating Fish (II)

Ch. 1 : Node 66

  • Flesh Eating Fish (I)
  • Volkrok (I)
  • Volkrok (I)
  • Flesh Eating Fish (II)

Ch. 1 : Node 67

  • Plains Strider (I)
  • Brigand Marauder (I)
  • Brigand Marauder (II)
  • Brigand Marauder (I)
  • Brigand Archer (III)
  • Brigand Archer (IV)

Ch. 1 : Node 68

  • Brigand Marauder (I)
  • Brigand Marauder (I)
  • Brigand Archer (III)
  • Brigand Marauder (I)
  • Brigand Archer (III)
  • Brigand Archer (IV)

Ch. 1 : Node 72

  • Plains Strider (I)
  • Stone Hunter (I)
  • Stone Hunter (I)

Ch. 1 : Node 73

  • Plains Strider (I)
  • Brigand Marauder (I)
  • Brigand Archer (III)
  • Brigand Marauder (I)
  • Brigand Marauder (II)
  • Brigand Archer (III)

Ch. 1 : Node 76

  • Plains Strider (I)
  • Stone Hunter (I)
  • Falmund Scout (I)

Ch. 1 : Node 77

  • Falmund Scout (I)
  • Clayhorn (I)
  • Clayhorn (I)

Ch. 1 : Node 80

  • Volkrok (I)
  • Drakondor (I)
  • Flesh Eating Fish (I)
  • Flesh Eating Fish (II)
  • Volkrok (III)

Ch. 1 : Node 82

  • Tumani Raider (I)
  • Volkrok (I)
  • Tumani Raider (I)
  • Tumani Raider (II)

Ch. 1 : Node 83

  • Plains Strider (I)
  • Clayhorn (I)
  • Clayhorn (I)

Ch. 1 : Node 84

  • Clayhorn (I)
  • Plains Strider (I)
  • Clayhorn (II)
  • Brigand Marauder (I)

Ch. 1 : Node 85

  • Stone Hunter (I)
  • Clayhorn (I)
  • Brigand Marauder (I)
  • Brigand Archer (III)
  • Brigand Archer (IV)

Ch. 1 : Node 87

  • Tumani Raider (I)
  • Tumani Raider (I)
  • Tumani Raider (II)
  • Stone Hunter (I)

Ch. 1 : Node 89

  • Flesh Eating Fish (I)
  • Flesh Eating Fish (I)
  • Flesh Eating Fish (II)
  • Volkrok (I)

Ch. 1 : Node 90

  • Plains Strider (I)
  • Stone Hunter (I)
  • Falmund Scout (I)
  • Stone Hunter (II)

Ch. 1 : Node 91

  • Brigand Marauder (I)
  • Brigand Marauder (I)
  • Brigand Marauder (II)
  • Brigand Marauder (I)
  • Brigand Archer (III)
  • Brigand Archer (IV)

Ch. 1 : Node 92

  • Falmund Scout (I)
  • Stone Hunter (I)
  • Falmund Scout (I)
  • Stone Hunter (II)

Ch. 1 : Node 93

  • Plains Strider (I)
  • Clayhorn (I)
  • Falmund Scout (I)

Ch. 1 : Node 97

  • Plains Strider (I)
  • Brigand Marauder (I)
  • Brigand Marauder (II)
  • Falmund Scout (I)

Ch. 1 : Node 99

  • Brigand Archer (I)
  • Brigand Marauder (I)
  • Stone Hunter (I)

Ch. 1 : Node 103

  • Brigand Marauder (I)
  • Clayhorn (I)
  • Brigand Marauder (I)
  • Brigand Archer (III)
  • Brigand Archer (IV)

Ch. 1 : Node 104

  • Plains Strider (I)
  • Stone Hunter (I)
  • Falmund Scout (I)

Ch. 1 : Node 105

  • Falmund Scout (I)
  • Falmund Scout (I)
  • Stone Hunter (I)

Ch. 1 : Ice Fields

  • Timber Wolf (I)
  • Timber Wolf (I)
  • Timber Wolf (II)
  • Timber Wolf (I)
  • Timber Wolf (II)

Ch. 1 : Mount Nebesa

  • Mountain Bear (I)
  • Dusk Stalker (I)
  • Timber Wolf (I)
  • Mountain Bear (II)
  • Dusk Stalker (III)

Ch. 1 : Reka Glacier

  • Mountain Bear (I)
  • Timber Wolf (I)
  • Mountain Bear (II)
  • Tumani Hunter (I)
  • Tumani Mender (III)

Ch. 1 : Room of Columns

  • Stone Guardian (I)
  • Waste Prowler (I)
  • Stone Guardian (I)
  • Waste Prowler (II)

Ch. 1 : Skryvat Temple

  • Waste Prowler (I)
  • Timber Wolf (I)
  • Timber Wolf (II)
  • Dusk Stalker (I)
  • Waste Prowler (II)

Ch. 1 : The Broken Lands

  • Timber Wolf (I)
  • Tumani Hunter (I)
  • Timber Wolf (II)
  • Tumani Hunter (I)
  • Tumani Hunter (II)
  • Tumani Mender (III)

Ch. 1 : Uchitel Span

  • Tumani Hunter (I)
  • Tumani Hunter (I)
  • Tumani Hunter (I)
  • Tumani Mender (III)

Ch. 1 : Urok Span

  • Tumani Hunter (I)
  • Tumani Hunter (I)
  • Timber Wolf (II)
  • Tumani Hunter (I)
  • Tumani Mender (III)

Ch. 1 : Vniz Path

  • Timber Wolf (I)
  • Tumani Hunter (I)
  • Tumani Mender (III)
  • Timber Wolf (I)
  • Mountain Bear (II)

Ch. 1 : Abandoned Quarters

  • Brigand Marauder (I)
  • Brigand Marauder (I)
  • Brigand Marauder (II)
  • Brigand Marauder (I)
  • Brigand Chief (III)

Ch. 1 : Frozen Lake

  • Cave Stalker (I)
  • Cave Stalker (I)
  • Cave Stalker (I)

Ch. 1 : Glacial Worm Bones

  • Mountain Bear (I)
  • Cave Stalker (I)
  • Cave Stalker (I)

Ch. 1 : Hall of Ice

  • Mountain Bear (I)
  • Mountain Bear (I)
  • Cave Stalker (I)

Ch. 1 : Old Armory

  • Brigand Marauder (I)
  • Brigand Marauder (I)
  • Brigand Archer (III)
  • Brigand Marauder (I)
  • Brigand Chief (III)

Ch. 1 : Ossuary

  • Cave Stalker (I)
  • Timber Wolf (I)
  • Timber Wolf (II)
  • Brigand Marauder (I)
  • Brigand Marauder (II)

Ch. 2 : Node 1

  • Timber Wolf (I)
  • Timber Wolf (I)
  • Timber Wolf (II)
  • Corrupted Lobster (I)

Ch. 2 : Node 5

  • Tumani Hunter (I)
  • Tumani Hunter (I)
  • Tumani Mender (III)
  • Waste Prowler (I)

Ch. 2 : Node 6

  • Mountain Bear (I)
  • Drakondor (I)
  • Tenebris Drakondor (I)

Ch. 2 : Node 7

  • Falmund Scout (I)
  • Falmund Scout (I)
  • Timber Wolf (II)
  • Tenebris Colossus (I)

Ch. 2 : Node 8

  • Armored Zhuk (I)
  • Armored Zhuk (I)
  • Cave Stalker (I)

Ch. 2 : Node 10

  • Tumani Hunter (I)
  • Tumani Hunter (I)
  • Timber Wolf (II)
  • Tenebris Hunter (I)
  • Timber Wolf (II)

Ch. 2 : Node 11

  • Tumani Raider (I)
  • Flesh Eating Fish (I)
  • Flesh Eating Fish (II)
  • Volkrok (I)

Ch. 2 : Node 12

  • Tumani Hunter (I)
  • Tumani Hunter (I)
  • Tumani Mender (III)
  • Tenebris Hunter (I)

Ch. 2 : Node 13

  • Tumani Hunter (I)
  • Timber Wolf (I)
  • Timber Wolf (II)
  • Tenebris Colossus (I)

Ch. 2 : Node 14

  • Stone Hunter (I)
  • Falmund Scout (I)
  • Corrupted Soldier (I)

Ch. 2 : Node 18

  • Tumani Raider (I)
  • Tumani Raider (I)
  • Timber Wolf (II)
  • Tenebris Colossus (I)

Ch. 2 : Node 19

  • Kingsguard (I)
  • Falmund Scout (I)
  • Dusk Stalker (I)

Ch. 2 : Node 21

  • Tumani Raider (I)
  • Tumani Raider (I)
  • Tumani Raider (II)
  • Flesh Eating Fish (I)
  • Volkrok (III)

Ch. 2 : Node 23

  • Armored Zhuk (I)
  • Armored Zhuk (I)
  • Cave Stalker (II)
  • Tenebris Drakondor (I)

Ch. 2 : Node 26

  • Falmund Scout (I)
  • Falmund Scout (I)
  • Timber Wolf (II)
  • Seer Assassin (I)

Ch. 2 : Node 27

  • Flesh Eating Fish (I)
  • Flesh Eating Fish (I)
  • Flesh Eating Fish (II)
  • Corrupted Lobster (I)

Ch. 2 : Node 28

  • Falmund Scout (I)
  • Stone Hunter (I)
  • Dusk Stalker (I)

Ch. 2 : Node 30

  • Brigand Marauder (I)
  • Timber Wolf (I)
  • Tenebris Colossus (I)

Ch. 2 : Node 31

  • Brigand Archer (I)
  • Kingsguard (I)
  • Tenebris Colossus (I)

Ch. 2 : Node 35

  • Brigand Marauder (I)
  • Kingsguard (I)
  • Dusk Stalker (I)
  • Timber Wolf (II)

Ch. 2 : Node 36

  • Mountain Bear (I)
  • Falmund Scout (I)
  • Dusk Stalker (I)
  • Dusk Stalker (II)

Ch. 2 : Node 37

  • Falmund Scout (I)
  • Seer Assassin (I)
  • Dusk Stalker (I)

Ch. 2 : Node 38

  • Plains Strider (I)
  • Timber Wolf (I)
  • Timber Wolf (II)
  • Tenebris Clayhorn (I)

Ch. 2 : Node 39

  • Flesh Eating Fish (I)
  • Volkrok (I)
  • Flesh Eating Fish (I)
  • Volkrok (III)

Ch. 2 : Node 40

  • Brigand Marauder (I)
  • Brigand Chief (I)
  • Brigand Archer (III)
  • Tenebris Colossus (I)

Ch. 2 : Node 42

  • Tumani Raider (I)
  • Tumani Raider (I)
  • Flesh Eating Fish (II)
  • Corrupted Lobster (I)

Ch. 2 : Node 44

  • Timber Wolf (I)
  • Mountain Bear (I)
  • Tenebris Clayhorn (I)

Ch. 2 : Node 46

  • Brigand Marauder (I)
  • Brigand Marauder (I)
  • Brigand Marauder (II)
  • Tenebris Colossus (I)

Ch. 2 : Node 47

  • Flesh Eating Fish (I)
  • Volkrok (I)
  • Flesh Eating Fish (I)
  • Volkrok (III)

Ch. 2 : Node 50

  • Tumani Raider (I)
  • Volkrok (I)
  • Tumani Raider (I)
  • Tumani Raider (II)

Ch. 2 : Node 52

  • Brigand Marauder (I)
  • Seer Assassin (I)
  • Tenebris Strider (I)

Ch. 2 : Node 53

  • Plains Strider (I)
  • Clayhorn (I)
  • Tenebris Strider (I)

Ch. 2 : Node 57

  • Plains Strider (I)
  • Falmund Scout (I)
  • Tenebris Clayhorn (I)

Ch. 2 : Node 58

  • Brigand Marauder (I)
  • Brigand Chief (I)
  • Brigand Archer (III)
  • Tenebris Colossus (I)

Ch. 2 : Node 61

  • Clayhorn (I)
  • Clayhorn (I)
  • Tenebris Strider (I)

Ch. 2 : Node 62

  • Brigand Marauder (I)
  • Falmund Scout (I)
  • Tenebris Clayhorn (I)
  • Clayhorn (II)

Ch. 2 : Node 63

  • Brigand Marauder (I)
  • Brigand Chief (I)
  • Brigand Archer (III)
  • Tenebris Strider (I)

Ch. 2 : Node 64

  • Falmund Scout (I)
  • Stone Hunter (I)
  • Tenebris Colossus (I)

Ch. 2 : Node 65

  • Flesh Eating Fish (I)
  • Volkrok (I)
  • Flesh Eating Fish (I)
  • Volkrok (III)

Ch. 2 : Node 66

  • Flesh Eating Fish (I)
  • Volkrok (I)
  • Flesh Eating Fish (I)
  • Volkrok (III)

Ch. 2 : Node 67

  • Plains Strider (I)
  • Brigand Marauder (I)
  • Brigand Chief (III)
  • Tenebris Colossus (I)

Ch. 2 : Node 68

  • Brigand Marauder (I)
  • Brigand Marauder (I)
  • Brigand Chief (III)
  • Tenebris Colossus (I)

Ch. 2 : Node 72

  • Plains Strider (I)
  • Seer Assassin (I)
  • Tenebris Strider (I)

Ch. 2 : Node 73

  • Clayhorn (I)
  • Brigand Chief (I)
  • Brigand Archer (III)
  • Tenebris Strider (I)

Ch. 2 : Node 76

  • Plains Strider (I)
  • Stone Hunter (I)
  • Tenebris Colossus (I)

Ch. 2 : Node 77

  • Falmund Scout (I)
  • Clayhorn (I)
  • Tenebris Clayhorn (I)

Ch. 2 : Node 80

  • Corrupted Lobster (I)
  • Drakondor (I)
  • Flesh Eating Fish (I)
  • Flesh Eating Fish (II)
  • Volkrok (III)

Ch. 2 : Node 82

  • Tumani Raider (I)
  • Volkrok (I)
  • Tumani Raider (I)
  • Tumani Raider (II)

Ch. 2 : Node 83

  • Plains Strider (I)
  • Clayhorn (I)
  • Tenebris Clayhorn (I)

Ch. 2 : Node 84

  • Brigand Marauder (I)
  • Brigand Marauder (I)
  • Brigand Archer (III)
  • Tenebris Strider (I)

Ch. 2 : Node 85

  • Stone Hunter (I)
  • Brigand Marauder (I)
  • Brigand Chief (III)
  • Tenebris Strider (I)

Ch. 2 : Node 87

  • Tumani Raider (I)
  • Stonehunter (I)
  • Falmund Scout (III)
  • Tenebris Strider (I)

Ch. 2 : Node 89

  • Flesh Eating Fish (I)
  • Flesh Eating Fish (I)
  • Flesh Eating Fish (II)
  • Volkrok (I)

Ch. 2 : Node 90

  • Plains Strider (I)
  • Falmund Scout (I)
  • Timber Wolf (II)
  • Tenebris Strider (I)

Ch. 2 : Node 91

  • Brigand Marauder (I)
  • Kingsguard (I)
  • Kingsguard (II)
  • Tenebris Strider (I)

Ch. 2 : Node 92

  • Falmund Scout (I)
  • Falmund Scout (I)
  • Timber Wolf (II)
  • Dusk Stalker (I)

Ch. 2 : Node 93

  • Plains Strider (I)
  • Kingsguard (I)
  • Kingsguard (II)
  • Tenebris Strider (I)

Ch. 2 : Node 97

  • Plains Strider (I)
  • Brigand Marauder( (I)
  • Brigand Chief (III)
  • Dusk Stalker (I)

Ch. 2 : Node 99

  • Brigand Archer (I)
  • Stone Hunter (I)
  • Falmund Scout (III)
  • Dusk Stalker (I)

Ch. 2 : Node 103

  • Brigand Marauder (I)
  • Brigand Marauder (I)
  • Brigand Chief (III)
  • Dusk Stalker (I)

Ch. 2 : Node 104

  • Falmund Scout (I)
  • Kingsguard (I)
  • Tenebris Strider (I)

Ch. 2 : Node 105

  • Falmund Scout (I)
  • Falmund Scout (I)
  • Corrupted Soldier (I)

Ch. 2 : Ice Fields

  • Timber Wolf (I)
  • Timber Wolf (I)
  • Timber Wolf (II)
  • Dusk Stalker (I)

Ch. 2 : Mount Nebesa

  • Dusk Stalker (I)
  • Mountain Bear (I)
  • Timber Wolf (II)
  • Timber Wolf (I)
  • Mountain Bear (II)
  • Dusk Stalker (III)

Ch. 2 : Reka Glacier

  • Mountain Bear (I)
  • Timber Wolf (I)
  • Mountain Bear (II)
  • Tumani Hunter (I)
  • Tumani Mender (III)

Ch. 2 : Room of Columns

  • Stone Guardian (I)
  • Waste Prowler (I)
  • Stone Guardian (I)
  • Waste Prowler (II)

Ch. 2 : Skryvat Temple

  • Timber Wolf (I)
  • Waste Prowler (I)
  • Dusk Stalker (I)
  • Waste Prowler (II)

Ch. 2 : The Broken Lands

  • Timber Wolf (I)
  • Tumani Hunter (I)
  • Timber Wolf (II)
  • Tumani Hunter (I)
  • Tumani Hunter (II)
  • Tumani Mender (III)

Ch. 2 : Uchitel Span

  • Tumani Hunter (I)
  • Tumani Hunter (I)
  • Tumani Mender (III)
  • Tumani Hunter (I)
  • Tumani Mender (III)

Ch. 2 : Urok Span

  • Tumani Hunter (I)
  • Tumani Hunter (I)
  • Timber Wolf (II)
  • Tumani Hunter (I)
  • Tumani Mender (III)

Ch. 2 : Vniz Path

  • Timber Wolf (I)
  • Tumani Hunter (I)
  • Tumani Mender (III)
  • Mountain Bear (I)
  • Dusk Stalker (II)

Ch. 2 : Abandoned Quarters

  • Brigand Marauder (I)
  • Brigand Marauder (I)
  • Brigand Marauder (II)
  • Brigand Marauder (I)
  • Brigand Chief (III)

Ch. 2 : Frozen Lake

  • Cave Stalker (I)
  • Cave Stalker (I)
  • Cave Stalker (I)

Ch. 2 : Glacial Worm Bones

  • Mountain Bear (I)
  • Cave Stalker (I)
  • Cave Stalker (I)

Ch. 2 : Hall of Ice

  • Mountain Bear (I)
  • Mountain Bear (I)
  • Cave Stalker (I)

Ch. 2 : Old Armory

  • Brigand Marauder (I)
  • Brigand Marauder (I)
  • Brigand Archer (III)
  • Brigand Marauder (I)
  • Brigand Chief (III)

Ch. 2 : Ossuary

  • Cave Stalker (I)
  • Timber Wolf (I)
  • Timber Wolf (II)
  • Brigand Marauder (I)
  • Brigand Marauder (II)

Ch. 3 : Node 1

  • Corrupted Lobster (I)
  • Dusk Stalker (I)
  • Waste Prowler (I)
  • Dusk Stalker (II)

Ch. 3 : Node 5

  • Tumani Hunter (I)
  • Tumani Hunter (I)
  • Tumani Mender (III)
  • Waste Prowler (I)

Ch. 3 : Node 6

  • Mountain Bear (I)
  • Tenebris Hunter (I)
  • Tenebris Drakondor (I)

Ch. 3 : Node 7

  • Falmund Scout (I)
  • Dusk Stalker (I)
  • Dusk Stalker (II)
  • Tenebris Colossus (I)

Ch. 3 : Node 8

  • Armored Zhuk (I)
  • Armored Zhuk (I)
  • Cave Stalker (II)
  • Tenebris Zhuk (I)

Ch. 3 : Node 10

  • Tumani Hunter (I)
  • Tumani Hunter (I)
  • Timber Wolf (II)
  • Tenebris Hunter (I)

Ch. 3 : Node 11

  • Tumani Raider (I)
  • Flesh Eating Fish (I)
  • Flesh Eating Fish (II)
  • Volkrok (I)

Ch. 3 : Node 12

  • Tumani Hunter (I)
  • Tumani Hunter (I)
  • Tumani Mender (III)
  • Tenebris Hunter (I)

Ch. 3 : Node 13

  • Tumani Hunter (I)
  • Dusk Stalker (I)
  • Tenebris Colossus (I)
  • Dusk Stalker (II)

Ch. 3 : Node 14

  • Stone Hunter (I)
  • Seer Assassin (I)
  • Tenebris Hunter (I)

Ch. 3 : Node 18

  • Tumani Raider (I)
  • Tumani Raider (I)
  • Timber Wolf (II)
  • Tenebris Colossus (I)

Ch. 3 : Node 19

  • Kingsguard (I)
  • Falmund Scout (I)
  • Dusk Stalker (I)

Ch. 3 : Node 21

  • Tumani Raider (I)
  • Tumani Raider (I)
  • Tumani Raider (II)
  • Flesh Eating Fish (I)
  • Volkrok (III)

Ch. 3 : Node 23

  • Armored Zhuk (I)
  • Cave Stalker (I)
  • Tenebris Zhuk (I)
  • Cave Stalker (II)

Ch. 3 : Node 26

  • Falmund Scout (I)
  • Falmund Scout (I)
  • Timber Wolf (II)
  • Seer Assassin (I)

Ch. 3 : Node 27

  • Flesh Eating Fish (I)
  • Flesh Eating Fish (I)
  • Flesh Eating Fish (II)
  • Corrupted Lobster (I)
  • Volkrok (III)

Ch. 3 : Node 28

  • Falmund Scout (I)
  • Stone Hunter (I)
  • Dusk Stalker (I)

Ch. 3 : Node 30

  • Brigand Marauder (I)
  • Dusk Stalker (I)
  • Tenebris Colossus (I)

Ch. 3 : Node 31

  • Brigand Archer (I)
  • Kingsguard (I)
  • Tenebris Colossus (I)

Ch. 3 : Node 35

  • Brigand Marauder (I)
  • Kingsguard (I)
  • Kingsguard (II)
  • Dusk Stalker (I)
  • Dusk Stalker (II)

Ch. 3 : Node 36

  • Mountain Bear (I)
  • Stone Hunter (I)
  • Dusk Stalker (I)
  • Dusk Stalker (II)

Ch. 3 : Node 37

  • Falmund Scout (I)
  • Seer Assassin (I)
  • Dusk Stalker (I)

Ch. 3 : Node 38

  • Plains Strider (I)
  • Dusk Stalker (I)
  • Dusk Stalker (II)
  • Tenebris Clayhorn (I)

Ch. 3 : Node 39

  • Flesh Eating Fish (I)
  • Volkrok (I)
  • Flesh Eating Fish (I)
  • Volkrok (III)

Ch. 3 : Node 40

  • Brigand Marauder (I)
  • Brigand Chief (I)
  • Brigand Archer (III)
  • Tenebris Colossus (I)

Ch. 3 : Node 42

  • Tumani Raider (I)
  • Tumani Raider (I)
  • Flesh Eating Fish (III)
  • Corrupted Lobster (I)

Ch. 3 : Node 44

  • Timber Wolf (I)
  • Mountain Bear (I)
  • Tenebris Clayhorn (I)

Ch. 3 : Node 46

  • Brigand Marauder (I)
  • Brigand Marauder (I)
  • Brigand Archer (III)
  • Tenebris Colossus (I)

Ch. 3 : Node 47

  • Flesh Eating Fish (I)
  • Volkrok (I)
  • Flesh Eating Fish (I)
  • Volkrok (III)

Ch. 3 : Node 50

  • Tumani Raider (I)
  • Volkrok (I)
  • Tumani Raider (I)
  • Tumani Raider (II)

Ch. 3 : Node 52

  • Brigand Marauder (I)
  • Seer Assassin (I)
  • Tenebris Strider (I)

Ch. 3 : Node 53

  • Plains Strider (I)
  • Tenebris Clayhorn (I)
  • Tenebris Strider (I)

Ch. 3 : Node 57

  • Plains Strider (I)
  • Falmund Scout (I)
  • Tenebris Clayhorn (I)

Ch. 3 : Node 58

  • Brigand Marauder (I)
  • Brigand Chief (I)
  • Brigand Archer (III)
  • Tenebris Colossus (I)

Ch. 3 : Node 61

  • Plains Strider (I)
  • Tenebris Clayhorn (I)
  • Tenebris Strider (I)

Ch. 3 : Node 62

  • Brigand Marauder (I)
  • Dusk Stalker (I)
  • Tenebris Clayhorn (I)
  • Tenebris Strider (III)

Ch. 3 : Node 63

  • Brigand Marauder (I)
  • Brigand Chief (I)
  • Brigand Archer (III)
  • Tenebris Strider (I)

Ch. 3 : Node 64

  • Falmund Scout (I)
  • Stone Hunter (I)
  • Tenebris Colossus (I)

Ch. 3 : Node 65

  • Flesh Eating Fish (I)
  • Volkrok (I)
  • Flesh Eating Fish (I)
  • Volkrok (III)

Ch. 3 : Node 66

  • Flesh Eating Fish (I)
  • Volkrok (I)
  • Flesh Eating Fish (I)
  • Volkrok (III)

Ch. 3 : Node 67

  • Plains Strider (I)
  • Brigand Marauder (I)
  • Brigand Chief (III)
  • Tenebris Colossus (I)
  • Dusk Stalker (II)

Ch. 3 : Node 68

  • Brigand Marauder (I)
  • Brigand Marauder (I)
  • Brigand Chief (III)
  • Dusk Stalker (I)

Ch. 3 : Node 72

  • Plains Strider (I)
  • Seer Assassin (I)
  • Corrupted Soldier (I)

Ch. 3 : Node 73

  • Plains Strider (I)
  • Brigand Chief (I)
  • Brigand Archer (III)
  • Tenebris Clayhorn (I)

Ch. 3 : Node 76

  • Plains Strider (I)
  • Stone Hunter (I)
  • Tenebris Clayhorn (I)

Ch. 3 : Node 77

  • Falmund Scout (I)
  • Clayhorn (I)
  • Tenebris Clayhorn (I)

Ch. 3 : Node 80

  • Corrupted Lobster (I)
  • Drakondor (I)
  • Flesh Eating Fish (I)
  • Flesh Eating Fish (II)
  • Volkrok (III)

Ch. 3 : Node 82

  • Tumani Raider (I)
  • Volkrok (I)
  • Tumani Raider (I)
  • Tumani Raider (II)

Ch. 3 : Node 83

  • Plains Strider (I)
  • Tenebris Strider (I)
  • Tenebris Clayhorn (I)

Ch. 3 : Node 84

  • Brigand Marauder (I)
  • Tenebris Colossus (I)
  • Tenebris Strider (II)
  • Tenebris Strider (I)
  • Tenebris Clayhorn (II)

Ch. 3 : Node 85

  • Stone Hunter (I)
  • Brigand Marauder (I)
  • Brigand Chief (III)
  • Tenebris Clayhorn (I)

Ch. 3 : Node 87

  • Tumani Raider (I)
  • Stone Hunter (I)
  • Falmund Scout (III)
  • Tenebris Strider (I)

Ch. 3 : Node 89

  • Flesh Eating Fish (I)
  • Flesh Eating Fish (I)
  • Flesh Eating Fish (II)
  • Volkrok (I)

Ch. 3 : Node 90

  • Plains Strider (I)
  • Tenebris Colossus (I)
  • Dusk Stalker (I)
  • Dusk Stalker (II)

Ch. 3 : Node 91

  • Brigand Marauder (I)
  • Tenebris Clayhorn (I)
  • Tenebris Guard (I)
  • Tenebris Guard (II)

Ch. 3 : Node 92

  • Falmund Scout (I)
  • Corrupted Soldier (I)
  • Dusk Stalker (I)
  • Dusk Stalker (II)

Ch. 3 : Node 93

  • Plains Strider (I)
  • Kingsguard (I)
  • Kingsguard (II)
  • Tenebris Guard (I)
  • Tenebris Guard (II)

Ch. 3 : Node 97

  • Plains Strider (I)
  • Brigand Marauder (I)
  • Brigand Chief (III)
  • Corrupted Soldier (I)

Ch. 3 : Node 99

  • Brigand Archer (I)
  • Stone Hunter (I)
  • Corrupted Soldier (I)
  • Dusk Stalker (II)

Ch. 3 : Node 103

  • Brigand Marauder (I)
  • Brigand Marauder (I)
  • Brigand Chief (III)
  • Tenebris Clayhorn (I)

Ch. 3 : Node 104

  • Plains Strider (I)
  • Tenebris Guard (I)
  • Corrupted Soldier (I)

Ch. 3 : Node 105

  • Falmund Scout (I)
  • Falmund Scout (I)
  • Corrupted Soldier (I)
  • Corrupted Soldier (II)

Ch. 3 : Ice Fields

  • Dusk Stalker (I)
  • Dusk Stalker (I)
  • Waste Prowler (II)
  • Dusk Stalker (I)

Ch. 3 : Mount Nebesa

  • Dusk Stalker (I)
  • Tenebris Colossus (I)
  • Dusk Stalker (II)
  • Tenebris Colossus (I)
  • Dusk Stalker (III)
  • Dusk Stalker (IV)

Ch. 3 : Reka Glacier

  • Mountain Bear (I)
  • Timber Wolf (I)
  • Tenebris Colossus (II)
  • Tumani Hunter (I)
  • Tumani Mender (III)

Ch. 3 : Room of Columns

  • Stone Guardian (I)
  • Waste Prowler (I)
  • Stone Guardian (I)
  • Waste Prowler (II)

Ch. 3 : Skryvat Temple

  • Waste Prowler (I)
  • Timber Wolf (I)
  • Timber Wolf (II)
  • Dusk Stalker (I)
  • Waste Prowler (II)

Ch. 3 : The Broken Lands

  • Timber Wolf (I)
  • Tumani Hunter (I)
  • Timber Wolf (II)
  • Tumani Hunter (I)
  • Tumani Hunter (II)
  • Tumani Mender (III)

Ch. 3 : Uchitel Span

  • Tumani Hunter (I)
  • Tumani Hunter (I)
  • Tumani Mender (III)
  • Tumani Hunter (I)
  • Tumani Mender (III)

Ch. 3 : Urok Span

  • Tumani Hunter (I)
  • Dusk Stalker (I)
  • Dusk Stalker (II)
  • Tumani Hunter (I)
  • Tumani Mender (III)

Ch. 3 : Vniz Path

  • Timber Wolf (I)
  • Tumani Hunter (I)
  • Tumani Mender (III)
  • Tenebris Colossus (I)
  • Dusk Stalker (II)

Ch. 3 : Abandoned Quarters

  • Brigand Marauder (I)
  • Brigand Marauder (I)
  • Brigand Marauder (II)
  • Brigand Marauder (I)
  • Brigand Chief (III)

Ch. 3 : Frozen Lake

  • Cave Stalker (I)
  • Cave Stalker (I)
  • Cave Stalker (I)

Ch. 3 : Glacial Worm Bones

  • Mountain Bear (I)
  • Cave Stalker (I)
  • Cave Stalker (I)

Ch. 3 : Hall of Ice

  • Mountain Bear (I)
  • Mountain Bear (I)
  • Cave Stalker (I)

Ch. 3 : Old Armory

  • Brigand Marauder (I)
  • Brigand Marauder (I)
  • Brigand Archer (III)
  • Brigand Marauder (I)
  • Brigand Chief (III)

Ch. 3 : Ossuary

  • Cave Stalker (I)
  • Dusk Stalker (I)
  • Dusk Stalker (II)
  • Cave Stalker (I)
  • Dusk Stalker (II)

Ch. 4 : Node 1

  • Dusk Stalker (I)
  • Dusk Stalker (I)
  • Waste Prowler (I)
  • Corrupted Lobster (II)

Ch. 4 : Node 5

  • Tenebris Hunter (I)
  • Tumani Raider (I)
  • Tumani Raider (II)
  • Waste Prowler (I)
  • Tenebris Drakondor (III)

Ch. 4 : Node 6

  • Waste Prowler (I)
  • Tenebris Drakondor (I)
  • Tenebris Hunter (I)

Ch. 4 : Node 7

  • Corrupted Soldier (I)
  • Corrupted Soldier (I)
  • Dusk Stalker (III)
  • Tenebris Colossus (I)
  • Tenebris Hunter (II)

Ch. 4 : Node 8

  • Cave Stalker (I)
  • Tenebris Zhuk (I)
  • Tenebris Zhuk (I)
  • Cave Stalker (II)

Ch. 4 : Node 10

  • Cave Stalker (I)
  • Seer Assassin (I)
  • Tenebris Hunter (I)
  • Dusk Stalker (II)

Ch. 4 : Node 11

  • Tumani Raider (I)
  • Flesh Eating Fish (I)
  • Flesh Eating Fish (II)
  • Volkrok (I)

Ch. 4 : Node 12

  • Tumani Raider (I)
  • Waste Prowler (I)
  • Dusk Stalker (I)
  • Tenebris Hunter (I)
  • Waste Prowler (II)

Ch. 4 : Node 13

  • Waste Prowler (I)
  • Dusk Stalker (I)
  • Dusk Stalker (II)
  • Tenebris Colossus (I)
  • Tenebris Hunter (III)

Ch. 4 : Node 14

  • Seer Assassin (I)
  • Tenebris Hunter (I)
  • Tenebris Colossus (I)

Ch. 4 : Node 18

  • Tumani Raider (I)
  • Tumani Raider (I)
  • Dusk Stalker (III)
  • Tenebris Colossus (I)
  • Waste Prowler (III)

Ch. 4 : Node 19

  • Tenebris Hunter (I)
  • Dusk Stalker (I)
  • Tenebris Guard (I)

Ch. 4 : Node 21

  • Tumani Raider (I)
  • Tumani Raider (I)
  • Tumani Raider (II)
  • Flesh Eating Fish (I)
  • Volkrok (III)

Ch. 4 : Node 23

  • Cave Stalker (I)
  • Cave Stalker (I)
  • Tenebris Zhuk (I)
  • Cave Stalker (III)

Ch. 4 : Node 26

  • Seer Assassin (I)
  • Kingsguard (I)
  • Seer Assassin (III)
  • Dusk Stalker (I)
  • Dusk Stalker (II)

Ch. 4 : Node 27

  • Flesh Eating Fish (I)
  • Flesh Eating Fish (I)
  • Flesh Eating Fish (II)
  • Flesh Eating Fish (I)
  • Corrupted Lobster (III)

Ch. 4 : Node 28

  • Seer Assassin (I)
  • Tenebris Colossus (I)
  • Tenebris Guard (I)

Ch. 4 : Node 30

  • Corrupted Soldier (I)
  • Dusk Stalker (I)
  • Tenebris Colossus (I)

Ch. 4 : Node 31

  • Corrupted Soldier (I)
  • Kingsguard (I)
  • Tenebris Colossus (I)

Ch. 4 : Node 35

  • Corrupted Soldier (I)
  • Tenebris Guard (I)
  • Tenebris Guard (II)
  • Dusk Stalker (I)
  • Dusk Stalker (II)

Ch. 4 : Node 36

  • Corrupted Soldier (I)
  • Tenebris Colossus (I)
  • Corrupted Soldier (I)
  • Corrupted Soldier (II)

Ch. 4 : Node 37

  • Corrupted Soldier (I)
  • Seer Assassin (I)
  • Tenebris Clayhorn (I)

Ch. 4 : Node 38

  • Tenebris Strider (I)
  • Dusk Stalker (I)
  • Dusk Stalker (II)
  • Tenebris Clayhorn (I)
  • Tenebris Colossus (III)

Ch. 4 : Node 39

  • Flesh Eating Fish (I)
  • Volkrok (I)
  • Flesh Eating Fish (I)
  • Volkrok (III)

Ch. 4 : Node 40

  • Tenebris Clayhorn (I)
  • Tenebris Guard (I)
  • Dusk Stalker (II)
  • Tenebris Colossus (I)
  • Tenebris Strider (III)

Ch. 4 : Node 42

  • Tumani Raider (I)
  • Corrupted Lobster (I)
  • Flesh Eating Fish (II)
  • Volkrok (I)

Ch. 4 : Node 44

  • Tenebris Strider (I)
  • Tenebris Colossus (I)
  • Tenebris Clayhorn (I)

Ch. 4 : Node 46

  • Corrupted Soldier (I)
  • Corrupted Soldier (I)
  • Dusk Stalker (II)
  • Tenebris Colossus (I)
  • Tenebris Clayhorn (III)

Ch. 4 : Node 47

  • Flesh Eating Fish (I)
  • Volkrok (I)
  • Flesh Eating Fish (I)
  • Volkrok (III)

Ch. 4 : Node 50

  • Tumani Raider (I)
  • Volkrok (I)
  • Tumani Raider (I)
  • Tumani Raider (II)

Ch. 4 : Node 52

  • Seer Assassin (I)
  • Tenebris Strider (I)
  • Corrupted Soldier (II)
  • Tenebris Clayhorn (I)
  • Tenebris Drakondor (III)

Ch. 4 : Node 53

  • Tenebris Strider (I)
  • Tenebris Clayhorn (I)
  • Tenebris Colossus (II)
  • Tenebris Strider (I)
  • Dusk Stalker (III)

Ch. 4 : Node 57

  • Tenebris Strider (I)
  • Seer Assassin (I)
  • Tenebris Guard (I)
  • Tenebris Guard (II)

Ch. 4 : Node 58

  • Seer Assassin (I)
  • Corrupted Soldier (I)
  • Dusk Stalker (II)
  • Tenebris Strider (I)
  • Tenebris Colossus (III)

Ch. 4 : Node 61

  • Tenebris Strider (I)
  • Tenebris Clayhorn (I)
  • Corrupted Soldier (I)

Ch. 4 : Node 62

  • Dusk Stalker (I)
  • Corrupted Soldier (I)
  • Dusk Stalker (II)
  • Tenebris Clayhorn (I)
  • Tenebris Guard (III)

Ch. 4 : Node 63

  • Tumani Raider (I)
  • Corrupted Soldier (I)
  • Tenebris Strider (I)
  • Corrupted Soldier (III)

Ch. 4 : Node 64

  • Corrupted Soldier (I)
  • Tenebris Clayhorn (I)
  • Tenebris Colossus (I)

Ch. 4 : Node 65

  • Flesh Eating Fish (I)
  • Volkrok (I)
  • Flesh Eating Fish (I)
  • Volkrok (III)

Ch. 4 : Node 66

  • Flesh Eating Fish (I)
  • Volkrok (I)
  • Flesh Eating Fish (I)
  • Volkrok (III)

Ch. 4 : Node 67

  • Tenebris Strider (I)
  • Corrupted Soldier (I)
  • Dusk Stalker (II)
  • Tenebris Colossus (I)
  • Tenebris Strider (I)

Ch. 4 : Node 68

  • Corrupted Soldier (I)
  • Corrupted Soldier (I)
  • Seer Assassin (III)
  • Dusk Stalker (I)
  • Seer Assassin (III)

Ch. 4 : Node 72

  • Tenebris Strider (I)
  • Tenebris Colossus (I)
  • Seer Assassin (I)

Ch. 4 : Node 73

  • Tenebris Strider (I)
  • Seer Assassin (I)
  • Tenebris Clayhorn (I)
  • Tenebris Clayhorn (II)

Ch. 4 : Node 76

  • Tenebris Strider (I)
  • Tenebris Clayhorn (I)
  • Corrupted Soldier (I)

Ch. 4 : Node 77

  • Corrupted Soldier (I)
  • Tenebris Drakondor (I)
  • Tenebris Clayhorn (I)

Ch. 4 : Node 80

  • Volkrok (I)
  • Tenebris Drakondor (I)
  • Flesh Eating Fish (I)
  • Corrupted Lobster (II)
  • Volkrok (III)

Ch. 4 : Node 82

  • Tumani Raider (I)
  • Tumani Raider (I)
  • Tumani Raider (I)
  • Tumani Raider (II)

Ch. 4 : Node 83

  • Tenebris Strider (I)
  • Tenebris Clayhorn (I)
  • Corrupted Soldier (I)

Ch. 4 : Node 84

  • Dusk Stalker (I)
  • Corrupted Soldier (I)
  • Tenebris Strider (I)
  • Corrupted Soldier (II)

Ch. 4 : Node 85

  • Corrupted Soldier (I)
  • Tenebris Strider (I)
  • Dusk Stalker (III)
  • Tenebris Clayhorn (I)
  • Tenebris Clayhorn (II)

Ch. 4 : Node 87

  • Tumani Raider (I)
  • Tumani Raider (I)
  • Tumani Raider (II)
  • Corrupted Soldier (I)
  • Corrupted Soldier (II)

Ch. 4 : Node 89

  • Flesh Eating Fish (I)
  • Flesh Eating Fish (I)
  • Flesh Eating Fish (II)
  • Volkrok (I)

Ch. 4 : Node 90

  • Tenebris Colossus (I)
  • Corrupted Soldier (I)
  • Dusk Stalker (II)
  • Tenebris Guard (I)
  • Tenebris Guard (II)

Ch. 4 : Node 91

  • Dusk Stalker (I)
  • Tenebris Guard (I)
  • Tenebris Clayhorn (III)
  • Tenebris Guard (I)
  • Corrupted Soldier (II)

Ch. 4 : Node 92

  • Tenebris Strider (I)
  • Corrupted Soldier (I)
  • Dusk Stalker (I)
  • Dusk Stalker (II)

Ch. 4 : Node 93

  • Dusk Stalker (I)
  • Tenebris Guard (I)
  • Tenebris Guard (II)
  • Corrupted Soldier (I)
  • Tumani Raider (II)

Ch. 4 : Node 97

  • Tenebris Strider (I)
  • Corrupted Soldier (I)
  • Dusk Stalker (III)
  • Corrupted Soldier (I)
  • Tenebris Guard (III)

Ch. 4 : Node 99

  • Dusk Stalker (I)
  • Corrupted Soldier (I)
  • Corrupted Soldier (I)
  • Dusk Stalker (II)

Ch. 4 : Node 103

  • Corrupted Soldier (I)
  • Corrupted Soldier (I)
  • Dusk Stalker (III)
  • Tenebris Clayhorn (I)
  • Tenebris Clayhorn (II)

Ch. 4 : Node 104

  • Tenebris Strider (I)
  • Tenebris Guard (I)
  • Corrupted Soldier (I)

Ch. 4 : Node 105

  • Corrupted Soldier (I)
  • Corrupted Soldier (I)
  • Corrupted Soldier (I)

Ch. 4 : Node 108

  • Tenebris Drakondor (I)
  • Corrupted Soldier (I)
  • Tenebris Guard (II)
  • Dusk Stalker (I)
  • Tenebris Strider (II)

Ch. 4 : Ice Fields

  • Dusk Stalker (I)
  • Dusk Stalker (I)
  • Waste Prowler (II)
  • Dusk Stalker (I)

Ch. 4 : Mount Nebesa

  • Tenebris Hunter (I)
  • Tenebris Colossus (I)
  • Dusk Stalker (II)
  • Tenebris Colossus (I)
  • Dusk Stalker (III)
  • Dusk Stalker (IV)

Ch. 4 : Reka Glacier

  • Tenebris Colossus (I)
  • Dusk Stalker (I)
  • Tenebris Colossus (II)
  • Dusk Stalker (I)
  • Waste Prowler (II)

Ch. 4 : Room of Columns

  • Stone Guardian (I)
  • Waste Prowler (I)
  • Stone Guardian (I)
  • Waste Prowler (II)

Ch. 4 : Skryvat Temple

  • Waste Prowler (I)
  • Dusk Stalker (I)
  • Dusk Stalker (II)
  • Dusk Stalker (I)
  • Waste Prowler (II)

Ch. 4 : The Broken Lands

  • Dusk Stalker (I)
  • Dusk Stalker (I)
  • Dusk Stalker (II)
  • Dusk Stalker (I)
  • Dusk Stalker (II)
  • Glacial Worm (III)

Ch. 4 : Uchitel Span

  • Dusk Stalker (I)
  • Dusk Stalker (I)
  • Dusk Stalker (II)
  • Tumani Hunter (I)
  • Tumani Mender (III)

Ch. 4 : Urok Span

  • Tumani Hunter (I)
  • Dusk Stalker (I)
  • Waste Prowler (III)
  • Tumani Hunter (I)
  • Tumani Mender (III)

Ch. 4 : Vniz Path

  • Dusk Stalker (I)
  • Dusk Stalker (I)
  • Dusk Stalker (II)
  • Tenebris Colossus (I)
  • Dusk Stalker (II)

Ch. 4 : Abandoned Quarters

  • Tenebris Colossus (I)
  • Tenebris Hunter (I)
  • Cave Stalker (II)
  • Tenebris Hunter (I)
  • Cave Stalker (III)

Ch. 4 : Frozen Lake

  • Cave Stalker (I)
  • Cave Stalker (I)
  • Glacial Worm (I)

Ch. 4 : Glacial Worm Bones

  • Tenebris Colossus (I)
  • Cave Stalker (I)
  • Cave Stalker (I)

Ch. 4 : Hall of Ice

  • Cave Stalker (I)
  • Tenebris Colossus (I)
  • Cave Stalker (I)

Ch. 4 : Old Armory

  • Tenebris Hunter (I)
  • Tenebris Hunter (I)
  • Cave Stalker (II)
  • Tenebris Hunter (I)
  • Cave Stalker (III)

Ch. 4 : Ossuary

  • Cave Stalker (I)
  • Cave Stalker (I)
  • Tenebris Colossus (II)
  • Tenebris Hunter (I)
  • Cave Stalker (II)

Settings

Completed Quests

Show or hide complted quests in the campaign tracker quests list.

On-page Back & Forward Buttons

Note: You can use these in addition to your built-in browser navigation.