Chronos: Before the Ashes

Chronos: Before the Ashes

59 ratings
Chronos Full Game Walkthrough
By Jaspurr
This is a no frills, low spoilers, 100% guide to the third person action/adventure game Chronos: Before the Ashes on Steam and on the Oculus Rift (VR).
Please do not re-upload this guide without my permission! I would prefer it stays on the Steam Community Guides.
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Gameplay Basics
Difficulty

There are multiple difficulty modes. Choose the one that you think is right for your preferred playstyle.
  • Casual: More focused on enjoying the story, lore, and adventuring. Combat is still fun, but less lethal. No grind. 8 - 12 hours estimated game length.
  • Adventure: The game as intended with quite challenging combat. Some grinding might be needed. 10-16 hours estimated game length.
  • Heroic: Why does everything kill you in 1 hit? A challenge for only the bravest and masochistic. 12+ hours estimated game length (all depending on your skill level)

How the game works

You are chosen by your people to go be a hero in this alternate world. Every time you see a large glowing crystal, you can use them to save, teleport to other Stones, and as respawn points. You will have to solve puzzles and defeat many difficult enemies. When you die, you age by one year and respawn at the last Stone you encountered.

Stats

There are four stats to choose from: Strength, Agility, Arcane, and Vitality.

  • Strength: Affects your blocking power with shields, defense, and your attack power with Strength-based weapons
  • Agility: Affects your dodge speed, defense, attacking speed, and your attack power with Agility-based weapons
  • Arcane: Affects the potency of your magic power
  • Vitality: Affects your maximum health and defense

All stats start at 9. For each level gained, you get 2 stat points that can be spent upgrading your stats. It is recommended to focus most or all of your stat points into either Strength or Agility (depending on whether you prefer blocking or dodging) until that stat gets to at least 30. At that point, you might want to start investing in vitality or arcane too.

As you age (from multiple deaths), the cost of increasing strength and agility will become higher and the cost of increasing arcane will lower. If your primary stat (STR or AGI) is becoming too costly, it may be beneficial to improve arcane instead.

From the Start, STR, AGI, and VIT cost 1 and ARC costs 2
At age 40, STR and AGI will cost 2
At age 45, VIT wlil cost 2 and ARC will cost 1

Guide Formatting

///Optional content is marked with slashes
Key Items are bolded and underlined
(shortcuts to previous areas are underlined and in parentheses)

Also I originally made this guide using the VR version of the game, so some of the rights and lefts might be swapped
Part 1: The Krell
---Stone 1---

Go through the cave
up the elevator, follow the only path to another elevator
past the stone and computer
another elevator, and into the alarm room
Pick up the small key
go through the open door
use key on computer
Disable alarm
back down the elevator back to the stone/computer
Initialize DATLA
Inspect stone

---Stone 2---

Walk through the doorway, follow left path, kill enemies
Collect Dragon Heart 1
up stairs, through door, read scroll, back outside
follow path to the right, down stairs, open door, kill enemies
inside, open door to the fire room.
climb stairs, open latched door (shortcut)
follow the previous path to the ladder, climb ladder
pull lever, fire turns off
continue through where fire was to the outside again all the way to a large closed gate, kill enemies, inside to the right
open door, get box, continue, open door to blacksmith, continue underground
kill skeleton centipede thing, continue, climb ladder
climb down next ladder
Turn crank to open gate (shortcut)
continue through opening to the left, continue to large door

---Stone 3---

continue to tree, open next door
continue to the left past [locked door 1]
pull lever to take lift
Part 2: The Cyclops
---Stone 4---

go left, kill armored krell
continue to giant,
Turn crank quickly until gate latches open
run under gate and try not to die
continue, down stairs, kill mage krell, north past [locked door 2]
In mid level of grassy room go right, kill armored krell,
Get Dragon heart 2
down stairs
Get metal shaft
continue, open latched door, continue to closed gate room
Get metal handle, combine with metal shaft and open gate
through gate, through mirror, open latched door (shortcut to stone 4)
continue left, at fork, go north, here is [locked door 3], continue
take the metal spout in the fountain room
In the library, kill enemies, read scroll, and notice key in bookcase
Past the skull door room, backtrack to the mirror room, backtrack to grassy room, and head north on lowest floor
Use spout to start water flow
back to gate, at mirror, head left this time, down to skelepede, continue to floating bridges, go through the open path and fight more skelepedes
Take Krell Hammer (Weapon)
back to the bridges
take Cyclops Gem
back to the skull room near library,
Use gem
continue past giant, kill large armored Krell
Take engraved block and box
backtrack, don't get squished, back to mirror pedestal,
Use the engraved block to create the following rune pattern





go through mirror, kill wind-ups, climb down ribbon
Take wind-up key continue
Push key, backtrack to mirror, go through, backtrack to library,
Take Master key
backtrack to [locked door 3] into bedroom
Take engraved block and Silver locket backtrack to mirror pedestal

////Optional (1) Doing this will give you an achievement (Mirror, Mirror) and will weaken one of the later bosses
////Create the following rune pattern





////Kill dual axe enemy (this can be very difficult in early game)
////Explore Ward 16, read computer notes
////Terminate the connection. This will weaken one of the bosses that you have to fight later, so don't terminate them if you want the full boss battle experience

////Optional (2) Technically mandatory, but you can delay fighting this boss until later if you want
////Backtrack to Stone 4 and the mirror
////Select the following rune pattern:





////go through mirror to fight the giant, talk to tree, reappear near stone 3

////Optional (3) The sun stone isn't super useful, but it provides an achievement (Light our Darkest Hour)
////Backtrack to the Stone 4 and proceed past the giant again
////Open [locked door 2]
/////Take sun stone backtrack to grassy room, drop down, back to gate, back through mirror to stone 4

Backtrack to a stone and teleport to stone 3, pass tree,
Open [locked door 1] continue
Kill spear Krell
Take Krell Shield

////Optional (4) You just need to know the characteristics of the statue, for which a picture is included below
////go right, and right again to hallway with spear krell, open door, continue outside to enemies and large armored krell
////At the two statues, notice the type of horns, mask, and shoulder armor the left statue has

backtrack to the shield room
continue to the left path, get box, down ladder, kill hammer krell
Select correct position to get decorative sword











Backtrack to statues
Place decorative sword; down steps to skelepede, drop down, continue to the boss fight
GOOD LUCK
Take golem's eye climb ladder, climb ladder, open latched door (shortcut)
left to the cathedral area, kill enemies,
Take painting piece back one room
backtrack to hallway southeast of shield room, east to boiling pot room, kill enemies
Take bag of corn continue to spear krell,
Turn unlit torch, Take Krell Axe (Weapon),
NOTE: If you chose the Iron axe at the beginning of the game, the Krell Axe is identical and there's no point in swapping your Iron Axe for it unless you just want to.
go back into the meat room (watch out for ambush here)
open door in meat room to outside, down steps
Complete painting, watch out for the enemy that jumps out, continue through painting

---Stone 5---

////Optional (5) This weapon isn't that good, but it gives you an achievement (Ball and Chain)
////Use the stone to backtrack to the blacksmith,
////Get Morning Star (Weapon) continue again to stone 5
Part 3: The Pan
---Stone 5---

continue to pan, continue to hut, get box, continue down ladder, left to bridge, down two ladders,
continue to next bridge, into large hut to fight green pan, continue over bridge to next large hut,
down two ladders, kill bearded axe pan, continue over bridge, another bridge, more enemies, another large hut,
continue to second bearded axe pan (or run past it), continue to Stone 6

---Stone 6---

continue to the right into crypt, past latched door and closed door, walk through wavy wall
Take Lightning Stone backtrack a bit, open door,
look through window, continue past locked door into large room with statue up above, continue
get box, go up stairs,
Push Statue, down stairs, kill enemies, back to locked door, kill mage pan,
Take embalming tool down ladder, left,
Take rope go right
Take Pan spear back up the ladder, backtrack to the statue crashing room, back up to where the statue was
Combine tool and rope and use the combination to climb down, continue over bridges, down stairs, kill mage pan,
continue up steps and through to Dragon Heart 3, go up ladder
unlatch door, get box,
Take heavy container and open it to get a Labyrinth Rune go through open door, get box, up stairs,
Talk to flute pan. Answers: Fire, Cat, Neither (If you get the riddles wrong, you have to fight) Get the Pan Flute
continue north, drop down, back to stone 6, continue to the left
continue past throwing pan,
Use flute on statue. continue through gate
go right, continue to watery cave, kill livepedes, continue into cave,
Take access keycard read journal, backtrack to flute gate, go left this time
Continue down the ramp to the right, continue to temple entrance with two large statues,
Left to get box, right to kill large goldswords Pan, continue inside
Part 4: The Palace
---Stone 7---

go right and follow the hallway to a throne room with two spear pans, then fight the queen pan
Get Scepter
Use scepter on the gold circle on the floor** then continue through
continue past dual-spear pan in statue,
Activate scepter to get the Scepter Gem and Scepter Rod
Use gem on the bell shaped gate
continue past bell gate into ruins, kill mage pan and large goldswords Pan,
kill mage and spear pan, read book,
walk from moon to moon in progressive phases. If you fall, climb back up the ladder
crescent > half > 3/4 > full > 3/4 > half > crescent > new > door
second room: full > 3/4 > half > crescent > red
read book, open door, open latched door (shortcut), kill mage pan on stairs, go down many stairs,
cross bridge, kill mage pan and dual spear pan, past latched door, fall through,
past latched door, through opening to wavy wall,
Pull lever, go back through the protected door, kill the two pan, continue
In the room with a mage pan, throwing pan, and a statue pan, the statue will follow you. Don't let it get you. The elevator here is a (shortcut) but it doesn't have much use. Recommend to ignore the elevator.
Continue to the left and through the passage, through the wavy wall
Use the scepter rod as a lever. Kill the large goldswords pan,
backtrack to go through the protected door, open second door,
Take Pan buckler
continue through the room with three statue pan and a mage pan,
fight the large goldswords pan and the normal pan while staying away from the statue pan
Open latched door (shortcut), climb vine, continue into cave,
At the fork, go to the crystal area, kill enemies,
Take blue gem back to fork, go to the stone area,
down stairs, open latched door (shortcut), continue past purple light room through wavy wall
Use blue gem in the blank space
Rotate gems once
Use crank to raise gems so the colored lights line up.
Open sarcophagus and take purple gem
Use purple gem in purple light continue through painting back to the bell-shaped gate
Use purple gem on bell gate
Continue to the Many-Faced one, GOOD LUCK
If you didn't do Optional (2), then go fight the giant now.
Talk to tree, back at Stone 3 a door has opened

////Optional (6) If you didn't do Optional (1), now's your chance to get to Ward 16 with the access keycard
////Backtrack to stone 1
////Continue past alarm/computer room, open door
////Use the access keycard to open Ward 16. kill dual axe root enemy. Notice the pattern above the mirror, read computer notes
Part 5: The Labyrinth
---Stone 3---

go through newly opened door, open door by crow statues, continue outside
At the fork, go left and through the door,
Use the bag of corn and take Bird Gem, backtrack to fork, go right,
Take shadow stone, backtrack to crow statues
Use gem continue through large door and up stairs, go left
Take the Krell sword
NOTE: If you chose the Iron sword at the beginning of the game, the Krell sword is identical and there's no point in swapping your Iron sword for it.
back to the right,
Fight the large shield Krell, open door, get box, continue through bedroom, talk to door
Give locket, backtrack to hallway, open left door,
Read book and take sheet music backtrack to hallway, continue and open right door to second large shield krell
continue down hallway, go right at the end, get box, go back and left,
Use wind-up key on the broken machine soldier, continue and up ladder,
Take Labyrinthine Scythe (Weapon)
backtrack to hallway, open door, fight large shield krell, open door, open second door,
Take Dragon Heart 4 backtrack one room
Use sheet music on the organ
Play the music in order from left to right on the music, looking at the shapes on the pipes. If you are doing it correctly, the symbols on the music will light up
continue, You will have to fight another axe root here, like the one in ward 16
continue, open door, down stairs, go left, open latched door (shortcut) continue down earlier stairs to the labyrinth door

---Stone 8---

In the twilight realm, continue along the path that appears as you approach it until you get to the first teleporter. use it after killing the twilight pawns
There is a locked door to the right here. After defeating the enemies (including the new twilight drummer), you can stand on the white raised part of the floor to open the door (these act like the previous latched doors) for a (shortcut)
There is another locked door that needs another labyrinth rune. For now, continue to the next teleporter.
Fight the magic swordsman and other enemies. continue
continue to a large round area. step inside, and you have to fight four tall swordsmen. one, then one more, then two at the same time.
Take the heavy container It contains the second labyrinth rune. Combine it with the first and continue through the next teleporter.
continue to another (shortcut) door that you can stand in front of to unlock.
Go back to the lit door that we passed earlier
Use the combined labyrinth runes to open the door and continue through the teleporter

---Stone 9---

continue to a tile puzzle. This symbolizes the path starting immediately in front of you. Past the chasm, you should see three different colored areas.
Connect the tiles from the start to yellow as shown









take the path in front of you until you reach the yellow area, fighting the enemies along the way
continue past the enemies and past the yellow teleporter
Take the Tile Piece then go back through the yellow teleporter back to the tile puzzle
Connect the tiles to complete the path to blue
It's possible to complete the path from yellow to blue, then take the teleporter back to yellow and go that way. Either way works, but going from yellow to blue is fairly impractical.







continue on the path until you get to the blue area
you'll have to fight two tall swordsmen and a drummer here. Try to take out the drummer and any pawns first before the tall enemies catch up to you.
Take the heavy container This has labyrinth piece 3. Take the blue teleporter back to the tile puzzle.
To create the red path, you'll have to use every piece except for the blue/purple piece. That piece and the empty space will be in the top-right and bottom-left positions.

Once you get it, continue on the long path past the enemies until you get to the red area.
Use the combined labyrinth runes 1, 2, and 3 to open the door
Kill the Guardian of the Labyrinth. GOOD LUCK
Talk to the tree again back near stone 3
When you're ready, drop down near the tree's roots
Part 6: The Dragon
---Stone 10---

Go into the first room, where there are three other doors. The one to the far left is a dead end for now.
The middle room leads to a new enemy: the tree archer, and past that is a locked door and a room with a computer terminal. Read up, then
Take the Plain box next to the computer terminal Inside it is a rectangular lens.
Backtrack to the other door that we haven't been through yet (far right), to see a tree chopper with a large sword
Continue to the next room
Place the lens on the tripod. View the characters below






In the next room, defeat the enemies and line up the pillars in the same order as the previously seen symbols to open the path. Continue
Fight more enemies until you reach a fork with a shiny thing at the end of one of the rooms
Take the Empty Gas Tank Watch out for the two archers in this room
Go back to the hallway and continue until you get to a room with a large cylinder marked FUEL
Fill up the fuel tank. Open the latched door (shortcut) and head back to the room with the three doors.
Head through the far left door
Use the fuel tank. Head into the elevator to get to Ward 17
Continue until you reach the fork.
To open a shortcut, head to the right and follow the path, open a large door and continue until you get to another large door
Open the latched door (shortcut) to get back to the giant glowing stone from the very beginning.
Backtrack down to the fork and go up this time. Continue until you reach the room at the end. Heal up before interacting with anything. GOOD LUCK
Enemy Strategies
Part 1: The Krell

---Krell (Dagger)--- Fast but easy to overtake

---Krell (Fireworks)--- Try to stay behind cover until you can get close enough to attack

---Krell (Sword and Shield)--- It will block if you try to attack first. Dodge or block the overhead swings and counterattack


Part 2: The Cyclops

---Armored Krell (Club and Shield)--- Dodge or parry its attacks, then try to counterattack. It helps if you can get behind them, but its not necessary. The club attacks are easier to counterattack, and the shield bashes cannot be parried easily.

---Krell Sorcerer (Fire Staff)--- Keep your distance and dodge the fireballs they throw. Once you get close, they will either attack you with their staff (dodge or block), or they will charge up some fire magic. When they charge the fire magic, back away from them to avoid the blast.

---Skelipede---

---Krell (Hammer)---

---Wind-up Krell (Sword)--- These are the mini-Krell found in the bookcase after shrinking.

-----Giant Krell Guardian (Club)----- Dodge or Parry when it slams its club from above. Get a couple hits in, then back off. If you do not back off, it will kick you. The kick is harder to dodge/parry, so try to keep your distance when you aren't attacking. The other club attacks can usually be easily dodged or parried too. Make sure to level up and allocate your stat points because even if you can dodge/parry, this boss has a lot of health so you will need to have a high attack or be able to last a long time.

---Krell Stiltwalker (Spear and Shield)---

---Krell Titan (Axe, Fist, Headbutt)---

-----Stone Golem----- General Tips: Try to get behind the golem for more time between receiving attacks. If you need to heal, you can retreat to the side of the room farthest from the ladder. The golem will usually stay by the ladder. Phase 1 (HP>50%): The golem will take swipes at you with his large arm. Usually it will swipe twice, sometimes only once. You can dodge both swipes or parry either swipe. Try to get a few hits in between swipes. It will also occasionally use the smaller arm to pound the ground. Keep your distance when this happens. Phase 2 (HP<50%): The golem will use its smaller arm as a club held by the larger arm. Dodge left or right for the overhead blows. For the side swipes, try to dodge towards the armed side just in case there's a second swipe.


Part 3.1: The Pan Forest

---Red Pan (Dual Wrenches)--- This enemy (and all the pan) is very agile. It can either attack with both blades at once, or it can attack with each blade consecutively. It will hop backwards to avoid being attacked. Otherwise, it has no shield or way to parry so you can usually attack many times, easily.

---Green Pan (Dual Blades)--- This enemy has a spin move, where it attacks with one blade and spins to attack with the second blade. It can also do a thrust with both swords. After the thrust, it swings both swords outward, so if you are dodging, you will want to dodge outwards from the thrust, then inward to dodge the second swing. It can also string multiple attacks together, which can be a dangerous combo.

---Large Red Bearded Pan (Axe)--- This enemy is very strong and has a long reach. Due to the long reach and slow wind-ups, it is much easier to parry than to try and dodge. After creating an opening, attack only 1-2 times before backing away. If you do not back away, it will hit you with its free hand, which is a difficult move to block or dodge. There are only two of this enemy and if they are too difficult to fight, you can try to run past them until you get to the next save stone.


Part 3.2: The Pan Crypt

---Black Pan (Double-ended throwing blades)--- This enemy throws both of its knives at you, one at a time, then it restocks and repeats. This enemy can be very dangerous in large groups. Otherwise, it should be easy to avoid its attacks.

---Pan Enchanter (Staff and Embalming Tool)--- This pan will use its staff to enchant its embalming tool. From a medium distance away, it will lunge at you with the embalming tool. This can be dangerous because it closes the distance very quickly, so you need to be ready to respond quickly too. When you are far away, it will shoot lightning from its staff.

---Pan Flautist (Flute, Sword)--- Very similar to the green pan, except this enemy has more health, deals much more damage, and can defend himself with his sword. Try to dodge or block, then you'll only be able to attack once or twice before he recovers and starts attacking you again.

---Centipede--- Very similar to the skelipedes you fought earlier, except these are slightly faster and more mobility. A few well timed dodges/parries and they should go down fairly quickly.

---Large Red Pan (Large Dual Blades)--- This pan has very strong attacks and a lot of HP. Try to dodge in the direction that his attacks come from.


Part 4: The Palace

---Green Pan (Spear)--- Moves: single strike from right to left. Dodge to the right to avoid. Triple spin strike from left to right (three times) followed by an overhead strike. Dodge to the left four times to avoid. Counter: It will sometimes block your attacks and follow up with a left to right strike. Dodge to the left once to avoid. Forward Thrust. Dodge to either side to avoid.

---Pan Queen (Scepter)--- Moves: large jump followed by smashing the scepter on the ground. Small jump with a kick. Swings her scepter from left to right. Side kick where she uses the scepter as a support. All four moves can be easily dodged. Phase 2 (HP<50%) She charges her scepter above her head and unleashes a lightning blast around her at short range. Back away to avoid it. She charges her scepter in front of her and shoots lightning at long range directly from the scepter. Dodge left/right to avoid. Scepter strike from right to left. Dodge right to avoid.

---Statue Pan--- They chase you when you don't have the camera pointed at them. Try not to get caught.

---White Pan (Dual Spears)--- Moves: two left jabs followed by a right jab. Double spin with both spears (similar to green pan dual blade spin). Keep your distance and try to get behind it.

---The One of Many / Pan Guardian--- Moves: spin the lower two swords. Back away to avoid. Stabs all four swords into the ground. Back away to avoid. Every quarter of its health bar, it will hunch over and appear vulnerable, but it won't take as much damage. After hunching, the four swords will be charged with lightning energy and it will attack repeatedly while chasing you (similar to wind-up Krell). Run away to avoid this. Overhead slash with all four swords. Dodge left or right to avoid. Phase 2 (low HP) it will also do a slow repeated attack. This is most dangerous part of the fight, so try to keep your distance and run away if you see it winding up for this.
Enemy Strategies (continued)
Part 5.1: The Labyrinth (Krell)

---Red Krell (Dual Picks)--- They run at you swinging both picks. Dodge until they calm down so you can take them out.

---Krell (Flamethrower)--- Stay behind cover until you're ready to close in as fast as possible. Get behind them and take them out before they have a chance to fire up their flamethrower.

---Krell Titan (Sword and Shield)--- Very tough and resilient enemy. Try to get behind it or stagger it using heavy attacks. There are only three of this enemy, and you can lure them into side rooms if you don't want to fight them. Lure them away and then run towards the exit and hope they don't follow.


Part 5.2 The Labyrinth (Twilight Realm)

---Twilight Pawn--- They have very basic attacks. At this point, you should be able to take them out easily enough with 3-4 attacks in a row.

---Twilight Drummer--- Their first move will usually be to hit their drums and summon a twilight pawn to fight for them. Try to line up the enemies so that you can hit the pawns and drummers at the same time. If you get too close to them while a twilight pawn is still alive, they will attack you while swinging overhead.

---Magic Swordsman--- They teleport to you and then attack. A good strategy is to wait until they teleport to you, dodge/block the first attack, then just attack repeatedly until they die. If you use the scythe, you can attack as many times as needed until they die.

---Tall Swordsman--- Dodging doesn't work too well with these, so I usually parry with the buckler and hit them 2-3 times before they can recover. Repeat.

---Guardian of the Labyrinth--- Dodge out of the way when it rolls toward you. Try to stay around the sides or back to avoid its fist slams. When it swipes its fists from side to side, try to time dodges so you can attack between swipes. When it burrows underground, run away. It will pop out of the ground to attack you. After it re-emerges, be ready for it to roll towards you again.


Part 4: The Dragon

---White-robed Root (Dual Axes)--- Attacks with double swings of its axes. This enemy shouldn't be very difficult by the time you get to them.

---Red-robed Root (Bow)--- This root fires arrows from a distance. Once you get close, they go down pretty easily, but they can be dangerous in groups. They have less health than the other roots, so try to take these out first.

---Root Warrior (Greatsword)--- Despite having a very large sword, most of this root's attacks are with its free hand or kicks. The greatsword has a large swing so it can be easily dodged or parried.

---The Dragon--- Make sure to heal before interacting with the dreamer. Once you are in combat, your dragon hearts will hurt you instead of healing you. Try to avoid standing in front of it, or it will hit you with its fangs, fire, or claws. Try to dodge the claws and circle behind it to get some attacks in. Every quarter of its health bar, it will fly away. The moment after it flies away will be the only time during the fight when you can use the dragon hearts to heal. When it flies away, try to keep an eye on where it is in the sky so you can avoid the fire breath and its landing. When it rears on its hind legs, retreat 2-3 dodges away to avoid the ground slam and fiery blast. If you are too close when it rears up, then try to roll over behind its tail.
Weapons and Items
Weapons
  • Iron Sword / Krell Sword: 45 base damage; 1.5 agility affinity; +5 base per level
  • Iron Axe / Krell Axe: 62 base; 1.6 strength affinity; +6 base per level
  • Krell Hammer: 90 base; 1.3 strength affinity; +8 base per level
  • Morning Star: 70 base; 1.2 strength affinity; +10 base per level
  • Pan Spear: 75 base; 0.6 agility affinity; +8 base per level
  • Labyrinthine Scythe: 30 base; 1.8 agility affinity; +3 base per level

Shields
  • Wooden Shield: 200 Block; Medium Parry
  • Krell Kite Shield: 300 Block; Low Parry
  • Pan Buckler: 100 Block; High Parry

Arcane Stones
  • Fire Stone: Temporarily increases speed and damage
  • Sun Stone: Creates a temporary shield that prevents small amounts of damage
  • Lightning Stone: Temporarily stuns foes
  • Shadow Stone: Drains life force of foes based on damage dealt while active

Consumables
  • Dragon Heart: A consumable item that restores health. Refills after death/respawn
  • Dragon Shard: Can be used to upgrade weapons at low levels
  • Rare Dragon Shard: Can be used to upgrade weapons at higher levels
  • Dragon Oil: Can be combined with a Dragon Shard to create a Rare Dragon Shard

Adventure Items
  • Small Key
  • Metal Shaft
  • Metal Handle
  • Crank Handle
  • Metal Spout
  • Cyclops Gem
  • Stone Block 1
  • Toy Soldier Windup
  • Master Key
  • Silver Locket
  • Stone Block 2
  • Decorative Blade
  • Bag of Corn
  • Golem Eye
  • Ripped Painting Piece
  • Pan Embalming Hook
  • Pan Rope
  • Labyrinth Box
  • Labyrinth Rune 1
  • Pan Flute
  • Key Card
  • Pan Queen's Scepter
  • Crowning Piece
  • Wooden Shaft
  • Faceted Sapphire Gem
  • Purple Scepter Crown
  • Crow Ruby
  • Krell Sheet Music
  • Labyrinth Rune 2
  • Tile Piece
  • Labyrinth Rune 3
  • Metal Locked Box
  • Ruby Colored Lens
  • Fuel Can
Age Traits
20:
  • Brute Stength (increases weapon damage)
  • Youthful Vigor (increases amount of health gained)
  • Hard Earned Wisdom (increases exp gained)

30:
  • Blockade (increases parry window)
  • Untouchable (increases evade window)
  • Insight (increases arcane skill)

40:
  • Stone Bulwark (allows you to absorb more damage when you block)
  • Stalwart Defense (increases overall defense)
  • Destructive Talent (increases weapon damage)

50:
  • Stone Master (faster dragon stone buildup)
  • Shard Collector (increased chance of shard drops from enemies)
  • War Traveler (increased vitality)

60:
  • Mage's Fury (increases arcane damage)
  • Mage's Defiance (increases arcane defense)
  • Muscle Memory (increases agility)

70:
  • Arcane Endurance (dragon stone effects last longer)
  • Arcane Artistry (upgrade weapon level cap to 6)
  • Grizzled Might (increases strength)

80:
Immortality (you don't age anymore when you die)