Ashen Empires: a beginner's route

Valinor, level 1 to 10

Valinor is the island every character starts on. Three rules shape everything you do there:

So the aim is not to get out fast. It is to leave at level 9 or 10 with the totem, the bags, the gear that is still good on the mainland, and your orbs where you want them.

One trap: the wiki says quests stop paying experience once you are level 10 ("you have learned all you can on Valinor"). Hand quests in as you go, do not save them up.

Trainers: pick your weapon, take more if you like

In the hall around Sage Haritod stand fourteen trainers. Each gives you a starting weapon and a quest in seven steps: gain 500, 700, 900, 1,100, 1,500, 3,000 and 5,000 experience in that skill, returning after each for a reward. Since 2024 you can run several of these at once.

You are Take Why
Warrior Large Blades, or Polearms The Sword of the Island Guard (7-18) is the best one-handed reward; the Island Guard Lance (7-20) hits hardest
Archer Bows Island Archers Bow (5-15, fast), and 100 free arrows at every step
Mage Body first, then the other three schools Body is the heal. Each school gives 8 runes, a sash (+2 to the school) and an amulet (+3). Having all four at 15 is what the Silvest mage quests ask for later
Anyone Farming Its last step gives a Storage Crate (24 slots). It is the only trade whose reward we know to be worth it

Two warnings. A skill that reaches 15 before the last step cannot finish its training, so do not pour experience into a skill you are still being trained in. And never spend experience pool on a skill your character has no level in at all: on our runs the server ended the session each time.

The magic trainers are down the stone stairs at 763,118; the weapon trainers on the right side of the hall, the trade trainers on the left.

The order

Coordinates are for the island's map. Creature levels are from the game's data.

Level 1 to 2: in town, no risk

Quest Who and where What Reward
Welcome To Ashen EmpiresAE Guides · WikiDuke Randolf on the beach, then Lord Trembley, Sage Haritod (758,100), a trainer, the Captain of the Guard at the south gateTalk your way through; later kill 25 bats or snakesLarge Knapsack (16 slots), Boots of the Island Guard (+1 Dex +2 Con), a Sextant, level 2
25 pictures of Welcome To Ashen Empires
Curtis's SecretAE Guides · WikiCurtis Leabu, near the portal gate (787,96)Buy an Empty Milk Bottle from the provisioner (734,115), fill it at a cow outside the west gate, give it to him, click the Strange Rock at 787,90Old Worn Pack (8 slots)
8 pictures of Curtis's Secret
Creatures of DransikAE Guides · WikiKnight Bastrop, in the room below the Mage Shop (780,124)Kill a creature, then use the scalpel on a live one of the same kindOpens the Identification skill
3 pictures of Creatures of Dransik
Our Little Spider ProblemAE Guides · WikiSerina Wilcut, below the Alchemist shop (782,122)10 Dredge Spiders (level 1) in the cellar100 gold
3 pictures of Our Little Spider Problem

Level 2 to 3: just outside the walls

All of these are level 1 and 2 creatures and can be done in one round with the 25 bats or snakes of the welcome quest.

Quest Who What Reward
Strange FascinationAE Guides · WikiMary Locksley, near the spawn gate (773,145)10 Bat EarsBat Ear Necklace (+1 Dex)
5 pictures of Strange Fascination
Davey's RattleAE Guides · WikiDavey Logan, south-west of town (746,144)Snakes until the rattle dropsSpider Silk Leggings (+1 Int +25 health)
5 pictures of Davey's Rattle
The NecklaceAE Guides · WikiDouglas Logan, in the cellar, south-west room10 Triddle ShellsTriddle Shell Armor (+1 Con, armor 12)
5 pictures of The Necklace
The Alchemist's ApprenticeAE Guides · WikiAlchemist Baki (781,115)2 Blue Topaz from TriddlesA healing potion; repeatable
4 pictures of The Alchemist's Apprentice

Level 3 to 4: the first walks

Quest Who What Reward
Kumba's PendantAE Guides · WikiKumba Northern, below the centre of town (758,136)Spiders (level 3) until it dropsA cloak (armor 3)
5 pictures of Kumba's Pendant
Fresh MeatWikiRoger Duncan, Duncan's Cottage west of town (647,180)10 Venison from Deer (level 3; they run, a ranged weapon helps)A stamina potion; repeatable
1 pictures of Fresh Meat
The RingAE Guides · WikiThe Shady Looking Man at a campfire north of the east road (about 826,126)The evidence locker at the east gate (886,137), a receipt from Sarah Bent (782,120), the locker againSee below
6 pictures of The Ring
Hell Hath No FuryAE Guides · WikiA Young Maid, by the south-east corner of the outer wall (795,157)Give her Sarah's Promise Ring1,050 experience pool
4 pictures of Hell Hath No Fury
War, first partAE Guides · WikiThe Captain of the Guard, after the welcome questReport to Guard Calaway at the southern guard post, fetch Sergeant Dawson's report at the South Bridge
18 pictures of War

The Ring ends two ways. Give the ring to Sarah Bent, not back to the Shady Looking Man: she pays more, and her Promise Ring is what the Young Maid's quest needs.

Level 4 to 7: the goblins south-west

Cross the South Bridge to Lanore. The goblins there are level 3 to 5.

Take Proof before you start on War's goblins: the same kills count for both. During the raid, switch Target Protection on (T). Hitting an Island Guard by accident gets you killed.

Level 7 to 9: the gate, and the goblin camp

Quest Who What Reward
War, the undeadAE Guides · WikiThe Eastern Gate Lieutenant (886,137)25 undead. Small Skeletons (level 5) stand just inside the gate; take them one at a timeOpens the east
18 pictures of War
A Goblin ProblemAE Guides · WikiTimothy Jager, south-west of town (733,136)Click three Shipment Crates: 678,280 at the bridge, 621,357 in Lanore, 562,317 behind itSupply Runner's Belt, 50 gold
7 pictures of A Goblin Problem

A Goblin Problem needs no kills, but the third crate lies through the goblin camp. Our level 8 warrior did not get through; our level 10 mage did. Leave it until 9 or 10.

Level 9 to 10: Frump and the east

On paper the creatures east of the gate are level 7 and 8. In practice they killed both of our characters: the Skeletal Apprentices cast hard, the Fire Ants come in groups, the swamp is crowded. Go at 9 or 10, pull one at a time, carry healing potions.

Quest Who What Reward Worth it
Frump the CookAE Guides · WikiImeral Lagost, inside the Lanore sewers (entrance at the west of the ruins, 608,358)Kill Frump (level 7, but half of most damage bounces off him)Frump's Amulet (+1 to all four attributes, +5 health)Yes
8 pictures of Frump the Cook
Cloaks to Die ForAE Guides · WikiLorlee Eclain, Eclain's Caravan (about 1082,467). Needs 50 undead killed10 Zombie Skins from Rancid Zombies (level 7)Zombie Skin Cloak (+1 to all four, wearable at 5)Yes
4 pictures of Cloaks to Die For
Strange RequestAE Guides · WikiA Strange Looking Man by a bridge south-east of the undead15 Strange Dust from Marsh Lights (level 8)Marsh Soaked Boots (+2 Dex +2 Con, wearable at 4)Yes
5 pictures of Strange Request
Ancient MagicAE Guides · WikiThe Crazy Hermit, hut at 963,125. Needs 6 levels of magic in total10 Skeletal Skulls from Skeletal Apprentices (level 8)A rune of your choice; repeatableMages
7 pictures of Ancient Magic
VerattiAE Guides · WikiVeratti, in the pub of the southern outpost10 Ant Legs from Fire Ants (level 8)A potionSkip
4 pictures of Veratti
War, the endAE Guides · WikiThe LieutenantBoneSnarl (level 10, 300 health) in a dungeon of undead at 874,310Experience onlyWith help, or skip
18 pictures of War

Frump the Cook was never offered to either of our characters and we do not know why. If Imeral Lagost has nothing for you, the Cooking trainer's last step also sends you to kill Frump.

Before you step through the portal

Then speak to the Island Steward by the portal in the north-east of town (777,102), name your town, answer yes, and walk through.

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