Yes, Flameborn. As you explore, your waypoints must be established. Your claim to Embervale must be cemented. By the Flame.
The next of Enshrouded’s Ancient Spires you’re tasked with taking sits far to the north in the Revelwood. This ancient forest is considerably more dangerous than any other area you’ve faced up to this point. It’s recommended that you take this challenge up when you’re level 13 and have brought the Flame Level up to 3. Theoretically, you can come here sooner, but the Enshrouded areas between the Farmer’s Vault and the Spire are deadly otherwise.
From the Farmer’s Vault, head north. You’ll hit the ruins of Willow Crush on your way. Stick to the eastern side of the ruins, and keep an eye out for loose resources. Once you reach the edge of a chasm with filled with the Shroud, hang a left and make your way towards to the ruined bridge. Head north, falling back periodically to deal with Wolves and Scavengers.
Once you’re over the bridge, and have cleared the towers at the far end, follow the road north-northeast. As you do, you’ll come across Wild Boars, a mean-as-hell enemy who will stun you if they get a combo in. On the upside, they drop Raw Game, a new material which (after cooking) creates Grilled Game, bumping your Constitution by 3 points for 10 minutes and providing a bigger hit point bonus than Grilled Wolf Meat.
You’ll come across two new sites in short order.The first is the Carpentry Camp, which has a buried treasure chest associated with the side quest Oswald Anders’ Chest. Dig it up with a Pickaxe, loot the contents, then continue on. The second is the ruins of Diadwyn, a little ways north of the Carpentry Camp. You can explore here, picking up loose resources and the occasional chest, but it’s full of Wild Boars, so if you’re underleveled and squishy, stick to elevated positions and ranged attacks. To reach the Spire, you’ll need to move east of the Carpentry Camp and hook around the cliff, heading north. If you drop down too far east, right at the border of the large Enshrouded area, you’ve gone too far, and it’s going to be a pain to get back up.
Once you reach the Spire, take a moment to check the patios around the ground floor. You’ll probably find loose resources such as Copper Bars (useful for later building and gear), Hardwood (more building material, also available to harvest by chopping down the vine-covered trees around the Revelwood Spire), or a Prayer of The Flame Scroll, a Legendary consumable which bumps your magic damage by 20% and gives you an extra minute in the Shroud for 30 minutes (definitely stash that for later). It’s time to get climbing.
First Floor
You will see a number of double doors around you. One set has a pair of lock indicators. You’ll be going through those last. The west set of doors leads to a short corridor with a pair of lightning bolt projectors. Hop over and turn right at the end of the corridor. There’s a pair of rolling fireballs heading down another corridor. Time the fireballs, head down the corridor, and turn left. The first lock switch will be there. Hit the button and make your way back. This will not turn off the traps, so be careful on your way back!
Head back to the teleport pad, go to the easternmost set of doors, open them up, then head inside and turn left. There’s a corridor with rolling fireballs, two coming towards the end you’re at and one heading to the far end. You’re going to need to time your run, heading over towards the right to get out on to a balcony. From the balcony, head northwest, avoiding the rolling fireballs, then turn left. Another lock switch is available to press. This will unlock and open both the doors just north of the teleport pad and he double locked door. Head through the now-unlocked door, turn right, and head to the outbound teleport pad.
Second Floor
Open the doors in front of you, and observe the doors at the far end of the room with an impressive four lock indicators. Also, observe the numerous spike traps. They’ll be complicating matters. From the safe spot right past the entry doors, turn to the northwest. You’ll see a shooting lock switch. A good bow shot or staff shot will flip it. Head southwest and you’ll find a second shooting lock switch, along with a couple balconies to inspect and loot.
From the second switch, head east, then turn left to see a climbing wall. Heading west from the top of the climbing wall, you’ll come across a silver chest. If you jump over the gap heading south, then turn right, you’ll see a second silver chest. This one requires some Grappling Hook swings to get to, so if your Rested buff is depleted, craft a Campfire, get at least the 10 minute buff, then drink Water and swing across.
From the platform where the first silver chest is sitting, turn left and you’ll see another shooting lock switch. This one will probably require a bow, due to the angle. Hit it, cross back over to the platform where the climbing wall ends, then drop straight down. If you look northeast, you’ll see a brazier in a corner. Jump over the spike traps, turn left, and you’ll see a Grappling Hook point. Zip right up, and you’ll find the last shooting lock switch. Hit it, check the balcony to the left for loose materials, then drop back down and jump back southwest over the traps to reach the next teleport pad.
Third Floor
You’ll arrive at a double door with a pair of lock indicators. On either side of the teleport pad, above the lava pits, you’ll find the two shooting lock switches you need. You’ll also see lightning bolts shooting over a catwalk you’ll be crossing in a little bit. Hit the switches, then go through the now-unlocked doors. The path around the right-hand side will lead to a common chest, though you’ll need to jump over spike traps along the way. Another set of double doors leads to stairs which come up to the second level, another two-lock door, and a pair of shooting locks to the north and south. The doors will open to reveal the teleport pad out. Jump over the lightning bolts and use the pad.
Top Floor
Commune with the spire and unlock the fast travel point. It’ll reveal new waypoints, including a new Elixir Well, new Flame Sanctums, and complete the side quest Reclaim The Wilderness.
You’re now in a position to start fulfilling the remaining requests of your artisans, getting the equipment they need in order to produce improved armor and better refined materials. It’s not going to be easy, but if you can get what they need, they can make you a stronger Flameborn. And, of course, GameLuster’s Enshrouded guides will be there to help along the way!