Kaldar is the island every new hero wakes up on. It’s a horseshoe around a mountain massif: you can only travel around the ring, and the walls between its sections open as you work through the tutorial. You can leave the island from level 8, once you’ve defeated the savages’ chief.

On the interactive island map every zone has a list of its monsters and characters.
The route, in order
You play the island clockwise — from the wreck in the south-west to the pier in the south.
| Zone | Where | Monsters | Level |
|---|---|---|---|
| The wreck | south-west, start | Island Goblins | 1 |
| Survivors’ camp | north of the wreck | goblins around it | 1 |
| The palm grove | west | Ragged Castaways, Shore Looters | 2–3 |
| The looters’ cove | north-west | Shore Looters, Gaff Looters | 3–4 |
| The order’s outpost | north | Drowned Sailors, Sailors of the Dawn | 5–6 |
| The rock ridge | north | Sailors of the Dawn, the Drowned Boatswain | 6–7 |
| The lighthouse of the Seal | north-east cape | the Drowned Boatswain | 7 |
| The savages’ village | east | Island Savages, Savage Hunters, Savage Shamans, Chief Grum | 7–8 |
| The drowned shore | south-east | savages | 7 |
| The pier | south | savages; the boat to the mainland | 7 |
Four barriers stand between the sections: the dune wall falls after your first kill, the landslide when you put on armour, the pass opens after you hit something from range, and the village palisade after you talk to the lighthouse keeper.
The five survivors
- Dorn Hald, the boatswain, in the camp. Explains what to do and gives you your first weapon.
- Mireya, the healer, in the camp. Bread, potions, a staff for mages and druids — and after her quest, strong potions in her shop.
- Gunnar, the smith, in the camp. Your first armour, torches, throwing knives. His forge opens once you bring back the stolen chest.
- Einar, the lighthouse keeper, on the north-east cape. Opens the way to the savages’ village and gives the fire quest.
- Ketil, the boatman, at the pier. Takes you to Riverhollow once you’re level 8 and carry the chief’s key.
Three caves and their hoards
The caves aren’t connected to each other; at the end of each lies a hoard that every character takes once. The detailed layout is on the cave map.
- The looters’ stash — entrance in the west, by the hollow. Cave Looters and the Stash Guard, levels 3–4.
- The ossuary of the order’s garrison — entrance in the north, near the outpost. Ossuary Dead and the Bone Warden, level 5. The moss for Mireya grows here.
- Grum’s larder — entrance in the east, under the savages’ village. Den Savages and shamans, levels 7–8.
Secret places
- The thieves’ hollow above the looters’ stash — a camp in the rock in the west. A lookout guards the track; inside are thieves, the Fence of Kaldar and Crooked Hald (level 6). He drops the survivors’ chest for Gunnar’s quest.
- The bowl at the heart of the mountain — a ring of stones and a fire that hasn’t gone out in a hundred years. The Order’s stair up to it is buried under rocks, and the rockfall disappears when Einar gives you “The Fire of Kaldar”. Inside are Ash Savages and the Firekeeper (level 8).
The island’s quests
| Quest | Given by | What to do | Reward |
|---|---|---|---|
| What the Thieves Took | Gunnar | Bring back the survivors’ chest from the thieves’ hollow | 220 experience, a Short Sword, the forge opens |
| What Grows on Bone | Mireya | Gather moss and the surgeon’s mortar in the ossuary | 260 experience, strong potions — and they appear in her shop |
| The Fire of Kaldar | Einar | Bring a coal from the bowl in the mountain | 500 experience, a Ring of Protection, a letter to Riverhollow |
All three are optional, but together they give almost a thousand experience and the island’s best items. And Einar’s letter is the start of the story quest on the mainland.
How to leave the island
You need two things: level 8 and a victory over Chief Grum in the savages’ village (level 8, 665 health). Go to Ketil at the pier — he’ll tell you what awaits on the mainland and ask whether you’re ready to sail. You can’t come back to Kaldar afterwards, so collect the cave hoards and finish your quests first.
Read next
- Guide How to level up fast in Ancient Warriors Where to hunt at every level, which quests pay the most experience, why the training camp matters and how to avoid losing exp on death — from the island to level 60.
- Classes Knight or mage: which class to pick as a beginner Comparing the four vocations in Ancient Warriors — knight, mage, ranger and druid: health and mana, weapons, key spells and play style. Which class suits you.
- Overview Ancient Warriors review: a free RPG in the spirit of classic MMORPGs What is Ancient Warriors: Order of the Seal? A single-player RPG with classic MMO mechanics: the world, vocations, combat, gear, platforms and how it differs.