Area 28
Alkmar
Alkmar is area 28 of 51 in Continent of Legend. It requires level 159 • 1 reset, has 3 monster types and the boss Gnome (plus 4 more bosses that take turns).
Lore
Alkmar is the heart of the elemental kingdom, the land that opens up past Ubaid's border. Here the elements do not mingle by chance: each has its own quarter, tower and temple, in a crystal city built around a great well of pure mana. For a long time, Alkmar was one of the few places where mana still ran clean, far from Kundun's gaze.
That ended when Hellraiser broke through the border. The elemental guardians, already touched by rotten mana, came home carrying the corruption with them, and Alkmar's well went dark. The fairies who tended the gardens became Devil Fairies, the elemental beasts that pulled the carts became Elemental Beasts, and the knights of the crystal city, the Elemental Knights, began defending the very enemy.
As in Ubaid, every creature in Alkmar fights with magic from afar, but here they are at home and know every corner. The same five lords command the city: Gnome with Brutal Strike, Hellraiser with Colossal Impact, Salamander with Predatory Combo, Sylphid with Piercing Shot and Undine with Arcane Blast. It is said that if the well ever shines again, the guardians will remember who they once were.
Monsters in Alkmar
The horde of Alkmar comes in waves: the first ones on the list show up in the early stages and the last ones near the boss. The numbers are the reference values, without Reset; with each Reset the monsters get stronger.
Bosses of Alkmar

Gnome
Melee • HP 25,618 • Damage 361 • Defense 151
Special attack: Brutal Strike, every 4 attacks (158% of damage).
Loot focus: Balanced (Advanced).

Hellraiser
Tank • HP 31,229 • Damage 404 • Defense 209
Special attack: Colossal Impact, every 4 attacks (173% of damage).
Loot focus: Armor (Advanced).

Salamander
Agile • HP 20,494 • Damage 397 • Defense 109
Special attack: Predatory Combo, every 3 attacks (141% of damage, ignores 5% of defense).
Loot focus: Weapons / Boots (Advanced).

Sylphid
Ranged • HP 23,422 • Damage 404 • Defense 133
Special attack: Piercing Shot, every 4 attacks (153% of damage, ignores 25% of defense).
Loot focus: Weapons / Boots (Advanced).

Undine
Magic • HP 24,398 • Damage 426 • Defense 139
Special attack: Arcane Burst, every 4 attacks (158% of damage, ignores 15% of defense).
Loot focus: Accessories / Weapons (Advanced).
Best drops in Alkmar by class
Monsters drop items up to Legendary; the boss, up to Ancient, and sometimes the next family. Legendary and Ancient items can be for any class.
Warrior
| Piece | Monsters | Boss (sometimes) |
|---|---|---|
| Weapon | Cyclone Sword | Daybreak |
| Helm | Darkangel Knight Helm | Holyangel Knight Helm |
| Armor | Darkangel Knight Armor | Holyangel Knight Armor |
| Boots | Darkangel Knight Boots | Holyangel Knight Boots |
| Pendant | Necklace of Agony | Jasper Necklace |
| Ring | Ring of Magic | Protection Ring |
Mage
| Piece | Monsters | Boss (sometimes) |
|---|---|---|
| Weapon | Darkangel Staff | Divine Staff of Archangel |
| Helm | Soul Wizard Helm | Blue Eye Wizard Helm |
| Armor | Soul Wizard Armor | Blue Eye Wizard Armor |
| Boots | Soul Wizard Boots | Blue Eye Wizard Boots |
| Pendant | Necklace of Agony | Jasper Necklace |
| Ring | Ring of Magic | Protection Ring |
Archer
| Piece | Monsters | Boss (sometimes) |
|---|---|---|
| Weapon | Aileen Bow | Divine Crossbow of Archangel |
| Helm | Holyangel Elf Helm | Soul Elf Helm |
| Armor | Holyangel Elf Armor | Soul Elf Armor |
| Boots | Holyangel Elf Boots | Soul Elf Boots |
| Pendant | Necklace of Agony | Jasper Necklace |
| Ring | Ring of Magic | Protection Ring |
Magic Gladiator
| Piece | Monsters | Boss (sometimes) |
|---|---|---|
| Weapon | Blue Eye Magic Sword | Silver Heart Magic Sword |
| Helm | Awakening Soul Magic Helm | Blue Eye Magic Helm |
| Armor | Awakening Soul Magic Armor | Blue Eye Magic Armor |
| Boots | Awakening Soul Magic Boots | Blue Eye Magic Boots |
| Pendant | Necklace of Agony | Jasper Necklace |
| Ring | Ring of Magic | Protection Ring |
Dark Lord
| Piece | Monsters | Boss (sometimes) |
|---|---|---|
| Weapon | Holyangel Scepter | Soul Scepter |
| Helm | Holyangel Lord Helm | Soul Lord Helm |
| Armor | Holyangel Lord Armor | Soul Lord Armor |
| Boots | Holyangel Lord Boots | Soul Lord Boots |
| Pendant | Necklace of Agony | Jasper Necklace |
| Ring | Ring of Magic | Protection Ring |
Summoner
| Piece | Monsters | Boss (sometimes) |
|---|---|---|
| Weapon | Holyangel Glaive | Soul Glaive |
| Helm | Blue Eye Summoner Helm | Silver Heart Summoner Helm |
| Armor | Blue Eye Summoner Armor | Silver Heart Summoner Armor |
| Boots | Blue Eye Summoner Boots | Silver Heart Summoner Boots |
| Pendant | Necklace of Agony | Jasper Necklace |
| Ring | Ring of Magic | Protection Ring |
Drop chances in Alkmar
The chance of each drop per defeated enemy, the same as the in-game Codex (tap the monster and see DROPS). These are the Normal mode chances, without events.
| Drop | Horde monster | Boss |
|---|---|---|
| Equipment | 14% | 100% |
| Blacksmith Scroll | 0.5% (1 in 200) | 2% |
| Jewel of Bless (PT) | 0.3% (1 in 338) | 2.3% |
| Jewel of Soul (PT) | 0.2% (1 in 507) | 1.5% |
| Jewel of Chaos (PT) | 0.0013% (1 in 76,000) | 0.021% (1 in 4,800) |
| Taming Seal (PT) | 0.2% (1 in 507) | 0.15% (1 in 667) |
| Ascension Core | — | 1.5% |
| Loch's Feather (PT) | — | 0.27% (1 in 369) |
Equipment rarity
When a piece of equipment drops, this is the chance of each rarity:
| Rarity | Horde monster | Boss |
|---|---|---|
| Common | 78% | — |
| Uncommon | 19% | 87% |
| Rare | 3.3% | 12% |
| Epic | 0.2% (1 in 503) | 0.3% (1 in 333) |
| Legendary | 0.001% (1 in 100,000) | 0.008% (1 in 12,000) |
| Ancient | — | 0.001% (1 in 100,000) |
On Hard and Hardcore
| Drop | Hard: horde | Hard: boss | Hardcore: horde | Hardcore: boss |
|---|---|---|---|---|
| Equipment | 14% | 100% | 14% | 100% |
| Blacksmith Scroll | 0.5% (1 in 200) | 2% | 0.5% (1 in 200) | 2% |
| Jewel of Bless (PT) | 0.32% (1 in 313) | 2.5% | 0.3% (1 in 337) | 2.3% |
| Jewel of Soul (PT) | 0.21% (1 in 469) | 1.6% | 0.2% (1 in 506) | 1.5% |
| Jewel of Chaos (PT) | 0.0014% (1 in 70,000) | 0.023% (1 in 4,400) | 0.0013% (1 in 76,000) | 0.021% (1 in 4,700) |
| Taming Seal (PT) | 0.21% (1 in 469) | 0.15% (1 in 667) | 0.2% (1 in 506) | 0.15% (1 in 667) |
| Ascension Core | — | 1.5% | — | 1.5% |
| Loch's Feather (PT) | — | 0.27% (1 in 369) | — | 0.27% (1 in 369) |
| Rarity | Hard: horde | Hard: boss | Hardcore: horde | Hardcore: boss |
|---|---|---|---|---|
| Common | 78% | — | 78% | — |
| Uncommon | 19% | 87% | 19% | 87% |
| Rare | 3.3% | 12% | 3.3% | 12% |
| Epic | 0.3% (1 in 335) | 0.45% (1 in 222) | 0.5% (1 in 201) | 0.75% (1 in 133) |
| Legendary | 0.0015% (1 in 67,000) | 0.012% (1 in 8,300) | 0.0025% (1 in 40,000) | 0.02% (1 in 5,000) |
| Ancient | — | 0.0015% (1 in 67,000) | — | 0.0025% (1 in 40,000) |
On Hard items drop as Nightmare (+40% to flat attributes and +30% to % bonuses); on Hardcore they also drop as Nightmare, and once in a while, very rarely, a Godlike (+80%) comes, delivered by letter.
Special enemies pay more: the Elite drops an item 38% of the time, the Champion 70% and the Ancient Monster 100%; Champion and Ancient Monster raise the item's rarity by 1 level. The jewel chance is 2× on the Elite, 4× on the Champion and 8× on the Ancient Monster. Each Reset also raises the jewel chance a little. See Special enemies (PT).
Alkmar on Hard and Hardcore
| Mode | Requirement | Items that drop |
|---|---|---|
| Normal | Level 159 • 1 Reset | Normal |
| Hard | Level 159 • 57 Resets | Nightmare (+40% to flat attributes and +30% to % bonuses) |
| Hardcore | Level 159 • 492 Resets | Nightmare; Godlike (+80%) very rare, by letter |
On Hard and Hardcore the monsters have their own strength and the boss has more life. Each boss you defeat opens the next map of the mode and grants a Mark (+0.3% against monsters).
Frequently asked questions
How do stages work?
Each map has 10 stages (the little bars on the area card). You advance by defeating the horde.
On stage 10 the map boss shows up by itself. Beat it with ADVANCE on and you move to the next map.
What are the Hard and Hardcore modes?
On the Map (🗺️ WORLD button) there are 3 cards at the top: NORMAL, HARD and HARDCORE. Tap a locked card to see what you still need to open it.
- HARD: opens at 10 resets. The same 51 maps, stronger, and every item that drops is Nightmare: the same item as in Normal with 30% more base stats (×1.3). If you die, you go back one map (from Hard 1, to Normal).
- HARDCORE: opens when you beat the Hard 51 boss (Hardcore 1 asks for 300 resets). Items drop as Nightmare and, very rarely, a Godlike comes: 70% more base stats (×1.7), delivered by letter. If you die, you go back one map.
- Each boss beaten in a mode opens the next map and gives a Mark (+0.3% against monsters).
- At the BLACKSMITH, Migrate tab, an item's whole + moves to the same Nightmare or Godlike item.
What is "After the boss"?
It's in BATTLE ORDERS, on the BATTLE screen, and decides what happens when the boss falls:
- ADVANCE: go to the next area (the default and recommended).
- REPEAT: redo the same area's route, good for farming.
I can't beat the boss. Now what?
- Spend all unused points (SEE DETAILS › ATTRIBUTES).
- Wear your best INVENTORY items and repair broken ones at the BLACKSMITH.
- Upgrade your skills (SEE DETAILS › SKILLS › UPGRADE).
- Refine your equipment at the BLACKSMITH.
- Lock an earlier stage and hunt for a while to level up.
Wiki
Play free



