War of the Ancestors
Forsaken World War of the Ancestors — late-game questline. Ancient progenitor war lore, heroic confrontations, ancient battlefield exploration. Level 70+. Drops ancestor gear, Storm Legion artifacts, unique mount. Connects to Eternal Abyss.
Overview
War of the Ancestors is a Forsaken World late-game questline covering ancient war between progenitor races — heroic confrontations, ancient battlefield exploration, and lore-rich revelations about Eyrda's pre-history. Connects directly to Eternal Abyss arc.
This article covers details, mechanics, and tips.
Introduction
War of the Ancestors is a dungeon available to players level 60 and above. You can attempt it up to 3 times on Fridays from 12:00 to 23:00. The highest reward is given for the first attempt. Participation requires a team of 3 or more players.

Upon entering, players find themselves in a hall with NPCs who transform your character into a special avatar. Regular skills cannot be used on the battlefield, except racial ones, but the power of the ancestors allows you to use two new skills, which vary depending on the chosen Transformation type. If it's your first time, only 2 Transformation types are available. The higher the valor level, the more transformations you can choose from.
NPCs for Transformation:
| Ancestral Valor | NPC | Skills |
|---|---|---|
| Level 1 | [Warrior] | Ancestral Power |
| Deals 100,000 damage to the target. | ||
| [Alchemist] | Ancestral Power | |
| Deals 100,000 damage to the target. | ||
| Level 2 | [Herald] | Ancestral Power |
| Deals 150,000 damage to the target. | ||
| Level 3 | [Dark Mage] | Ancestral Power |
| Deals 100,000 damage to the target. | ||
| Level 4 | [Guardian] | Ancestral Power |
| Deals 100,000 damage to the target. | ||
| Level 5 | [Shaman] | Ancestral Power |
| Deals 100,000 damage to the target. | ||
| Level 6 | [Mad Warrior] | Ancestral Power |
| Deals 100,000 damage to the target. | ||
| Level 7 | [Senior Shaman] | Ancestral Power |
| Deals 120,000 damage to the target. | ||
| Level 8 | [Master Sapper] | Ururu! |
| Deals 100,000 damage to the target. | ||
| Level 9 | [Ice Mage] | Ururu! |
| Deals 100,000 damage to the target. |
During the dungeon, you can speak to the NPC Silag in the center of the hall to change your character's specification. This means you can switch an alchemist to a warrior or a shaman to a guardian, etc., at any time.
Dungeon
The instance consists of 30 waves of enemies. Bosses appear on the 5th, 10th, 15th, 20th, 25th, and 30th waves. You must protect a crystal hidden by thirty seals; if the number of seals reaches zero, the dungeon ends, and the mission fails. An hourglass icon shows the time until the next wave.
The map shows a central point and six outer points corresponding to cardinal directions. The central point is your team's starting and support point. Outer points are potential enemy spawn zones. In each wave, mobs attempt to breach from a green portal to a blue portal, with arrows on the floor indicating their path. Each enemy that passes reduces the seal protection by one point, and a boss reduces it by 15 points. There are 30 seal protection points in total.

Up to the fifth wave, mobs attack from one side, but from the fifth level, they attack from two sides. Mobs can move through the center or along the map's edge. Bosses move randomly but always through the center, taking the longest path.
Strategy
We outline the main types of portal attacks. Below is a map-scheme of observed attack patterns. Option one is shown with a solid black arrow, the simplest attack, with mobs moving south to north in one direction. 
During breaks between attacks, when the hourglass appears, monitor potential enemy spawn points. As soon as blue gates appear, move to them and start defending; every second counts. Given the dungeon's limited availability (three times on Fridays), failure is costly.
For maximum efficiency, plan your approach: all newcomers should start as [Alchemist], discussed beforehand. Killing the boss on the 10th wave before reaching the third valor level is feasible only with a ranged team. Initially, divide the team into two groups, each with a leader, to quickly respond to dual enemy waves. Each group should have someone capable of assisting the other group if needed. Voice chat is highly beneficial.
Several strategies exist for the 25th boss. One suits teams with a valor level no higher than 5. Team composition: 3 Guardians (4 valor), 1 Shaman (5 valor), 1 Dark Mage (3 valor), 1 Alchemist (1 valor). Another: 2 Guardians, 1 Dark Mage, 1 Senior Shaman (7 valor), 1 Shaman, 1 Alchemist (or another Shaman). This boss moves faster, and [Guardian] only slows it, not stuns it, so players must be skilled with this avatar.
Challenge Mode

To obtain a Tranquility Talisman, complete main quests.
Quests for the 5th and 10th bosses are automatically completed if you pass the challenge mode (15th boss).
Rewards
- Each completed level grants 10 Ancestral Valor points and one Ancient War Certificate. Elite bosses grant 10 additional valor points.
- Killing bosses on the 5th and 10th waves grants 10 Spirit Leaves.
- Killing bosses on the 15th and 20th waves grants 20 Spirit Leaves.
- 3 Ancient War Certificates can be exchanged for a chest with a random reward at Agron Landi in Blood Skull (Quest: Weekly Blessing). The chest contains numis ranging from 10 gold to 10 diamonds, rage and tranquility tokens for Talisman upgrades (20 to 200 pieces), rare items for equipment evaluation (Dragon Spirit (upper), Lightning Phantom (upper), Celestial Eye (upper), Magic Cutter (upper)). Exchanges can be made 5 times a week.
- Achievement for completing the 15th wave: Fearlessness
- Achievement for completing the 20th wave: Heroic Fearlessness
- Achievement for completing the 25th wave: Victorious Fearlessness
- Achievement for completing the 30th wave: Hopeful Fearlessness After defeating bosses on the 10th, 15th, 20th, and 25th waves, Agron Landi offers a quest to obtain a Medal, exchangeable for a Tranquility Talisman upgrade item. To receive a medal, the corresponding boss must be defeated, and the required number of Ancient War Certificates must be available. Quests appear sequentially, so after obtaining the 1st medal, the quest for the 2nd appears, and so on.
| Boss Level | Medal | Number of Certificates |
|---|---|---|
| 10 | Warrior Medal | 30 |
| 15 | Brave Medal | 50 |
| 20 | General Medal | 80 |
| 25 | Hero Medal | 150 |
| Gods Medal | 250 | |
| Legends Medal | 320 |
Each medal can be obtained only once per game, so be careful not to discard it. If lost, medals can be obtained for War God Points.
See Also
- Old Fortress (Monday)
- Carnival of Nightmares (Tuesday)
- Citadel of Night (Wednesday)
- Hossinger's Watch (Thursday)
- Nightmare Fair (Saturday)
- Sage's Refuge (Sunday)
FAQ
Q: Where does it start? A: Eldaram or Forsaken Lands ancient-monument NPCs. Level 70+ recommended.
Q: Combat-heavy? A: Yes — multiple boss-tier ancestor-spirit confrontations. Group recommended for some sub-stages.
Q: Rewards? A: Ancestor-themed gear pieces, Storm Legion artifact items, unique cosmetic mount, lore unlocks for Eternal Abyss arc.