Salamander

Special Ability
Salamander has a special healing ability which allows it to heal the entire party at the start of every turn before phoenix feathers are used. The heal scales with Salamanders fire element and has a hard cap at 15% health restored with 1500 fire element. After performing its special heal each turn it will continue its normal Supporter behavior for the duration of the turn.


 * If Salamander is at V4 (final) and is either not evolved or is evolved into something that is NOT a Supporter, then the AoE heal ability is only ½ as strong.


 * If the Salamander is at V3, then the ability is ¼ as strong.


 * If the Salamander is at V2, it is ⅛ as strong.


 * This ability will not be active at V0 or V1.

= The Quest for Salamander =

Each level grants an average of 13,999 growth for a grand total of 55,996 growth gained through upgrades. That means, at V4, Salamander will will be at around 22,663 positive growth if his base forms are not trained. This also means you will need to grow Salamander in your growth camp to a minimum of -441 growth before upgrading Salamander past its first form in order to achieve 55,555 growth for its evo. This is especially helpful if you do not possess a GC high enough to reach the 55,555 growth normally. The following table will show each minimum growth value.

Campaign Bonus Each Form

1st Step

V0 - This shivering lizard is missing some of its tail, and has gone ashen from the cold. Salamander needs a new tail in order to regain his strength.



Unlocking the Salamander: To unlock Salamander you need to have your blacksmiths craft 30 Glowing Embers. These can be found near the bottom of their forge options on any element. After you have the 30 embers you just need to click unlock. This DOES consume the 30 Glowing Embers.

2nd Step

V1 - With its new chain-link tail Salamander is feeling stronger, but the shivers haven’t gone away completely. This cold-blooded amphibian will need a thicker skin in order to keep warm.



Upgrading the Salamander: For the first upgrade you will need to have an Alchemist craft a Prosthetic Tail and give this to Salamander.

Prosthetic Tail Recipe

Igneous Bones Recipe

Pliable Magma Recipe

Total Cost

3rd Step

V2 - The shivering has stopped and Salamander is now feeling healthier, and has gone back to his natural colors. It now desires a soul to become more than a mere lizard.



Upgrading the Salamander: For the second upgrade you will need to have an Alchemist craft a Salamander Skin, and give this to Salamander.

Salamander Skin Recipe

Living Flame Recipe

Total Cost

4th Step

V3 - Salamander is more than a lizard, but has not yet attained mastery of the primal elements. Give it a Salamander Soul to allow it to become a true embodiment of the flame.



Upgrading the Salamander: For the third upgrade you will need to have an Alchemist craft a Salamander Soul and give this to Salamander.

Salamander Soul Recipe

Total Cost

Final Step

V4 - Salamander has transcended mere lizardry and now dwells among the inferno. Its thick skin radiates heat, lending its warmth to creatures near it, which nurtures and restores their health like a hearth on a cold evening.



Upgrading the Salamander: For the fourth and final upgrade you will need to have an Alchemist craft, and give, a Magic Soul of Salamander.

Magic Soul of Salamander Recipe

Total Cost

Total Cost

Here are the total amount of base mats needed for every step, not including the items needed for Evo or the 30 Glowing Embers that are consumed in unlocking Salamander. Depending on how strong your blacksmiths are, and just how many you decide to use crafting the Glowing Embers, the total time will mostly range from 1-2 months. For example, if your blacksmith can craft 1 Glowing Ember in 10min then to create all the Glowing Embers will take just under 27.5 days using just 1 blacksmith. This is not including the time needed for your alchemists to create the special parts, but it should be roughly the same as you can craft both the special parts and Glowing Embers at the same time.

Here are the combined amount of forgables needed for the evo: