Three Lords of Ravage campaigns lead to the Staff of Arkedon, but they do not support the same solution. Berold can take over a controlled battlefield, Zavris must preserve a disposable army around limited personal damage, and Azneya can enter beside her followers to create another action cycle. Treating the later campaigns as Berold repeats is the fastest way to lose a Lord.
This spoiler-heavy walkthrough follows the full Steam release through all three unlocks. It gives fixed story checkpoints and verified encounter rules, not a fixed map-node path: optional events, Relics, Edicts, recruits, and rewards can be randomized. It was audited on August 16, 2026 against the official release material and the readable launch walkthrough.
The campaigns unlock in one order
Berold is available first. Completing his story unlocks Zavris; completing Zavris unlocks Azneya. If a later Lord is absent from campaign selection, there is no side-node shortcut to find. Finish the preceding Lord’s final Emperor Stavross battle and return to the campaign menu.
- Berold: Elroy’s Promise, Pale Hold, Retribution, then Emperor Stavross.
- Zavris: Cardell and the Farag Brothers, Devahir Desert, Gate of Light, then Stavross.
- Azneya: Andronis and the Conflux route, the Pact pursuit, betrayal, then Stavross.
Every map should be read from the next named objective backward. Gather only the army, gold, Edicts, Relics, Leader health, and Citadel bonuses required to arrive ready. Travel itself raises Menace, so clearing every optional node can make the fixed story battle harder than the reward made your army stronger.
Berold: use Elroy to reach Resior
Elroy’s Promise and Warrior’s Pass
The prologue ends with Berold killing King Serill and becoming the Kingslayer; the full campaign continues with the Zenith Pact hunting him and only a small force remaining. Berold seeks Resior for information about the Staff of Arkedon. Elroy offers that information if Berold eliminates a Paladin.
Follow the main objective to Elroy’s spy. The spy is dead when Berold arrives, and the node becomes an ambush rather than the promised meeting. Win it to reveal that the Paladin is at Warrior’s Pass. The target is Bertele, a former colleague. His attempt to bargain does not remove the required fight in the verified route: defeat him and return his head to Elroy.
This is the first useful roster check. Arrive with enough followers to take the ambush and still field a proper opening group against Bertele. If Berold is already losing health here, the optional route was not productive enough; his health is needed later and cannot be treated like replaceable troop HP.
Pale Hold
Elroy points to Resior inside Pale Hold. On the next map, intercept the convoy traveling toward the citadel; the captured weapons and armor are the route’s preparation step. Then advance to the marked Pale Hold mission and fight Resior.
Resior is not the battle to spend Berold on in the documented launch route. Use the troops, keep the Lord out of avoidable damage, and preserve the reserve for the following chain. After the defeat, Resior reveals that Elroy already took the Staff and abandoned him in the Hold.
Retribution, Elmwood, and General Sageras
Return against Elroy’s hold and clear the Zenith Pact members protecting it. The next lead is Elmwood, where General Sageras is also heading. Elroy offers himself as a bargaining piece for passage, but the meeting with Sageras still becomes a battle. Prepare on the map before entering that objective; there is no supported peaceful skip after the route reaches him.
Sageras’s death confirms that the Staff has moved again, sending Berold deeper into the Conflux and toward the Capital. At this point, stop buying upgrades that cannot affect the active lineup. The campaign’s last resource test is Emperor Stavross, not another open-world loop.
Berold versus Emperor Stavross
Stavross is performing a ritual that will tear down the barrier between worlds. His apparent death is not the finish: the launch walkthrough records two resurrections, for three boss life cycles in total, with stone golems joining the fight.
Use followers and Edicts to clear the first two cycles while removing golems that would keep attacking after Berold enters. Bring Berold out for the final life cycle once the board is controlled. If a support or golem wave remains capable of focusing him, spend another follower action or control Edict first. The recommendation is “Berold closes,” not “Berold tanks every version.”
The third defeat completes Berold’s campaign, awards the campaign win state, and unlocks Zavris.
Zavris: follow the Storm Anchor, not the first victory screen
Zavris is trying to recover her husband and daughter under the direction of the Trifathers. She begins by using the Farag Brothers to take Cardell and pursue Inquisitor Ortega, who carries the Storm Anchor. Her personal damage is less sustainable than Berold’s: the verified launch route records a cooldown on her main attack and limited charges on another. Build the campaign around followers, Edicts, and repeatable Relic damage.
Cardell and Inquisitor Ortega
Collect gold and useful Edicts before the Cardell mission, then hire enough bodies to keep Zavris out of the opening exchange. The Farag Brothers open the gate from inside. Ortega has already retreated, so proceed to her next marked encounter and defeat her.
That victory does not produce the Storm Anchor. Zavris’s followers search and fail to find it, turning suspicion toward the Farag Brothers. Return to base when the story sends you there; Zavris sacrifices another follower to contact the Trifathers and learns that the artifact has moved to the Devahir Desert.
The Farag Brothers in Devahir Desert
The first desert fight is against the brothers’ soldiers. Continue to the next main node to face the brothers themselves. They restore health when they take damage in the documented encounter. Check the combat log before committing: if every small hit is feeding recovery, set up armor reduction, curses, or buffs first and deliver fewer meaningful damage instances instead of scattering low-output attacks.
After their defeat, spare them as the story route requires. They offer the path to the Gate of Light and act as a diversion. Killing time on distant optional nodes after this reveal only adds Menace before the campaign’s sharpest formation check.
Gate of Light and the three Aspects
Clear the strong Zenith Pact group at the Gate, then prepare for the Aspect of Sun, Aspect of Fire, and Aspect of Moon. Do not open by attacking Sun. The readable full-release walkthrough records Sun increasing every Aspect’s attack by 2% each time Sun takes damage. Early chip damage against Sun therefore strengthens the entire enemy side before you have removed an action.
Focus Fire or Moon first, choosing the target your current formation can actually kill. Use Edicts before the concentrated attacks, keep damage on one Aspect until it is removed, and turn to Sun after the other actions are under control. If the numbers in a later client differ, the target-order logic remains the same: leave the on-hit team buffer alone until its partners cannot exploit the stacks.
Zavris and every remaining follower may be required here. The safe trigger for summoning her is not a particular turn number; it is a board where the surviving Aspects cannot focus her through the protection and Edicts you still have.
Zavris versus Emperor Stavross
Claiming the Storm Anchor leads to Zavris’s ritual site, which Stavross is already using. Again, plan for three boss life cycles rather than one health bar. This is the final fight, so follower preservation has no value beyond the actions and death effects they can still produce. Spend the army, but keep Zavris protected until her entry can finish rather than merely reveal the next resurrection.
The third defeat completes the ritual story, ends Zavris’s campaign, and unlocks Azneya.
Azneya: keep Andronis useful until the betrayal
Azneya wants the Staff to return the Abyssal Forces home. Her route begins with an interrogation and an act of restraint that allows Zenith Pact forces to catch up. Fight the first pursuers; Andronis then creates a firewall that lets the demons escape. Zior challenges Azneya’s leadership, but the dispute is interrupted when Percival Serrano’s southern Pact force attacks. Defeat it and continue with Andronis, who offers a path into the Conflux.
At the hold, Andronis enters to gather information. Azneya misreads the scene and attacks the human soldiers. After the battle, provide the living captive required for Andronis’s information magic. This is story progression, not an optional recruitment branch; follow the main marker even if a randomized map offers more attractive rewards nearby.
Break the Pact’s damage-reduction cycle
The next pursuing Pact group repeatedly strengthens its damage reduction. Azneya’s unique summon rule is the answer recorded by the launch walkthrough: she can enter beside the army, resummoning followers and refreshing their attacks.
- Use every safe follower action before summoning.
- Concentrate on the enemy whose removal weakens the defensive pattern; do not spread damage into several growing reductions.
- Bring in Azneya while the active followers are still alive.
- Use the refreshed attacks on the same target, then deploy Azneya’s own damage or mark.
If Azneya is summoned at the beginning of the turn, the first set of follower actions is lost. If she is held until only one damaged follower remains, there is almost nothing to refresh. Her timing window is earlier than Berold’s but later than the opening deployment.
The wounded guide and Andronis’s betrayal
The following main node opens with a large Pact battle. Refill the army before entering it. After the victory, Andronis is wounded and asks for demon blood; Zior volunteers. The act later matters because Kazzara reveals that Andronis has brainwashed the followers and intends to become the Great Sovereign.
Chase Andronis. Azneya restores Zior and the others to their senses, then fights the traitor and the demon followers still under his influence. The documented battle is less demanding than the preceding Pact wall, but do not arrive with an empty roster simply because it is framed as a personal confrontation. Clear Andronis to continue alone into the deepest Conflux region.
Azneya versus Emperor Stavross
The last castle uses the same three-life rule. Azneya can enter earlier than the other Lords because she remains beside the followers. Attack with the troops, summon her to refresh them, then place her mark on Stavross and keep the repeated attacks on that target. Account for the next resurrection before emptying every Edict on the current bar.
After the third defeat, Azneya takes the Staff and returns to the Abyss. This completes the final campaign in the fixed unlock chain.
Locate stalled progress by the missing flag
Zavris is locked: finish Berold’s third Stavross life and return to campaign selection. Reaching the Capital is not the completion flag.
Azneya is locked: finish Zavris’s Stavross encounter after the Gate of Light and Storm Anchor sequence.
Berold’s tutorial battle cannot finish: update the game. Official hotfix v1.0-1-27 fixed a duplicated tutorial unit state that could make the combat impossible to complete.
The map does not match a screenshot or written route: follow the named main objective. Optional nodes and rewards are procedurally varied, so exact left/right travel instructions are not reliable.
Stavross returned after dying: continue the encounter. Two resurrections are expected; the third defeat is the campaign endpoint.
The Gate of Light spirals out of control: stop hitting the Aspect of Sun while Fire and Moon remain. Remove another Aspect first.
The Azneya refresh produces no extra turn: the Lord was summoned too early or too late. Spend the current follower actions, then summon while those followers remain on the field.
For map budgeting, recruitment, death effects, Edict timing, Relic stacks, and Citadel priorities outside these fixed objectives, use the strategy guide. That system work is independent of the story route and does not need to be repeated inside every campaign chapter.
Version and evidence boundary
This route belongs to the full game, Steam AppID 1830320. The free Lords of Ravage: Dread Knights prologue is a separate AppID and covers only Berold’s earlier slice; its advertised 20 locations, 9 warriors, 17 Orders, 10 Relics, and 15 enemy types are not used as full-release totals.
The official release confirms three campaigns, variable events, faction armies, Citadel development, and adaptive opposition. Named story nodes and encounter tactics come from a readable full-release walkthrough published at launch. Where that source varies in spelling or gives no exact map placement, this article uses the objective name and a checkpoint instead of inventing coordinates. Current UI text and balance always take priority over launch wording.