Ember Lane Drill Ember Lane Drill A fire-lane practice writ for higher levels: cooled slag vermin, vent packs, and a Drill Sergeant who still answers to Cael's forge voice. The Ember Clerk keeps the ledger at the Izlude Company quay next to the Hold desk — drill, not relief; heat without the story clear. Entry NPC: Ember Clerk — Izlude 144,169 (Company desk row beside Hold Clerk and Quartermaster Brine; near Tidemark Bounty Board 141,168) Level: recommended 70–99 (entry refused below 65 or above 105) Party: 1–4 (a party of one is fine; only the leader opens the writ) Time limit: 40 minutes · Idle timeout: 5 minutes Cooldown: 3 hours per account after a clear Flow Cooled slag vermin — Horong, Jakk, Metaller, and Grizzly in dense packs. Vent packs — Explosion, Blazer, Gig, Diabolic, and Kaho. Ember Drill Sergeant — a named Kaho with Deleter and Horong escorts. Clear the waves in order; the map calls each advance. After the payout you are returned to the Izlude Company quay shortly. Clear Reward Per party member still on the instance map: Base EXP 90,000 / Job EXP 45,000 (rates apply) Bronze Coins × 1–3 Red Blood ×4 (sometimes two more), Burning Heart ×2 No combat gear, Fire Valkyrie helms, or Forge exclusives — fire mats and Bronze for the high grind. Harbor Reputation stays with Tidemark and Contracts; this writ is the drill lane. Why Bother A denser fire grind beside the Izlude Company desks when you outgrow the holds — EXP and ember materials without waiting on the Sundered Forge story cooldown. Related Pages Saltlock Holds The Sundered Forge Harbor Contracts Harbor Reputation