Call of the Arbiter Code Chase Series

Call of the Arbiter Code Chase Series
RAID Shadow Legends has unveiled an animated series known as Call of the Arbiter that delves into the lore and narrative of the renowned mobile RPG launched in 2018. With the show’s announcement, there are currently plans for 10 episodes, each comprising animated shorts lasting approximately 5 to 10 minutes. It is anticipated that every episode will contain a hidden code concealed within visual or audio cues, allowing players to redeem it in-game and receive complimentary resources such as Energy, Silver, and Multi-Battles as a reward for their viewership participation. The code chase answers is not entered in the promo code page but in the Call of the Arbiter page. Below is the list of code chase answer which must be written in English to receive the rewards!

Call Of the Arbiter Code Chase

RAID: Call of the Arbiter Limited Series Videos

Call of the Arbiter Episode 1: Galek

Code Chase Hint: Our hero looms over a momentous decision. A solution lurks in the background.

Discover Galek and the Orcs Lore

Episode 1 focuses on Galek’s fateful choice during an Orc raid upon the Free City of Delanos. Galek, son of Artak, is the heir apparent to a war-like Orc clan, bent on reclaiming their ancestral homelands and wreaking vengeance upon their Human oppressors. “Reclaiming what is rightfully ours!” But who are the Orcs of Teleria, and what are their origins? What brought them to where we see them now? Let’s learn more about their place in the world…

The Orcs’ origins lie in the Sixth Dance of Creation, deep in Teleria’s past. As with all the other races, they spread across Teleria, but most dwelled in the western continent of Anhelt, a temperate and fertile place. Living in clans of their own kind, or alongside Humans and Ogryn, they were not always as insular as we see them now. Passionate, curious, and vital, they sought out new experiences and lived for competition. Natural warriors, they soon became identifiable by the tattoos, fetishes, and trophies they bore as marks of victory and clan affiliation.

As centuries passed, times grew harder for the Orcs. They were pressed towards the edges of civilization and out of Anhelt. First, by the rigid order of the Dragonkin Empire, later in the Sacred Order’s bloody purges of the Red Crusade. Most Orcs were driven to the Sorrowlakes, a place of rivers and bogs, where they eked out a new existence alongside the Lizardmen. Few Orcs were satisfied with their new home.

Forming the Gaellen Pact with Lizardmen, Skinwalkers, and Ogryn, they invaded Anhelt. They were soundly defeated, and driven back. The remainder of their kind now dwell where they can, scratching a living in the mountains of Kaerok, the Deadlands of Peltas, or further afield. For many Orcs, vengeance and righting of ancient wrongs is all they have left. Though for some, like Galek, there is a different future…

In Episode One, Galek makes a life-altering choice. Keep that in mind as you search for this week’s hidden code! Galek’s decision shows the Orcs possess a certain complexity – each with their own sense of morality, honor, and the agency to choose between good and evil. To learn more about the Orcs and their history, read about Galek, Artak, and Warlord in the Champion Lore section.

Call of the Arbiter Episode 2: Athel

Code Chase Hint: Stacked up among ancient knowledge, hidden figures loom large.

Discover Athel and the Sacred Order Lore

Episode 2 focuses on Athel as she discovers that the Sacred Order has lost its way. As an orphan raised by the Sacred Order, she is determined to find forgotten truths hidden within the cathedral city she calls home. Even if that means defying the closest thing to family she’s ever known. But what does the Sacred Order stand for, and where do its origins lie? What truths have they forgotten, and how did they become what they are now? Let’s learn more about their place in Teleria…

The Sacred Order was formed during the Age of Hellfire, at a time when Demonspawn invasions of Teleria were commonplace. The Arbiter’s forces were assailed on all fronts, and they desperately needed aid. The Arbiter went to the Halls of Eternity, a realm beyond Teleria’s plane, to seek out the Lightbringers, creatures dedicated to Lumaya. They were eager to help, but the nature of their magical forms made it impossible for them to enter Teleria without a mortal host.

And so, the Arbiter sought out a group of brave knights and gave them a proposition – yield their mortal forms and allow them to become vessels for the Lightbringers, so they might come to Teleria. It would be an act that would cost them their very existence, but could save the world. Most agreed, and together, Lightbringers and the remaining knights formed the Sacred Order. They built a grand fortress, the Eternal Citadel, in the southern slopes of the mountains west of Kaerok, to act as the Sacred Order’s headquarters.

Throughout its early years, the Sacred Order won many great victories over Siroth’s forces, a united force replete with paragons of holy virtue. However, this was not to last. As Siroth created new curses and plagues, these trials, in turn, warped the ideology of the Sacred Order. Paranoia took hold, and purges of ‘heretics’ and ‘the unclean’ soon followed. This culminated in the bloody Red Crusade, in which the Sacred Order and Banner Lords slaughtered innocent Skinwalkers, Orcs, Lizardmen, and Ogryn in Lumaya’s name.

The damage to the Order’s reputation and psyche was irreversible, with many, including the Lightbringers, leaving the Sacred Order in disgust. The hatred of non-Humans still festers within the Sacred Order today. A shadow of its former glory, it has become as feared as Siroth himself among some. The Sacred Order has now spurned and forgotten much of its past, with even a whisper of the Arbiter’s name being considered heretical. However, there is still hope. In the hearts of people like Athel and her friend Shamael, there is a chance that the true light of Lumaya and the Arbiter can shine once more.

Just as Athel searches for answers in the Eternal Citadel’s library, the solution to this week’s code may also be found, by the Arbiter’s blessing… While Athel seeks the truth about the Sacred Order’s origins, the Godseeker follows the organization’s will blindly. With Shamael caught in between, his fate depends on who he sides with. As Athel’s actions show, there is another path that the Sacred Order can follow. Despite its bloody past, it can still achieve redemption. To learn more about life in the Sacred Order, as well as its history, check out the bios of Athel, Inquisitor Shamael, Godseeker Aniri, Cardiel, and Martyr in the Champion Lore section.

Call of the Arbiter Episode 3: Kael

Code Chase Hint: Gaze upon the doors to success, but be wary of what true treasure lies inside.

Discover Kael and the Dark Elves Lore

Episode 3 focuses on Kael and Elhain, and the bitter gulf between the Dark Elves and the High Elves. “Never trust a blood traitor!” Kael, a Dark Elf, discovers a lost history that could heal the divide between the Elves, together with the High Elf, Elhain. But, he is seemingly deceived. But who are the Dark Elves, and what caused the great rift between them and the High Elves? What is the root of their darkness? Let us explore how they came to exist within Teleria.

At first, there were only Elves. It was not until the Age of Treachery that Siroth, the God of Shadow, birthed the Dark Elves. Looking to sow discord within the Elven kingdom of Aravia, he appeared to many Elves in dreams as the enigmatic Dreamwalker, a beguiling figure who showed them the forbidden power of shadow magic. While many rejected the Dreamwalker’s words, he found allies among the disenfranchised, the greedy, and the reckless. With shadow magic at their fingertips, these elements of Elven society coalesced and became a disruptive force.

As they began to cause chaos, the king of Elves enacted a brutal crackdown. Riots led to open fighting quickly across Aravia. Soon, full-blown civil war emerged between those who supported the king, who called themselves High Elves, and those who believed in the words of the Dreamwalker, who became known as the Dark Elves. The destruction wrought on both sides was staggering, shattering the unity that Aravia had enjoyed for eons. After years of brutal conflict and stalemate, both sides came to the negotiating table.

While a peace was eventually negotiated after several conclaves and conventions, it was an acrimonious one. The Dark Elves were exiled and most went to the twisted Durham Forest, where they formed a ruthless society built on greed and blood. The literal darkness of the forest, the taint of their Shadow magic, and their new diet of horrid fungi, bugs, and other vegetation physically transformed the Dark Elves, too – turning their skin pale or even a dark blue. Between the constant warring between Dark Elf houses and the unnamed horrors that dwell within the deepest thickets, Durham Forest is not a place for the faint of heart.

As tempers run high, and Kael is driven by what looks like a bitter betrayal, look carefully for this week’s code. The writing may be on the wall… While Kael’s hatred for the High Elves sears his soul, what of Elhain and her fate? Will the two be able to make amends and show that reconciliation is indeed possible between the Elves? If you want to discover more about the Dark Elves and their fierce struggles, read the bios of Kael, Lydia the Deathsiren, and Mithrala Lifebane in the Champion Lore section.

Call of the Arbiter Episode 4: Elhain

Code Chase Hint: As battle plans are drawn up, cast your eyes to where the battle lines lay.

Discover Elhain and the High Elves Lore

Episode 4 continues the story of Kael and Elhain, this time showing events from Elhain’s point of view. Elhain, niece of the High Elven Queen Eva, is forced to defend Aravia’s borders and has to give up reuniting with Kael in order to serve her people. Last time we explored the history of the Dark Elves, but now it is the turn of the High Elves – those who remained loyal to the king, and by extension, the Arbiter and Lumaya. How did their society rise, and how did it react to its schism? Let us learn more about the High Elves and their impact on Teleria.

The first to emerge from the Waters of Life during Teleria’s primordial age, and the race most aligned with the Goddess of Light, Lumaya, the majority of Elves found their home in a verdant valley on the continent of Anhelt. They called this land Aravia and built a kingdom that would endure the test of time. Priding art, craftsmanship, and knowledge, the Elves of Aravia thought little of expanding their borders – instead focusing on making their kingdom a shining beacon of civilization. While they quickly came to the Arbiter’s aid in Teleria’s many great wars, the Elves chose to stay out of the affairs of other races.

It took the War of the Elves to tear their domestic peace apart, and for them to look to expand their territory, turning to the eastern continent of Peltas. While Aravia was largely spared the destruction caused by the brutal Gaellen War, it sided with the forces of the Telerian League and aided in bringing about the Gaellen Pact’s defeat. Meanwhile, despite the fragile peace that had been negotiated with the Dark Elves, the High Elves continued to construct fortifications started during the War of the Elves to keep out their exiled neighbors.

The largest of Aravia’s defensive structures is Felwin’s Wall, a huge fortification commissioned by Queen Eva. Its mighty gate is garrisoned by Skinwalkers, Ogryn, and Lizardmen, descendants of those who had fled into Aravia during the Red Crusade. These imposing walls seemed to work, and while small skirmishes between High and Dark Elf raiding parties still occur, Aravia looks to have returned to its position as an oasis of calm within a chaotic Teleria.

However, a growing shadow looms over the Elven kingdom. All is not well with their Queen, and whispers of war threaten once again. With Elhain defending Aravia from attack, this episode’s code may be found at the borders… Just as Kael and Elhain abandoned their enmity and came together to serve the Arbiter, maybe there is still hope for unification of the Elves. For more on the High Elves and their society, read the bios of Elhain, Lyssandra, Royal Huntsman, and Deliana in the Champion Lore section.

Call of the Arbiter Episode 5: Arbiter

Code Chase Hint: As a climatic battle rages, the outcome is carved in unflinching stone.

Discover Arbiter Lore

Episode 5 of Call of the Arbiter finally puts the spotlight on the Arbiter and her mission. The Arbiter gathers heroes to restore her corporeal self and help hold back the oncoming darkness in Teleria. She seeks those pure of heart – those willing to sacrifice everything to save the world. But who exactly is the Arbiter, and what is her story? To understand the Arbiter’s origin, we must return to the very beginnings of Teleria’s creation. Let’s discover more about just how important the Arbiter has been in the world’s history.

Lumaya, the Goddess of Light, and Siroth, the God of Darkness, danced together to create all things. The first of these Dances were clumsy, creating the primordial realms of Anathraad and the Halls of Eternity, as well as the Firstborn, creatures made of raw Light and Darkness. As Siroth and Lumaya became attuned to one another, these Dances became more elegant, leading to Teleria’s creation and the birth of all mortal life. While Lumaya was pleased with maintaining these creations, Siroth grew restless and eager to create more.

Eventually, Siroth compelled Lumaya to dance again, but not before she ordained a Firstborn to be the Arbiter of the Dance – someone to watch over and intervene should it spiral out of control. Inevitably it did, with this Dance unleashing monsters, plague, and cruel spirits upon Teleria. The Arbiter intervened, and together with Lumaya, fled into Teleria. Siroth followed with his Firstborn, the Demons, scouring every part of the world in a hunt for Lumaya. A cataclysmic battle raged, known as the Great Divorce, once Siroth found Lumaya hiding away in a grand fortress.

In desperation, Lumaya weaved a banishment spell that ripped her, Siroth, and almost all of the Firstborn from the world. Lumaya and her followers were sent to the Halls of Eternity, and Siroth and his host were sent to Anathraad. Only the Arbiter remained. She was now Teleria’s sole protector. For centuries, the Arbiter and her forces beat back Siroth’s many assaults on Teleria. But slowly, these began to drain the Arbiter of her once-exhaustive power. After scraping a narrow victory against Siroth’s forces in the Third Great War, the Arbiter no longer had the power to sustain her physical form. She faded from Teleria, leaving only her immortal spirit to wander alone.

Now, with her as nothing more than a half-remembered memory, the Arbiter is needed more than ever. The forces of darkness are gathering once more, and the people of Teleria will need the Arbiter’s strength if they are to win the day. But to return, she needed the help of heroes. So, she whispered to those with pure hearts and noble intentions, such as Galek, Athel, Kael, and Elhain. She brought them together in a bid to restore her physical form and turn the tide of battle against the shadow encroaching on Teleria.

Watch carefully as the heroes discover their calling on the central platform. A code awaits those with keen eyes… The Arbiter has always fought for the protection of Teleria against the forces of darkness. Now, in her hour of need, her chosen heroes must fight to restore her physical form and help stem the darkness. She sees the good that is still present in the world, and is prepared to do anything in order to protect it. To learn more about the Arbiter and her eternal fight, check out Arbiter’s bio in the Champion Lore section.

Call of the Arbiter Episode 6: Jizoh

Code Chase Hint: A warning to those exploring the filth below – tread carefully or face its true ruler.

Discover Jizoh and Lizardmen Lore

Episode 6 follows Jizoh, a Lizardman who is broken out of prison by Athel and Galek to help find the Arbiter’s armor. Jizoh, a humble Lizardman painter born in the sewers of Arnoc, was brutally imprisoned by the ruling Banner Lords, simply for sharing his art with the wrong people. But who are the Lizardmen, and how do they find themselves suffering such brutal treatment? And what of the mysterious figure in the cell next to Jizoh? Let us delve further into the world of Teleria and discover more.

The Lizardmen can trace their roots back to the ancient Dragonkin Empire – but hardly any remnants of that grand civilization remain in Teleria. Beset by civil wars, public exile, and other harsh treatments, most Lizardmen were driven to the swamplands known as the Sorrowlakes, in the eastern continent of Peltas. The Red Crusade forced any remaining Lizardmen in Anhelt, along with Orcs, Skinwalkers and Ogryn, to go into hiding or flee to the Sorrowlakes. This burgeoning melting pot of refugees and exiles eventually came together to create the Gaellen Pact.

As for the tattooed woman next to Jizoh, her name is Tatsu, and she is one of the Shadowkin. They hail from the eastern kingdom of Yakai – a land once dominated by the brutal Mikage Autocracy and their Demonspawn masters. After generations of toiling under this demonic regime, many Shadowkin banded together and revolted. With the help of the neighboring Dwarves of the Skyiron Dominion and the Sylvan Watchers, the beleaguered people of Yakai eventually overthrew their oppressors in a violent rebellion.

Following the brutal Gaellen War, the capital of the Sorrowlakes – the City of Dreams – was razed to the ground, and the Lizardmen were brought low once again. Those who remained in the Sorrowlakes eked out a meager life, while Lizardmen such as Jizoh, who still lived in Anhelt, toiled in the darkness, forced to live in ghettos and sewers. As for the Shadowkin, they continue to grapple with rebuilding their society and reconnecting with the rest of Teleria, free from the iron grip of the Mikage. While most have remained in Yakai, many Shadowkin like Tatsu sought lives beyond their kingdom’s borders with varying success.

As Jizoh, Athel, and Galek delve deeper into Arnoc’s sewers to find the Arbiter’s armor, look for signs of infestation. They may point out the solution to this week’s code… With Jizoh free and now adventuring alongside a former Sacred Order member and an Orc warrior, there remains a future where the Lizardmen can stand side-by-side with the other races of Teleria again.

For more on the Lizardmen and their checkered past, read the bios of Jizoh, Rhazin Scarhide, and Ramantu Drakesblood. To discover more on the Shadowkin, seek out the bios of Tatsu, Riho Bonespear, and Michinaki in the Champion Lore in this website!

Call of the Arbiter Episode 7: Gnut

Code Chase Hint: When marching off to new adventures, look back to the guidestone’s words.

Discover Gnut and Dwarves Lore

This episode 7 centers on the Dwarf, Gnut, who forms an unlikely alliance with Kael and Elhain to battle a terrifying foe. Gnut is a prince of Gloomdeep Hold and the eldest son of the Mountain King. We meet him on the eve of a grand expedition, before he inadvertently aids our heroes in their quest to resurrect the Arbiter. But what of the Dwarves and their civilization? How do they fit in among the diverse races of Teleria? It is time to explore the history of these underground denizens…

Unlike the races we have covered until now, the Dwarves were born out of the Seventh Dance of Creation – the Dance of Darkness. Despite this, the Dwarves aren’t inherently evil. Many aided Lumaya and her children, taking arms against Siroth’s legions during the Great Divorce. They were left battered and broken by the conflict, however, and bitterly cursed the Gods, tunneling deep underground and vowing never to involve themselves in the matters of the surface world.

For centuries, the Dwarven under-empire thrived in isolation. However, Siroth eventually turned his gaze towards them, seeing an opportunity to wipe out a potential enemy. He unleashed his Demonspawn hordes within the deepest Dwarven tunnels, and they tore through the under-empire. Only two Dwarven holdouts survived Siroth’s invasion – Gloomdeep Hold under the Mountains of Despair in Anhelt, and the Skyiron Dominion under the Cloudspire Mountains in Peltas. These two Dwarven territories eventually reconnected, sending regular treasure fleets out of underground tunnels and across the sea to trade. Over time, the Dwarves slowly opened up to the outside world.

The Dwarves of the Skyiron Dominion became firm allies with the Shadowkin of Yakai and the Sylvan Watchers of the Mistwood. Gloomdeep Hold welcomed visitors at Port Wretched, a neutral port where people of all races could trade under the watchful eyes of Dwarven guards and shore batteries. Progress has been slow, but it takes time to unpick centuries of isolation.

Just as Gnut and his band of explorers look for treasure, keep your eyes peeled for clues hidden within this week’s episode. The code you seek may be set in stone… Gnut’s expedition into the outside world mirrors the Dwarves’ own cautious return to the surface, and the races they left behind. For more on the Dwarves, seek out the bios of Gnut, Mountain King, Samar Gemcursed, Underpriest Brogni, and Trunda Giltmallet in the Champion Lore within this website!

Call of the Arbiter Episode 8: Alure

Code Chase Hint: Look to the skies – those with this desire in their hearts cannot wield such a holy blade.

Discover Alure and Demonspawn Lore

Episode 8 follows the Demonspawn Alure, who clashes with Kael, Elhain, and Gnut as they battle over the Arbiter’s sword. Alure is a Demonspawn orphan who enters into the service of the dark necromancer Bad-el-Kazar, after her home is assaulted by the Sacred Order and the Banner Lords. We encountered the Demonspawn briefly in Episode Four, but are they all in service of evil? How did these infernal beings come to be? Listen as we shine a light on these Demonic inhabitants of Teleria.

Originally, the Demonspawn were Demons – Siroth’s immortal Firstborn who rampaged across Teleria alongside him during the Great Divorce. As both Siroth and Lumaya were banished from Teleria following the conclusion of this cataclysmic conflict, Siroth’s Demons could also no longer enter the mortal plane. Eventually, Siroth discovered how to implant the Demons’ souls into mortal bodies, allowing them to pass into Teleria. These twisted marriages of living flesh and Demon soul became known as the Demonspawn.

Demonspawn armies marched on the mortal world, dragging more prisoners for use as hosts with each incursion. Siroth eventually conquered this need for mortal vessels to house Demon souls, enabling Demonspawn who died in Teleria to re-form in Anathraad in their Demonspawn body. Despite this, the Demonspawn could never win a decisive victory – they were beaten back by the Arbiter and her forces at every turn. With every defeat over the ages, some of the Demonspawn abandoned Siroth and his eternal war. Some of those who stayed in Teleria as Siroth’s spies began to enjoy their life outside of the God of Shadow’s control, and never returned to him.

While still shunned by the majority of Teleria’s people, those Demonspawn built settlements in ruined holdfasts, abandoned Dwarven tunnels, or within the hostile Stormwind Wastes of Peltas. While these Demonspawn no longer serve Siroth, this means little to the Sacred Order and the Banner Lords – a lesson that Alure will never forget.

As Elhain, Kael, and Gnut search high and low for the Arbiter’s sword in this episode, you must as well to find this week’s code. The answer may loom right overhead… Will Alure get the revenge she so desperately seeks? Or is her quest doomed to end in yet more misery? To learn more about the history of the Demonspawn, hunt down the bios of Alure, Duchess Lilitu, Prince Kymar, and Hephraak within this website in the each of the champion’s Champion Lore section!

Call of the Arbiter Episode 9: Bad-el-Kazar

Code Chase Hint: Examine a young man’s moment of pride, it reveals that which blinds him.

Discover Bad-el-Kazar and Undead Hordes

Episode 9 delves into the origins of the dark necromancer, Bad-El-Kazar, and his nefarious plans for Teleria. Bad-El-Kazar, originally named Valkanen, was born the son of a Banner Lord noble. He was seduced by Siroth’s power during his time studying at the Mage Academy at the city of Ireth. With Siroth’s help, Bad-El-Kazar mastered necromancy and became attuned to the dark power of Undeath. But what is the true origin of this curse? How have the Undead spread across Teleria? It’s time to discover how this immortal affliction came to be.

The curse of Undeath was an unintended, but still useful, product of Siroth’s experiments with Demonspawn. A spell to render the Demonspawn immortal in Teleria resulted in a massive darkness seeping into the world, causing the dead to rise from their graves. These shambling ghouls, revenant spirits, and angry ghosts obeyed Siroth’s commands, and mages could be trained in the art of channeling this darkness. Siroth had created a new cohort of obedient thralls ready to do his bidding.

The curse of Undeath quickly infected all of Teleria. Corpses sprang up from battlefields and spread pestilence. Necromancer cults formed and wrought havoc on the land, and unscrupulous mages tried to unlock the powers of immortality. Wherever there were dead bodies, the Undead could rise, and, with rare exceptions, Siroth could use them to his own ends. This was almost Siroth’s undoing. The vastness of this horde grew to where even Siroth’s malign intelligence could not control them all.

Together, with many of his Demonspawn refusing his call to arms, ambitious necromancers using the Undead to further their own goals, and an enemy that had years of training battling his revenant armies, Siroth’s grand offensive in the Third Great War fell apart. And so, the Undead stand now more like a force of nature, something that can never be wholly controlled or dominated, even by the God of Shadow himself. Watch closely as Valkanen transforms into Bad-El-Kazar. Don’t let his ambition blind you to where this week’s code may be found.

Will Bad-El-Kazar be able to complete his fell mission? Is his control of the minions of Siroth enough to stop our heroes from foiling his plan? To learn more about the Undead Hordes and their effect on Teleria, read the bios of Lady of Ireth, Valkanen, Nekhret the Great, Bad-El-Kazar, Ma’Shalled, Deathknight, and Ultimate Deathknight within this website in the champion’s lore section!

Call of the Arbiter Episode 10: The Tower

Code Chase Hint: Call upon heaven’s wrath with this word of power. It encircles all.

Discover The Tower and Its Prisoners

The finale of Call of the Arbiter centers on a climactic showdown between our heroes and Bad-El-Kazar, taking place at the Tower of Beasts. Gathering their strength for one final fight, our heroes ascend the Tower in a bid to prevent Bad-El-Kazar from unleashing the monsters trapped within upon Teleria. Who built the Tower of Beasts — known to many as the Doom Tower? How does it hold such monstrous creatures in check, and what is its history? Let’s discover more about this impressive Tower, and the secrets it holds.

The Tower of Beasts was originally the central keep of Lumaya’s fortress, built by the Dwarves deep within the Cloudspire Mountains. The devastating war between Lumaya and Siroth destroyed much of the fortress, leaving only the central tower. After Lumaya, Siroth, and the Firstborn were ripped from Teleria, this Tower and the Arbiter stood as the only surviving remnants of this conflict. Solitary and cold, the Tower became the Arbiter’s sanctuary, from which she would guard Teleria.

The Tower would be the backdrop for another great battle, this time between the Arbiter’s armies and Siroth’s legions, before it was abandoned for centuries. Later, the Arbiter repurposed the Tower as a grand prison, used to chain dangerous beasts and the mightiest of Siroth’s warriors that even she could not vanquish. It became known as the Tower of Beasts, with its chambers and cells capable of holding the souls of its prisoners even after death.

Hidden from the world, the Tower of Beasts fell into myth and legend, becoming known to many as the Doom Tower. Those who somehow ventured to this dreadful keep beheld a fascinating host of warriors that guarded it: Humans, Elves, Orcs, Skinwalkers, Lightbringers, even Undead and Demonspawn. The host of warriors drafted to guard the Doom Tower defied belief. Ever since, the most dangerous of monsters and evil of beings overcome by the forces of Teleria have been imprisoned in the Tower. Should the Doom Tower’s magic fail, and its captives be unleashed — as is Bad-El-Kazar’s scheme — it could spell the end for Teleria.

As our heroes do battle outside the Doom Tower, powerful magic spells out their path to victory. Magic words may hold the codes you seek. In this episode, RAID players will recognize two of the enemies our heroes face in their climb up the Tower: Astranyx the Dark Fae, and Borgoth the Scarab King. They are just two of the terrors locked away inside. You can scale the Doom Tower in-game, and face many of the other horrors imprisoned within. Prepare to face an imposing test of your skill and strength.

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12 thoughts on “Call of the Arbiter Code Chase Series

  1. Valendro

    Looks like you can still view and share but the codes for the episodes are not valid any more. There is no place on the series page to enter a code and entering the code in the promo page says it is expired.

  2. Dominux

    Ep 10 is United

  3. Shadow

    Episode 10 code is UNITED

  4. wayne

    code 10 = united

  5. Graywolfe

    Ep 8 is Revenge

  6. THOM


  7. Knopa


  8. Robert Jagger

    who is Gnut

  9. Stephen W Campbell

    Thanks for what you do. BTW how are you so damn good at this stuff?

  10. Bron Cory Robinson


  11. Phil

    the same as in episode 4 the more times I have watched the less and less the code, does not appear to be known. Watched it over and over at least 100 times.

  12. Phil

    code is carved in stone, yeh it would be good if you could understand what it says.