Frostfang Pass: getting past the wall 76% of players hit
57,121 players hold the badge for clearing the Forest. 13,742 hold the one for clearing Frostfang Pass. Here is what changes between those two lands, and the order to fix it in.
Do not push the Frostfang boss until your deck has more than one damage source and you are at least 10 levels above the Forest's last fights. The badge data says most players try it under-levelled, lose, and stop.
Frostfang Pass is the second land in Arcane 101 and the place where the player base falls off a cliff. 57,121 players hold the badge for clearing the Forest. 13,742 hold the badge for clearing Frostfang Pass. That is 43,379 players — 75.9% of everyone who finished the first land — who did not finish the second.
This page is about that gap: what actually changes when you cross into the second land, and the order to fix your setup so you are not one of the 43,379.
What the badges say, precisely
These are the map-clear badge counts from the Roblox badge API, fetched 15 November 2026.
| Land | Badge | Players | Share of the land before |
|---|---|---|---|
| Forest | Bramble Breaker | 57,121 | 95.9% |
| Frostfang Pass | Frost Hunter | 13,742 | 24.1% ⚠ |
| Sunken Dunes | Sandbreaker | 6,601 | 48.0% |
| Drowned Tide | Tidebreaker | 3,702 | 56.1% |
After Frostfang the game drops about half its remaining players per land, which is normal attrition for a progression RPG. Frostfang is the only step that loses three quarters. Something specific happens there, and it is not "the game gets harder generally".
What changes between land one and land two
The Forest is built to be finished by a new account. Frostfang Pass assumes you have been using the systems the Forest introduced. Four things change at once:
- Enemy health steps up faster than your cards do. In the Forest a single upgraded damage card carries most fights. From Frostfang on, one card stops being enough because fights run long enough for the enemy to act several times.
- The level requirement stops being optional. See the numbers on level vs map: only 20,176 players reached level 10 while 57,121 cleared the Forest. A large share of the player base reached the second land under-levelled.
- Deck depth matters more than deck power. Two medium cards that cover different enemy types beat one strong single-target card here.
- The boss asks for preparation you have not needed yet. You cannot out-tempo it with raw damage the way you could the Forest's Bramblehorn.
Before you enter: the checklist
Work down this list in order. Skipping step 2 is the most common failure.
- Get to level 10 minimum, ideally 12. If you have not got the Adept badge yet, stop doing map content and re-run Forest fights until you do. It is not glamorous; it is the difference between a 4-turn and a 7-turn fight.
- Put every card upgrade into one card until it hits a high tier. Not two cards. One. See raising a card to Tier V — only 7,082 players have done this, and it is the cheapest power you can buy.
- Add a second damage source of a different element. Frost enemies in this land resist being answered with more frost. Bring something that is not the element you already lean on.
- Own a mount before you start the land, not after. 59,578 players have one — essentially everyone who finished the first quest. If you do not, you skipped a tutorial-adjacent step. Details on mounts.
- Hatch a pet if you can, but do not block on it. 43,960 players have one; it is worth roughly 15,618 fewer players than the mount, so the mount is the shorter path. Pets guide.
- Bring sustain, not just burst. Card draw and healing extend a run past the point where raw damage stalls.
A worked example: the three-fight test
Before you commit a full run to Frostfang, spend one session testing whether you are ready. This is the sequence that tells you the most per minute spent.
- Run one Forest encounter at your current level and count the turns. If a routine Forest fight takes you four turns or more, you are not ready for Frostfang — you are two upgrades away.
- Enter Frostfang and deliberately fight one non-boss encounter. Do not push to the boss. Count how much health you lose across the fight.
- Judge on that number, not on whether you won. If you finished the encounter above 60% health, push on. If you finished under 40%, go back and do step 2 of the checklist again. Finishing a fight with a sliver of health means the boss will end the run.
| Test | Passing result | What it means if you fail |
|---|---|---|
| Forest fight length | 3 turns or fewer | Your damage card is not upgraded enough |
| Frostfang trash fight | Finish above 60% health | You need sustain or a second element |
| Deck element coverage | Two different elements | One element will get resisted in this land |
| Level | 10 or higher (12 preferred) | Every fight is longer than it should be |
That is the whole method: measure turns and health, not win/lose.
What comes after
Once Frostfang is down, the curve relaxes. The next three lands each retain roughly 48–59% of the players who finished the one before — steep, but a slope rather than a cliff. If you got through this, the rest of the campaign is a grind, not a wall.
- The eight lands in order — where Frostfang sits in the sequence.
- Reading the retention curve — why this one step is different from the rest.
- Mythic and Insane — what opens up once the campaign stops fighting you.
