Godsbane Idle

Godsbane Idle

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Guide for the Dazed and Confused
By shinami
Are you feeling lost? Confused, maybe? Not sure what something does or why it matters? Can't figure out the way forward? Look no further than this guide for explanations for each part of the game!
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Overview
The purpose of this guide is to explain each aspect of the game in a manner that is easy to understand. Feature spoilers should be expected to be a given. Occasionally, there may be a small paragraph of text such as this:

Notice: Important information goes here.

Such a notice is meant to be both eye-catching and reserved solely for information that I, the author of this guide, consider to be either very important or a useful tidbit of information geared towards efficiency.

This guide has multiple badly edited images to help illustrate points of reference and point out the locations of features players in the past have either completely overlooked or otherwise misinterpreted.
Change Log
7-10-22: Added a new section with information and screenshots for Cauldrons. Glorycore section was updated with information on the new Temp GloryCore Upgrade in the Awakening menu and locations/costs of new Glorycore slots.

6-26-22: I've covered all existing content within the game! Naturally, I will do my best to update the guide with information on new features as they are released.
Character
We will be starting here since this is the most important section to understand. Within this menu, you have your inventory, equipped items, available skills, the stats screen, and several buttons for interacting with unlocked features. I'll start with stats since each stat plays a role in battle, the acquisition of loot, or gaining resources used in other menus. In other words, your stats impact literally almost every last aspect of the game.

I have marked each section with a red border along with a number and heading name. Please reference the screenshot as needed to find where each section is within the UI.

WARNING: Read at your own pace! Take breaks or read in bite-sized bits if you need to! It takes time to learn and rushing the process may leave some people feeling burned out on the game.
Stats
To begin with, it's important to know where to go and what to do when you want more of a particular stat. Likewise, it's equally important to know what each stat does. There's no need to worry if you can't remember what something does. Simply go to the Character menu and move your mouse over which Stat you are curious about.


Attributes
The Paragon perk tree is the sole source of flat gains towards Strength, Agility, and Intelligence. This ranges between gains like +5 Strength to +15 Intelligence. Equipment can only provide a percentile bonus to Attribute values. I.E. +X% Agility. But, what do these Attributes do for you?

  • Strength: Each point provides a +0.5% bonus to Melee Power, Health, Health Regen, and Armor Rating.
  • Agility: Each point gives a +0.5% bonus to Ranged Power, Evasion Rating, Critical Hit Rating, and Droprate Rating.
  • Intelligence: Each point gives a +0.5% bonus to Spell Power, Forceshield, Counter Rating, and Penetration Rating.

Melee Power, Ranged Power, and Spell Power are tied to your skills and has considerable effect as a multiplier to your damage. Furthermore, these three stats from your Attributes do not care which type of weapon you build towards using. For example, you can use One-handed Swords and still build towards Agility to get Ranged Power without any penalties.


Offensive Stats
Your offensive stat category is made up of the numbers that help you make things die. The function of all Stat Ratings like Critical Hit Rating, Armor Rating, and Droprate Rating will be covered in the Battlefield section.

  • Damage: Your primary number to make things die and is affected by a myriad of bonuses.
  • Accuracy: This determines how likely you are to hit enemies for your full damage. Missing an enemy only deals 40%-60% of your damage to them and will be the second largest source of your failure in killing enemies in one attack.
  • Critical Hit Rating: Raises the likelyhood of dealing a critical hit. You can see your critical hit chance in the Battlefield.
  • Critical Hit Multiplier: This number is what your damage is multiplied by when you deal a critical hit. Seeing a 1.5 here would mean your damage is multiplied by 50% when you deal a critical hit. There are a small number of sources that make this number go up.
  • Penetration Rating: Works as a multiplier to your Damage.
  • Stamina Regen: This determines how quickly you get stamina. Faster stamina gains means you attack quicker. This also applies to various effects that work completely off your Stamina Regen.
  • Skill Power: I am delving into the game code to figure out where this Stat gets it's effect from. So, I actually have no idea where this stat gets anything from. It sure as hell doesn't seem to come from Attributes or equipment either.

Defensive Stats
Your defensive stat category is made up of the numbers that keep you alive when things really want you to die. Again, the function of all Stat Ratings like Critical Hit Rating, Armor Rating, and Droprate Rating will be covered in the Battlefield section.

  • Health: This keeps you alive. You die if it reaches zero.
  • Health Regen: This is how much Health you recover every second.
  • Forceshield: Have you ever wanted a second Health bar like bosses in certain games? Forceshield acts similar to Health and always takes damage before your Health until it reaches zero. You won't die when this reaches zero.
  • Armor Rating: Damage reduction at its finest.
  • Evasion Rating: Want to imagine you're dancing around your enemies while taking no damage? Then, this Stat is for you.
  • Counter Rating: This can help you counter your enemies harder than Miyata Ichiro. You also recover an amount of Forceshield equal to 20% of your damage upon counter attacking an enemy.
  • Block: This Stat is only shown on the Battlefield screen. Universal Block on equipment is your odds to block an incoming attack and will "reduce your overall damage taken by your 'Shield Block Value'. Unfortunately, I have no idea what 'Shield Block Value' or where one can see it, if at all.

Misc. Stats
One might think these stats don't matter since they're not related to combat but that couldn't be further from the truth. Just about all of these stats affect the results of what you get from winning at combat.

  • Droprate Rating: You want more frequent equipment drops? This is your Stat.
  • Magicfind: You want higher rarity equipment drops? Raise this.
  • Monster Respawn: Every bonus you get to this makes monsters respawn ever so slightly faster. Faster kills equals more equipment/resources equals quicker gains.
  • Memory Gain: You want more Memories for spending on Soulforce? It's slow to grow but every bit helps more than you'd think over long periods of time. Moreover, Memories are relevant regardless of what point in the game you're at.
  • Experience Gain: You want faster Awakening Levels, more Awakening Points, and slightly more Paragon points from killing enemies? Then, this here is what you want.
  • Soul Gain: The higher this is, the quicker your Soul Cap increases from killing enemies.
  • Eternal Gain: I actually haven't found any sources to raise this beyond achievements. You get Eternals is in The Fates, from some Collectible rewards, Trials completion rewards, and Seraphim kills.


Crafting
This feature lets you use crafting materials to improve the power of your equipment. Fully crafted equipment has double the stats of non-crafted equipment, making this a very powerful feature when used well. But, how does one get started on Crafting? To start, we need to explore each of the sub-menus of crafting that you unlock over time.

Notice: Due to the nature of Crafting, this section assumes the reader is familiar with equipment or has already read the Equipment section.




This is the first Crafting sub-menu and is where you can Craft away at equipment to double their bonuses. Let's start from the top rectangle and work our way down.

  • Stat Bonus: This is a bonus to your Stats from doing Crafting related things. For the sub-menu shown above, it's increased a small bit by crafting a piece of equipment until you see the white text say "100% upgraded".
  • Upgraded Text: This tells you what percent the crafting bonus is at for the equipment you have in the crafting slot. For every 5% here, the equipment's stats are increased by 5%(additive, not multiplicative/compounding). At 100%, the equipment will have all of it's stats doubled. This includes the equipment's inherent Stat bonuses as well.
  • Crafting Slot: This is where you drop off a piece of equipment you want to work on with crafted. The "Forge" button will change to "Forge - X" where X is the Crafting Shard cost to be paid for each crafting done on the equipment. The slot carries over to each of the Crafting sub-menus so there's no pointless shifting around a piece of equipment.
  • Crafting Shards: The currency spent to improve the power of equipment. Gained from Nemesis fights. Please refer to the Seraphim section for more information on what Nemesis is.




This is the second Crafting sub-menu and allows you to add one modifier of your choice to a piece of equipment. This modifier is unaffected by all other Crafting features. Lastly, each modifier that can be added to a piece of equipment has it's own type of shard currency that is used in this sub-menu. Now, let's take a look at both red rectangles.

  • Upgraded Text: This works in a similar way as the first Crafting sub-menu by telling you what percent of crafting you are at on imparting your chosen modifier to a piece of equipment.
  • X% Increase: This looks like what percent the fully finished modifier should be but it is clearly not the case. I'm currently crawling the game code and messing with Crafting to see if I can figure out what this percent means.
  • The List: This is the list of modifiers you can choose from to craft into equipment and how many of their shards you have. You get more shards from fighting Nemesis. Please refer to the Seraphim section for more information on what Nemesis is.




This is the third Crafting sub-menu and is used for Crafting an inherent modifier into equipment. However, equipment that is rolled and dropped with an inherent modifier can not be affected by this form of crafting. This restriction applies to weapons, amulets, belts, and rings. This means you can only apply inherent modifiers to equipment for the following slots; helmet, shoulders, chest, gloves, legs, and boots. The trade off for these restrictions is that this Crafting feature can be really powerful. As with the other sub-menus, let's go from top to bottom rectangle.

  • Fragments: These are earned by fighting Nemesis and are used at a rate of 1 Fragment per unveiling. Please refer to the Seraphim section for more information on what Nemesis is.
  • Stored Stats: These are the unveiled stats you've chosen to store. Be careful in choosing which stats to store as they can not be overwritten by an unveiled stat you wish to save. If you must make room, you can always apply a stored stat to an equipment drop sitting around in your Inventory to free up a slot. Each time you store the same stat, it's bonus will increase by an additive +1% and can go up to a hard cap of 3%.
  • Rolled Stats: This is where the magic happens when you click the "Unveil" button. If you see a stat you want to save, click it and then click the "Store Stat" button. It is highly recommended you always double check which button you are about to click when storing a stat. Otherwise, you may accidentally click Unveil and throw away the stat you wanted to save.

Notice: This Crafting feature can provide semi-reliable access to semi-rare Combat Stat modifiers such as +X% Max Armor Chance, +Y% Evasion Chance, and +Z Charge Generation. The only inherent modifier that seems to be absent from this pool is +A% Max Droprate Chance.




This is the final Crafting sub-menu where you can do some things that cut down on redundant crafting and using an unnecessary amount of Crafting-related materials like Fragments and Shards. Like the others, let's go from top to bottom.

  • Extraction: This destroys the equipment in the Crafting Slot, extracts all of the Crafting-related things you've done to the destroyed equipment, and stores the Crafting-related thing in an orb. This orb can then be used on a piece of equipment located in the Crafting Slot via drag-and-drop. Be careful with this! This action will overwrite any and all Crafting-related actions that were previously done to the equipment you use the orb on!
  • Exchange: This works for the Crafting shards used in the second sub-menu. You can exchange 100 shards of an unneeded modifier for 10 shards of the modifier you want. This helps to save a lot of time by mostly negating bad RNG from Nemesis not dropping the shard type(s) you want/need.
  • Force Unveil: This is tied to the third Crafting sub-menu. Every fragment you use to unveil stats is converted to an Unveil Point. Accumulate enough points and you can choose any inherent modifier to spawn in your Inventory as an orb with its max bonus of +3%. This orb can then be used on a piece of equipment located in the Crafting Slot via drag-and-drop. Be careful with this! This action will overwrite any inherent modifier you had previously crafted into the equipment you use the orb on!

Equipment
What is equipment? Why do you want it? What can equipment do for you?

Notice: This section assumes the reader is already familiar with Attributes, Offensive stats, Defensive stats, and Misc. stats. Please refer to the Stats section if more information is needed.



Equipment is where the majority of your base stats will be derived from. Those base stats will in turn be massively increased by bonuses you've gained in other areas of the game. The Prefix and Suffix modifiers of weapons are offensive in nature with exception to +X% Memory Gain and +Y Universal Block. Now, let's go over the information in the red rectangles.

  • Sword: This is how you know what type of equipment something is and what equipment slot it'll go in when you equip it. Some modifiers give a damage bonus that is entirely dependent on weapon type.
  • One Handed: Some weapons use one hand. Other weapons, like bows, are two-handed weapons. Some modifiers give a damage bonus to these categories.
  • Divine(10): This is where you can see the equipment's rarity. Rarity ranges from 1 to 10. 1 is the worst rarity and 10 is the best rarity. Equipment with a higher rarity will also have higher stat modifiers. Hard capped at 10.
  • Lvl 12: This is the equipment's level. A higher level results in equipment having better stats. You have to fight in higher level areas to get higher level equipment. I.E. Pertubaros Legacy drops Level 4 equipment.
  • Crafting Bonus: This shows how far the equipment has been Crafted for additional bonuses. Please refer to the Crafting section for more information.
  • +X Physical Damage: This is where you see the weapon's damage and damage type. Staves can deal various element-type damages while swords, axes, etc. deal primarily in Physical Damage. Shields have defense-related stats instead of damage. This can be important to know when choosing perks in the Paragon tree!
  • +X Accuracy: This is the weapon's inherent modifier and is entirely dependent on the equipment base(icon). I.E. A sword with this icon will always drop with the inherent +X Accuracy modifier. Weapons, belts, amulets and rings always have an inherent modifier that can not be overwritten by Crafting.
  • Prefix(greenish text): The Prefix set of stat modifiers are most often a numerical base stat. Each type of equipment has a pool of Prefix modifiers it can roll. Modifiers in this pool will never overlap with the Suffix modifiers. The Prefix modifiers can roll the same modifier twice, giving the illusion of an item having one modifier of this type.
  • Suffix(yellowish text): The Suffix set of stat modifiers are most often a percentile stat. Each type of equipment has a pool of Suffix modifiers it can roll. Modifiers in this pool will never overlap with the Prefix modifiers. The Suffix modifiers can roll the same modifier twice, giving the illusion of an item having one modifier of this type.
  • Orangeish Text: If an item has a Crafting modifier, this is where it will show up. Please refer to the Crafting section for more information.

Notice: Different types of equipment have exclusive modifiers that no other type of equipment can roll. +X% Memory Gain is a Prefix modifier exclusive to weapons. Shields can not roll the modifier either despite sharing the same equipment slot with weapons.




Armor and Shields work slightly different in that they deal mostly in Defensive stats as well as a few Offensive and Misc. stats . Similar to weapon damage types, different armor bases(icons) will provide different types of defensive stats. The fewer defensive stats offered by a piece of armor, the higher each defensive stat is. Equipment for the Helmet, Shoulders, Chest, Legs, and Boots equipment slots do not drop with any inherent modifiers. This allows equipment for those slots to be used in Crafting for gaining an inherent modifier.

Helmets have three exclusive Suffix modifiers and can be rolled twice on the same helmet.
  • +X% Strength
  • +X% Agility
  • +X% Intelligence

Shoulders have two exclusive Prefix modifiers and can be rolled twice on the same shoulder equipment.
  • +X% Monster Respawn Rate
  • +X% Damage Reduction when Blocking

Chest equipment have two exclusive Prefix modifiers and can be rolled twice on the same chest piece.
  • +X Max Droprate Chance
  • +X Charge Generation

Belts have 2 Prefixes and 3 Suffixes that are exclusive and can be rolled twice on the same belt.
  • (Prefix)+X Life leech
  • (Prefix)+X Forceshield leech
  • (Suffix)+X% Endurance Charge duration
  • (Suffix)+X% Frenzy Charge duration
  • (Suffix)+X% Power Charge duration

Legs have two exclusive Prefix modifiers and can be rolled twice on the same legs piece.
  • +X% Ring Stats
  • +X% Amulet Stats

Boots have one exclusive Prefix modifier and can be rolled twice on the same boots.
  • +X% Stamina Regen



As you can see, rings can only provide stats from the Prefix and Suffix modifiers that were rolled. However, rings make up for this with their inherent and exclusive modifiers. In addition, rings frequently roll a large number of damage modifiers. Lastly, this is most offset by the fact you can equip two rings at the same time.

Rings have three exclusive modifiers and can be rolled twice on the same ring.
  • +X% Experience Gain
  • +X% Prestige Multiplier
  • +X% Heartcore Gain




Last but not least, amulets are much like rings in that they only give inherent, Prefix, and Suffix modifiers. However, amulets have mostly even spread of potential offensive and defensive modifiers they can roll with the addition of a few extremely useful exclusive modifiers as well.

Amulets have eight(!) exclusive modifiers and can be rolled twice on the same amulet.
  • +X% Shock/Freeze/Curse Power
  • +X% Burn/Poison/Bleed Power
  • +X% Soul Power
  • +X% Soul Refill
  • +X% Max Health Regen
  • +X% Spell Power
  • +X% Melee Power
  • +X% Ranged

Skills
You start with Skill 1 unlocked at the beginning of the game and unlock Skill 2 fairly early on as well. Unfortunately, only Skill 1 and Skill 2 are currently implemented in the game. Welcome to what I call the miniature Paragon trees and with good reason. Skills gain experience by killing enemies and will eventually level up. Skills that level up gain points that can be spent on their individual small tree of perks that improve the function of said Skill.

Notice: Skill perks bought within Skill 1's perk tree will not affect the function of Skill 2 and vice versa. It's also worth noting that Skill 1 has a tooltip to inform the player of how to access Skill 1's perk tree. However, Skill 2 does NOT have such a tooltip!



Clicking an icon within one of the red rectangles will open that Skill's respective Skill tree. There's a lot to cover within these two menus.




Putting aside my bad image editing, this is the Skill menu for Skill 1 and Skill 2 is no different in its layout. Here, you can see how much experience your Skill has, the Skill Perk tree, choose which Skill Power you want the Skill to use, and more.

  • Exp Bar: Shows how much exp your Skill has gained, how much exp is needed to gain a level, how many unspent points you have, and how many total points your Skill has from leveling up. Skill level is hard capped at 100.
  • Return Button: Takes you back to the Character menu.
  • Disabled Button: Use this button to set if your character will use this Skill in battle or not. Enabled means the Skill will be used. Disabled means the Skill will not be used. Useful for focusing on leveling or using a specific Skill.
  • Reset Button: Reset the Skill tree for free to redistribute your Skill points. This can be done whenever and however many times you desire.
  • Skill Power Icon: The Attributes of Strength, Agility, and Intelligence all give a Damage bonus in the form of skill power. Left clicking this icon will allow you to freely set and change which Attribute your Skill will draw its damage bonus from. The tooltip does not tell you which Attribute it using to draw Skill Power for giving a Damage bonus. Strength is the default Skill Power used by Skills.
  • Status Effect: Left clicking this icon allows you to freely set and choose which Status Effect(s) you want your Skill to have a chance of inflicting both at the start of battle and with every attack. The tooltip does not tell you which Status Effect is currently selected. All Skills start with Burn selected at the default Status Effect.
  • Skill tree: Each Skill perk icon provides a tooltip to inform you of what each Skill perk does. Be sure to read them carefully!



These are the icons you click to change the status effect(s) that your skill(s) can inflict upon your enemy. Once set, a status effect has a base 10% chance to be applied. It should be said that Skill 2 can use up to two status effects while Skill 1 can only use one status effect. As such, Skill 2 can double the base 10% chance by setting both of Skill 2's status effect slots to the same status effect. The only status effect(s) that your skill(s) can inflict are the status effect(s) you've actually set for your skill(s) to use. Lastly, the damage from status effects scales off your damage and can be improved by the +X% Status Effect Power modifier on certain types of equipment. Now, let's look at an example using Skill 1 and Skill 2.

Skill 1 is set to inflict Poison. Skill 2 is set to inflict Freeze. With this setup, Skill 2 will never inflict Poison. Similarly, Skill 1 will never inflict Freeze.

Notice: I'd like to say thank you to orinn000 for asking about this on the forums. I had forgotten about explaining how to set Status Effects on skills while writing and editing this section.




This image was taken in the Battlefield menu. After you start leveling certain Skill perks, your Skill(s) will begin generating what is called Charge Points. You gain 1 Charge for every 100 Charge Points generated and there are 4 Charge types in total. You can see your Charge Points generated for each type of Charge within the Charge Orbs shown in the red rectangles in the image. All generated Charges will show up under your Stamina bar(in the Battlefield) until their duration runs out. Each generated Charge also has it's own individual duration as well. Let's examine how Charge Points and Charges work with a short example.

You have 1 Power Charge with 3 seconds. You have 93 Power Charge Points. One second later, you attack an enemy and generate 11 Power Charge Points. 100 Power Charge Points are spent to create a Power Charge with a duration of 12 seconds. You now have a Power Charge with 2 seconds left and another Power Charge with 12 seconds. You now have a total of 2 Power Charges. 2 seconds pass and your Power Charge that had 2 seconds is now expired. This leaves you with only 1 Power Charge with a duration of 10 seconds.

Lastly, you can always move the cursor over each Charge Orb to see what each type of does. Now, let's take a look at what each type of Charge does.

  • Power Charge: Blue orb. Each Power Charge grants +20% Intelligence, +2.5% more Offensive Status Effects, and +1% flat Max Penetration Chance. Base duration of 12 seconds.
  • Endurance Charge: Orange orb. Each Endurance Charge grants +20% Strength, +1% flat Max Armor Chance, +1% flat Max Evasion Chance, +1% flat Max Block Chance. Base duration of 12 seconds.
  • Ultimate Charge: Not implemented yet.
  • Frenzy Charge: Green orb. Each Frenzy Charge grants +20% Agility, +2.5% more Defensive Status Effects, and +1% flat Max Crit Chance.

Now, lets take a look at an example of why you want to generate Charges. For this example, I will be using Endurance Charges.

You have 40 base Strength, 2k base Damage, 10k base Health, 800 base Health Regen, and 20k base Armor Rating. 40 Strength grants a 20% bonus to Melee Power(Skill-based Damage bonus), Health, Health Regen, and Armor Rating. You're now at 2.4k Damage(true damage not displayed), 12k Health, 960 Health Regen, and 24k Armor Rating.

Then, you generate an Endurance Charge that grants you +20% Strength. This pushes your Strength to 48 Strength and increases your bonuses from Strength to 24%. This in turn puts you at 2.48k Damage(again, true damage not displayed), 12.4k Health, 992 Health Regen, and 24.8k Armor Rating. Finally, this is just what you get from the Strength bonus granted by a single Endurance Charge.

The change in numbers might not seem like much since it's only an additional 4% bonus from Strength. However, it's possible to maintain at least 3-5 Charges at a time. That means your Attribute bonus alone from Charges can range from a 60% to 100% bonus to an Attribute. Now, add in that you can generate Charge Points for each type of Charge to pick up some very useful +X% flat Max Stat Chance bonuses.

TLDR: There's one simple takeaway from the above example; having more Charges at the same time means more damage and other nifty bonuses that make you stronger.

Inventory
This is where equipment and other items you get from killing enemies will go. If this is full, the equipment and other items you get will be auto-destroyed. This includes items like Trophies. Inventory space becomes a premium once you start killing Elites and have a lot of Trophy drops and no auto-destroy function unlocked.

Notice: You can obtain more Inventory slots through the Awakening Upgrade perks called Inventory Slots. Another source of Inventory slots can be found in the "Permanents" tab of the Origin menu. The Eternals Shop also sells Inventory slots at 2,000 Eternals per slot. Lastly, 20 Inventory slots can be purchased in the Upgrade tab of the Bloodletting menu.



Now, your Inventory has a few things you might want to know about. The Merge button will Merge all Collectible items in your Inventory and destroys all Trophies for their Research and Memory rewards. The Merge button will never do anything with equipment. The Destroy button will destroy every piece of unprotected equipment in your Inventory. The actions done by using these buttons can not be undone. As with many things in the game, move your cursor over the buttons for more information on what they do and some nifty hotkey functions.




Now, I may have alarmed you with all that talk about items and equipment being destroyed. Rejoice, for there is a way to protect things to being destroyed! You can use shift + left click on an item or piece of equipment to protect it from being destroyed. Protected items will have a blueish-teal border around the icon in your Inventory. Likewise, the tooltip of a protected item will have the text "Protected" in the bottom right hand corner of the tooltip.

Notice: Collectibles can not be protected and are immune to the effect of the Destroy button. Collectibles can only be manually destroyed by the player. However, Trophies can be protected despite their sole purpose being to be destroyed for Research Points and Memories. Please refer to the Collectibles and Elites sections for more information on how Collectibles and Trophies work.

Heartcore
Hm, I almost forgot about this section! No joke! The Heartcore is one of the most steady growth mechanics in the early game and requires effectively very little player interaction. So, it's easy to forget this feature exists despite it being your first and most reliable early game provider of bonuses. However, that doesn't do much for explaining what the Heartcore is and how it works.



Here, you can see the status of the Heartcore through the stored essence and the permanent bonuses you receive from it. In true red rectangle fashion, we will start from top to bottom as we go over the aspects of the Heartcore.

The top rectangle shows the amount of essence your Heartcore has absorbed and what bonuses will be added to your Heartcore bonuses when you do an Awakening. After an Awakening, your stored essence is reset as the bonuses are added to your active bonuses. Everything here scales off the amount of essence you've fed the Heartcore. You'll unlock the Heartseeker feature as a way to augment your gains here much later in the game. Lastly, when destroyed, the Collectibles dropped in each area provide far more essence to the Heartcore than equipment ever will.

For the curious, this is the Math for your essence based gains:
Essence = +X% Health/Forceshield
Essence / 2.5 = +Y% Health Regen
Essence / 4 = +Z% Damage

The middle rectangle shows the active bonuses granted to you by your Heartcore. The bonuses from the top rectangle are added to these numbers when you do an Awakening. The largest contributor to the growth of numbers here will primarily depend on how a player destroys the Collectible that their Auto Merge has been building up.

The bottom rectangle is flavor text to tease the imagination and briefly explain the lore behind where the Heartcore came from. It kind of makes me wonder who my character is and why they have such a powerful thing.

Uniques
Beat Stage 10 of the Level, Pertubaros Legacy, and one of the things you will unlock is Elites and Uniques. But, what are Uniques? What makes them worth grinding Elites for a day or more to make a stack of 999 relics that you extract to create a Unique? Their abilities are entirely reliant on your Stats. This ensures the Uniques with your favorite effects are able to scale with you from the moment you extract them all the way to the end game of currently released content. But, how do you get Uniques?

Kill Elites for relic drops, get a max stack of 999 relics, and extract the relic in the Unique menu to create a Unique. Please refer to the Elites section for more information on what Elites are, how to fight them, and suggested methods for farming Elites for relic and Trophy drops.




Extracting a relic to create a Unique grants a +3% bonus to your Soul Cap, Soul Refill, and Soul Power. It's also important to note that Uniques have their own Inventory and, thus, can not be destroyed or otherwise lost. Likewise, Uniques also have their own equipment slots that can be found to the right of your regular equipment. However, surely one would ask if one Unique slot is all we're allowed. Currently, a total of 5 Epic Unique slots can be unlocked.

An Unique slot is unlocked for use when you extract your first Unique. In the Awakening Upgrade menu, an Epic Unique Slot costs 170,000 PP and can be purchased for 1 more slot. In the "Permanents" tab of the Origin menu, another Epic Unique Slot upgrade costs 150,000 Memories and can be purchased for 1 more slot. In the "Permanents 2" tab of the Eternals Shop, an Epic Unique Slot costs 300,000 Eternals and can be purchased for 1 more slot. Lastly, the final Epic Unique Slot can be unlocked by beating Level 10 of the Timewalker Trial.



By now, you might be going "that's nice and all but what do they do?!". Well, as you can see above, Lingering Grudge is a Unique that shines when used by players with a higher than usual Forceshield. However, not all Uniques are specifically tied to combat. Some Uniques provide bonuses like Memory Gain or Magicfind under certain circumstances. One Unique will absolutely change the way you hunt for equipment and possibly necessitate the occasional change to your Paragon tree. In other words, most Uniques are combat oriented but some lend their effects to different areas of the game.

The inquisitive sort might say something like this; I see a Level indication on Uniques! Does that mean they be made stronger by leveling up in some way?! The short answer is this; there is currently no method in the game to level up Uniques but you can strengthen Uniques to a degree with Forgotten Arts within the Rites menu. For more information, please refer to the Rites section.

Sacrifice
You know all that high rarity equipment you've been destroying because it doesn't work for you? Unlock this feature and all those high rarity equipments you're destroying just might provide useful bonuses when you sacrifice a set of equipment for a permanent stat boost.




First, let's look at what each part of the Sacrifice sub-menu does or shows us. At the very top red rectangle, we have 5 equipment slots for sacrificing equipment. All 5 slots must be filled by equipment with a rarity of 9 or 10. Similarly, the 5 pieces of equipment used for sacrificing must all be of the same rarity. Also, the average level and rarity of the 5 sacrificed equipments are the main contributors to the gained Sacrifice bonus. Please refer to the Equipment section for more information on identifying the rarity of equipment, among other things. Lastly, it's important to note there are three possible combinations you can use to further increase the bonus you get for sacrificing equipment.

The first combo is any 5 pieces of equipment with the same rarity for the normal bonus. The second combo is sacrificing 5 pieces of equipment that can be equipped to the same slot for double the normal Sacrifice bonus. I.E Sacrificing 5 Helmets together will double the bonus you got from sacrificing. The last combo is sacrificing 5 pieces of equipment that have the same icon for quadruple the normal Sacrifice bonus. I.E. Sacrificing 5 Helmets with the same exact icon. If you can't remember how the combos work, you can always move your cursor over over the ? button for a tooltip that explains what the combos are and the bonuses they provide.

Below the "Sacrifice" button is where you'll find the bonus that will increase the effect of your next Sacrifice. This bonus is raised by destroying equipment of rarity 8 and higher. The bonus will be applied to the bonus you gain from sacrificing equipment and will be reset upon doing a sacrifice.

Notice: The Math formula for your bonus from sacrificing equipment is as follows:
(Rarity - 8) * Bonus * (Average Item Level ^ 1.35) = Total Bonus


Next up is the cumulative bonuses you've gained from all of your sacrificed equipment. This bonus goes up every time you Sacrifice equipment. Following the Sacrifice combos will help make these bonuses go up quicker and will help improve your Advanced Bonuses sooner. Steadily working with Sacrifice early on will build up your bonuses a good bit and aid in conquering new areas just a little bit quicker.

The last category of bonuses to cover are the Advanced Bonuses. These bonuses have their own individual levels, are randomly increased every X number of sacrifices, and are entirely directed at affecting your Misc. category of Stats. Unlike your cumulative bonuses, each of these bonuses can only be leveled up 100 times for a flat percentile bonus per level. I.E. Level 1 giving +0.4% while Level 2 would give 0.8%.

Notice: The Sacrifice combos you can do directly affect how many Sacrifices must be done for one of your Advanced Bonuses to be randomly chosen to level up. Combo 1 counts as one sacrifice. Combo 2 counts as two sacrifices. Combo 3 counts as four sacrifices.

Notice: Going by the game code, Advanced Bonus levels look to be soft capped by the highest Level unlocked in the Level Grid. Likewise, it looks like the Stages of each Level do not factor into the soft cap formula. I.E. Pertubaros Legacy would be Level 4 and Remnants of Madness would be Level 5. Lastly, this is the formula for determining your Advanced Bonus level soft cap:
(Current Max Level - 3) * 10 = Current soft cap for Advanced Bonus level


Heartseeker
This unlocks way late in the game but it's still awesome! You know those Heartcore bonuses you've been working on raising the whole game? This feature lets you raise your Heartcore level for some sick multiplicative bonuses to your Heartcore's bonuses!




This is the Heartseeker sub-menu where you will drain the essence from those Collectibles that you've been auto-merging for a day or so. In doing so, you will level up your Heartcore for awesome multipliers to your Heartcore bonuses.

  • Collectible Slot: This is where you will drag-and-drop the Collectible you wish to drain of essence.
  • Required Value: This is how much is required for your next Heartcore level. The Collectible you drain must have at least this much essence or you can't drain the Collectible.
  • Essence Bar: This shows how close your Collectible is to meeting the required amount of essence.

Battlefield
The Battlefield is where all forms of combat occurs and puts your Stats numbers to work. You will unlock new things to aid in your progression as you beat the last Stage in a Level. However, the way your numbers are presented here can be a little confusing, especially when those numbers change as you move from one Stage to another.

I feel like I covered half the screen in red rectangles. As with Character, each subsection is numbered in the order it will be explained within the guide.

Level Grid
To open the Level Grid, just click the spot where it says the Level name. I.E. Remnants of Madness | 10. You can move the cursor over the Levels you've unlocked to see a tooltip with some very important information that directly affects how your Offensive and Defensive Stats behave in battle.

I'll be approaching this screenshot with a from-top-to-bottom approach on each part that has a red rectangle around it.

  • Level Name: This is straightforward and tells you the name of the Level you've currently got the cursor over in the Level Grid. I.E. Remnants of Madness.
  • Level Description: Flavor text that adds a tiny bit of life to each Level and the game world as a whole.
  • Collectible Level: This tells you the general level of that Level's Collectible at a glance. Sealed means the Collectible is lower than level 100. Meanwhile, seeing the text "Unleashed [2|6]" would mean your Collectible level is between 200 and 300. You can read more on what this is and what it means in the Collectibles section.
  • Enemies Killed: The number of enemies you've killed within the Level in the name of progressing to a new Level. More blood for the blood god! *insert insane cackle*
  • Required Rating: This is the Offensive/Defensive Rating you need to reach for your Stats to perform at their best within an area. The "X - Y" text here tells you the Required Rating from Stage 1 all the way to Stage 10. More information is given in the Combat Stats section.
  • Droprate: This tells you what your odds of getting equipment is for every monster you kill. This scales off the Required Rating and will be talked about in the Combat Stats section. Droprate Rating is handled the exact same way as all other Offensive and Defensive Ratings. Refer to the Combat Stats section for how this is calculated.
  • Base Memories: This tells you the base amount of Memories you get for wiping out each group of monsters. The number shown here doesn't factor in your Memory Gain bonus shown under Misc. in the Character menu.

Combat Stats
This section is multiple pieces of information combined. Here, you can see your current Forceshield, current Health, Stamina bar, Evasion/Counter Chance, and more. Just about everything in this section has a tooltip you can see for more information by moving your cursor over the bit you're curious about. I've broken down this section into multiple images to show each part of the information as I explain them.

Required Rating for Max Chance
Remember me mentioning this in the Level Grid section? Yep, you're getting an explanation on what this is and how it impacts your Stats. Basically, Required Rating works as a soft cap on how much of a given Rating you need for a Stat to work at full capacity aka reach the soft cap. Let's put this into effect with an example.

You have an Armor Rating of 10,000. You're fighting in Stage 10 of Remnants of Madness which has a Required Rating of 18,000. For the sake of simplicity, you have the base 40% Armor soft cap. This results in your Armor Rating giving you a 22.2% damage reduction.

The Math: 10,000 / (18,000 / 0.4) = 0.222222 * 100 = 22.2%

Broken down into steps, the Math becomes this:
(18,000 / 0.4) = 45,000
10,000 / 45,000 = 0.222222
0.222222 * 100 = 22.2%

However, what if you have 60,000 Armor Rating while fighting in Stage 10 of Remnants of Madness? The simple answer is this: your Ratings can exceed a Stage's Required Rating but the Math results can never, ever exceed your soft cap.

Notice: I have verified the Math above within the game's code. All percents should be used in the Math should be decimal format. I.E. 40% as 0.4, 120% as 1.2, and so on.


This is the part that shows the effects of your Offensive and Defensive Rating Stats based on the Level's Required Rating for Max Chance. You can move your cursor over each of the icons to see more information and what each Stat's respective base soft cap is. I will go from left to right and start at the top row of icons. I will be referring to each Combat Stat by how it is referenced in the Paragon tree(I.E. Armor Chance) even though the tooltips do not do so.

Notice: The Battlefield tooltips only state the BASE soft cap % for a Combat Stat. This means the tooltips DO NOT account for increases to the soft cap % of a Combat Stat from equipment or the Paragon tree. Check the Stats Overview in the bottom left hand corner of the screen to find your individual soft caps for each Combat Stat.

Now, for some basic information on each Combat Stat in case the above Math made your eyes glaze over.

  • Evasion Chance: This is your odds of taking no damage at all by evading an incoming attack from enemies in the current Level. Base soft cap of 40%. Hard capped at 80%.
  • Armor Chance: Represents how much damage reduction your Armor Rating gives you in the current Level. Base soft cap of 40%. Hard capped at 80%.
  • Counter Chance: Your odds of counter attacking an enemy for 20% of your Damage and is based on your Counter Rating in the current Level. Counters also restore your Forceshield by the same amount you counter attacked an enemy for. Base soft cap of 40%. No hard cap.
  • Block Chance: This goes off the Universal Block modifier on equipment and is your odds to block an incoming attack. According to the tooltip, blocking an attack will "reduce your overall damage taken by your 'Shield Block Value'". Unfortunately, I have no idea what 'Shield Block Value' is, how to raise it, or where one can see it, if at all. However, there are no soft OR hard caps on your Block Chance so go nuts!
  • Penetration Chance: This is your Damage bonus from "bypassing an enemy's natural defenses". Soft capped at 25%. No hard cap.
  • Crit Chance: Your chance of dealing extra damage with a critical hit. When this occurs, your damage is multiplied by your Critical Hit Multiplier seen in the Character menu. Soft capped at 40%. No hard cap.
  • Damage: This is your only Combat Stat that is not affected by a Level's Required Rating. The number you see is the culmination of all your bonuses and buffs from every single area of the game with one exception; the effect of Melee Power, Ranged Power, and Spell Power are never displayed and are only computed internally as a bonus towards your Damage.
  • Droprate Chance: While not displayed with your Combat Stats, you can see your Droprate Chance in the Level Grid tooltips for each area. Droprate Rating is handled the exact same way as all other Offensive and Defensive Ratings.



These bars represent your Forceshield(blue), Health(red), and Stamina(yellow). I will reiterate that Forceshield will always protect your Health from taking damage until you run out of Forceshield. You attack with a Skill every time your Stamina bar fills up.



This is your character's avatar and exists purely for flavor. Left click it to cycle through the avatars you've unlocked.



See those icons below the Stamina bar? This is where your buffs and such appear. You always move the cursor over each icon for more information on what these buffs are and what they do for you.

Active Skill
So, you spent your hard-earned Prestige Points to buy the Awakening Upgrade perk called Unlock Active Skills. Except, now you have no idea what this does or even where it's located. So, let's get right into it.

The Active Skill is exactly what it sounds like; a skill that you can actively use every so often. Your Active Skill will run its effect for quite a while. So, you don't need to worry about having to babysit your Active Skill to keep it in use. Lastly, your Active Skill settings are located in the upper right-hand corner of the Battlefield menu and can be accessed by left clicking the button called "Actives". That's right, you get to customize the primary effect, secondary effects, the power of the primary effect, and the duration of your Active Skill!

Notice: You can not alter any part of your Active Skill while it is in effect. You must either wait for the duration to run out or manually cancel your Active Skill by clicking the Cancel button in the Actives menu.



The part highlighted with a red rectangle is where the icon for the primary effect of your Active Skill is displayed. Clicking within the red rectangle shown in the image will let you choose one out of seven primary effects for your Active Skill. You can freely change the primary effect of your Active Skill as long as your Active Skill is not in use. Move your cursor over each option to see what primary effects you have to choose from.




Clicking the button within either of the red rectangles will give you a few options to customize the power of the primary effect and duration of your Active Skill. Move your cursor over each option to see what alterations you can choose from. Both buttons count at their own option and affect each other. I.E. You can set the left button to the "---" option while still setting the right button to "+++".




Clicking the button inside the red rectangle will present you with a total of 18 different secondary effects that will be active during the use of your Active Skill. Move your cursor over each option to see what each secondary effect does. At the time of writing, a total of 3 slots for secondary effects can be unlocked with Prestige Points in the Awakening Upgrades menu.

Elites
Elites can be a little confusing at times. They're stronger than regular enemies and always seem to somehow whoop up on you, no matter how strong you get. Right? Well, let's change that perception by delving into how Elites work and how their ultra awesome loot drops work!




Now, I can't use the usual red rectangles without turning this image into an incoherent mess. To begin with, the option to fight Elites is not available on every single Stage in a Level. The only time you can engage in combat with Elites is on the 10th Stage of a Level. I.E. Look at the Level bar to see if it says something like "Pertubaros Legacy | 10" or "Remnants of Madness | 10". Again, the options shown in the image will only appear once you're on the 10th Stage of a Level. Once you're ready, click the button with the text "Engage Elites" and get ready to face enemies that are about 4 times stronger than what you're encountering on Stage 10 of the Level you're in.

Now, there's a few things that make Elites different from regular combat. First off, their stats are partially controlled both by their level and the Level you are in. To see what level of Elites you're fighting, look under the "Engage Elites" button for the text "Level: 0". Just below "Level: 0" is where you'll find the highest level of Elites you've killed which becomes important later on when you unlock Rites. For reference, the highest level of Elites one can fight in any given area is hard capped at 500,000.

Last but not least, examine the image above and you may notice the "06:00:00" timer-like text with a bar underneath it. This is the amount of stored time you have to fight Elites. To the right of the timer, you'll see the repeating "100"s. This is how many of the special Elite orb drops you have gotten and destroyed. Each area that allows Elite combat can drop a total of 100 Elite orbs. Destroying 100 orbs in an area will double the maximum amount of time you can bank and is retroactive to earlier areas in the game. For example, destroying 100 Elite orbs in Pertubaros Legacy will double your Elite timer to 6 hours. Destroying 100 Elite orbs in Remnants of Madness will double your bankable time for both Pertubaros Legacy and Remnants of Madness. Bankable time is hard capped at 24 hours.

Notice: Look carefully at the image above for the words "Set Max Lv" in blueish-teal text. That is a TEXT FIELD where you can type in numbers to control the highest level of Elites you will fight. Failing to use this will allow the Elites' level to grow to the point they kill you. Afterwards, their level will divided by 2 and the cycle will begin again. This becomes really important when you're wanting to farm Relics which is covered in the next paragraph.

Let's say you're at a point where you can now comfortably farm level 1 Elites. Eventually, you're going to get a form of loot called a "relic". But, what are relics? Why does the game want you to collect 999 of them? What do you get after a days long grind? Extracting a stack of 999 Relics will create an extremely powerful item called a Unique. Please refer to the Uniques section for more information on what they can do for you.

However, the question I've seen the most on the forums is this; how do you farm relics quicker?Well, first off, relics take forever to farm and will take even longer when you're not killing the entire party of Elites in a single attack. This is largely due to how relic drops are handled in the game code.

First things first, you have to kill X number of Elites. I've had no luck finding anything related to "X number of Elites" beyond that it's a certain number of kills. However, the basic logic is reach X kills and get a relic drop. This means your best way to farm relics is to kill the entire group of Elites in a single attack. Having a high Monster Respawn Stat to reduce the time it takes to start the next battle will also prove useful.

However, the real grind slowly starts once you've finished a relic. Once you reach X kills, the game checks which Relics drop in your area and rolls for which Relic you rolled. After that, the game checks to see if the rolled Relic is tied to a Unique you've already unlocked. If it is, no Relic drop for you. If it isn't, you get the drop.

Based on the game code, it is the author's personal recommendation that players use the "Set Max Level" text field below the "Engage Elites" button to only fight Elites of a level you can definitely kill in one attack. An unrestricted Elite level means more time spent dead which means less time killing Elites which is less Relic drops. You will want more Accuracy(aim for 100) if you're getting mixed results when you should undoubtedly be one-shotting all the Elites. If 100 Accuracy is currently impossible for you, you can always take your current Damage, multiply it by 0.6(max damage you deal when missing enemies), and adjust the level of Elites to be below the result.

Notice: For those who like efficiency, it is best to use an Active Skill with a primary effect that will not kill you over time. In the author's opinion, Reaper and Archlord are good candidates for non-self-lethal primary effects while raising your damage and survivability. This may help new players get their foot in the door and start farming Elites.

Elites also drop a second type of loot called Trophies. From what I see in the game code, it looks like players get a trophy drop for about every 60~ Elite kills. It's good and all to know the above bit but what do Trophies actually do for you?

When destroyed, Trophies grant you an amount of Memories based on the Level you're in and an amount of Research Points(used in Rites). In addition, Elites give the same amount of Memories as regular enemies when they're killed. Throw in the addition of Trophies and you now have a way to begin reliably farming Memories for purchases in the "Soulforce" and "Permanents" tabs of the Origin menu.

Notice: Trophies will rapidly clog up your Inventory. Please refer to the Inventory section for more information on where you can get more Inventory slots. Buying the 6000 Memory purchase, Auto Destroy, in the "Permanents" tab of the Origin menu is also a start to help prevent your inventory from getting clogged. Once Auto Destroy is bought, you can buy the upgrade, Speed Up Auto Destroy, in the "Permanents" tab of the Origin menu for 30,000 Memories. If the cost is too steep, you can instead choose to purchase Speed Up Auto Destroy from the "Permanents 2" in the Eternals Shop for 85,000 Eternals. However, it recommended to do this only after buying both Glory Slot buys in the Eternals Shop.

For the curious, this is a simplified Math version of the game's coded logic for how many Memories a Trophy will give a player when destroyed. However, it's worth noting the game's coded logic references your Memory Gain effectively every time you kill an Elite. So, the numbers you see during gameplay will possibly vary if your Memory Gain increases/decreases while killing Elites. This also applies to your Active Skill when it has the secondary effect, Memory Gain.

Math:
(Base Memory per Stage Clear * 30) * Memory Gain Bonus = Memories gained per Trophy destroyed

Lets say you're in Remnants of Madness with a 1.4 Memory Gain bonus. In the Level Grid, we can see the 10th Stage gives 0.09 Memories per Stage Clear. Here's how the Math looks:
(0.09 * 30) * 1.4 = 3.78 Memories

Notice: You can have your Active Skill slotted with the secondary effect, Memory Gain, to gain slightly more Memories per Trophy. The effect will become more noticeable as additional secondary effect slots are unlocked and set to Memory Gain. Please refer to the Active Skill section for more information on secondary effects and how to unlock them.

Combat Field
So, you see a bunch of things are happening to your character but where are the enemies? Well, the enemies are displayed in the Combat Field which is just above the Level bar that opens the Level Grid when clicked.




As you can see, the enemies are both ready for a fight and already facing a nasty disadvantage they can't hope to overcome; the power of my Poison. Here, you can see enemy Health bars, Stamina bars, and whatever Status Effect(s) you've put each of them under. Like information in other areas of the game, you can move the cursor over the enemies to see more in-depth information like their current Health, max Health, and the amount of Damage they deal.

Collectibles
So, you like collecting things? Me too! But, these collectibles also bring some really yummy rewards!



You can see the Collectible that drops in the Level you're in by looking at the the top right corner of the Battlefield menu, just below the Actives button. As with many things in the game, you can move the cursor over the icon to see a great deal of information about the Collectible in question via a large tooltip.




Here, you can see the name of the Collectible, the nice and happy flavor text, the bonuses you get for destroying the Collectibles, your achieved Awakening bonuses for destroying Collectibles, and the total level amount of Collectibles you've destroyed. Each part of the tooltip will be broken down in a top-to-bottom fashion.

  • Name: Purely flavor text that helps the imagination picture the world of Godsbane.
  • Description: Purely flavor text that helps the imagination picture the world of Godsbane.
  • Bonuses: This is what you get for destroying the first 100 levels worth of a Collectible. The reward changes from Level to Level. Often includes some extremely useful rewards. Some of the later stages, like Geddon, include the coveted Eternals currency as part of the rewards. Eternals rewards are not affected by your Eternals Gain.
  • Awakening Bonus: You start working on this after you finish off the Bonuses bit just above it. You gain an Awakening bonus for every 100 levels of destroyed Collectibles. My best guess is this bonus increases the Awakening Points you get for each Awakening Level but I can't say for sure yet.
  • Max Level: The maximum amount of levels from destroyed Collectibles that count towards the Awakening Bonus is 600 levels.



Holy Collectibles, Batman! Auto Merge is a cheap Memory purchase you can purchase for around 100 Memories from the "Permanents" tab of the Origin menu. If you're just starting out, I highly recommend using your first Collectibles rewards to buy Auto Merge to prevent losing potentially usable equipment and prevent your Inventory from looking like this.



Finally, Collectibles also contribute the largest amount of essence to your Heartcore, expediting the steady growth of its bonuses. To destroy a Collectible for that delicious essence, right click it. For more information, please refer to the Heartcore section.

The Fates
The Fates are the equivalent of your daily login rewards. Draw a card every 23 hours and get a reward for each draw.




  • Drawpool: This is the list of rewards you have the potential to draw. They're all color-coded to the Draw Odds.
  • Draw Odds: These are your odds of drawing a particular category of rewards.
  • Drawing Mat: Hold left click on the card on the right and drag it to the left side of the mat. Then, left click the card to draw your reward.
  • Reward: This is where you see what you drew.
  • Cool Flavor Text: The majority of the cards tell some cool stuff but let's just admit it. UwU's of the Damned is the best card.

Souls
What's are Souls? Do they do something for me? Why are my Souls going up when I'm not doing anything? What's that new bar that's slowly filling up and sits beneath my Health bar in the upper left hand corner of the screen?




Your Soul Bar sits just below your Health bar in the top left corner of your screen. The top number is how many Souls you have that can be invested in different features. The bottom number is your Total Soul Cap. However, Soul Cap is only one side of how your Souls work but, for the moment, let's go over the number of ways you can raise your Soul Cap.

  • Kill Enemies: Most frequently used method to raise your base Soul Cap. Having a higher Soul Gain increases the effectiveness of this method.
  • Use Divinity: Allocate Divinity in the Apotheosis menu to Soul Cap to gain a multiplier to your base Soul Cap.
  • Spend Memories: Spend Memories to raise your base Soul Cap in the "Soulforce" tab of the Origin menu.
  • Rites Soul Spell: Spend Mana to cast the Soul Spell to increase the multiplier applied to your Soul Cap, Soul Refill, and Soul Power. This spell does not affect Soul Gain.
  • Misc. Multipliers: Upgrades that can be purchased in Upgrades tabs in feature menus like Awakening and Bloodletting.




The next part of Souls is your Soul Refill. Your Soul Refill is what generates Souls for you to use each time your Soul Bar fills up. So, having a higher Soul Refill means reaching your Soul Cap sooner after doing an Awakening. However, all generated Souls are counted towards you reaching your Soul Cap. Here's an example of this.

You have a Soul Cap of 100, a Soul Refill of 5, and have generated 100 Souls. You allocate 100 Souls to a feature and Soul Refill does nothing. You kill an enemy and gain 7 Soul Cap. Your Soul Bar starts filling up and, upon refilling, has your Soul Refill give you 5 Souls. After that, your Soul Bar refills again but, this time, Soul Refill only gives you 2 more Souls because you are now at your new Soul Cap of 107.

Sources for gaining Soul Refill:
  • Equipment: Amulets are the only equipment that can drop with the modifier +X% Soul Refill which acts as a multiplier to your base Soul Refill. Amulets can roll +X% Soul Refill twice, effectively doubling the effect of the modifier. Crafting the amulet to 100% will also double the modifier's effect. Please see the Crafting and Equipment sections for more information.
  • Use Divinity: Allocate Divinity in the Apotheosis menu to Soul Refill to gain a multiplier to your base Soul Refill.
  • Spend Memories: Spend Memories to raise your base Soul Refill in the "Soulforce" tab of the Origin menu.
  • Misc. Multipliers: Upgrades that can be purchased in Upgrades tabs in feature menus like Awakening and Bloodletting. There are two small branches in the Paragon tree that give an additive multiplier to Soul Refill.




The third part of Souls is Soul Power. For Soulcore and Rites, this translates into fewer Souls needed to reach the cap on things. For Bloodletting, this makes each allocated Soul have a greater effect but only for Bloodmancers. Please refer to the relevant section(s) for information on Soulcore, Rites, and Bloodletting.

Sources for gaining Soul Power:
  • Equipment: Amulets are the only equipment that can drop with the modifier +X% Soul Power which acts as a multiplier to your base Soul Power. Amulets can roll +X% Soul Power twice, effectively doubling the effect of the modifier. Crafting the amulet to 100% will also double the modifier's effect. Please see the Crafting and Equipment sections for more information.
  • Use Divinity: Allocate Divinity in the Apotheosis menu to Soul Power to gain a multiplier to your base Soul Power.
  • Spend Memories: Spend Memories to raise your base Soul Power in the "Soulforce" tab of the Origin menu.
  • Misc. Multipliers: Upgrades that can be purchased in Upgrades tabs in feature menus like Awakening and Bloodletting. There are two small branches in the Paragon tree that give an additive multiplier to Soul Power.




The last part of Souls is your Soul Speed. This affects how quickly your Soul Bar fills up. Leveling your Soul Speed to 40 will result in your Soul Bar staying full and constantly generating Souls. Soul Speed can be improved in the "Soulforce" tab of the Origin menu. It is my recommendation that new players max out their Soul Speed ASAP.

This is all good and well to know but what are Souls used for? Well, Battlecores use to generate bonuses to your Damage, Health, Health Regen, and Forceshield. Rites make use of Souls to gather mana for the casting of spells that give both temporary and permanent bonuses. Bloodletting uses Souls to generate a ton of different permanent bonuses. Please refer to each feature's respective section for more information on how they work.

Awakening
Yea, I won't lie. I was a little lost too when I saw this menu for the first time. However, it gets pretty easy to understand what you're looking at if you take it in bits.




The three buttons in the red rectangle act as tabs that take you to different sub-menus. Awakening is the tab where you can choose your Awakening bonuses and perform an Awakening to increase those bonuses. The Upgrades tab is where you can spend your Prestige Points on a large variety of upgrades. Trials is where you can choose to take on a difficult challenge for really good rewards. Now, let's start with a more in-depth look at the different parts of the Awakening tab.




Now, this here is where you see some numbers and can do some cool things.

  • PP: This is short for Prestige Points and tells you how many you have available for spending in the Upgrades tab.
  • Reset Paragon: Left click this to set a checkmark. Once you do that, your Paragon will be completely reset upon your next Awakening. Do this if you want to change your Paragon perk choices.
  • DD:HH:MM:SS timer: This tracks how long it's been since your last Awakening. You can also see this same timer in the upper left hand corner of the screen. This can be important information since one Trial requires that you complete it in under six hours.
  • Stat Choices: This row of stats determines which of these stats receive a boost from your X% Stats+ boost at the bottom of the Awakening menu. A checkmark means a stat has been selected to receive a boost. However, the boost to these stats gets lower as you pick more stats. Picking more or less stats in this row does not affect the boost X% Stats+ gives to your Damage, Health, Health Regen, and Forceshield. Changes made to this row do not take effect until an Awakening is performed.

Notice: Alternatively, you can buy the Paragon Reset QoL upgrade in the Eternals Shop for 100,000 Eternals if you don't like having to do an Awakening to reset your Paragon tree. With the Paragon Reset upgrade, you will be able to reset your Paragon tree whenever you desire without having to do an Awakening.

Notice: The bonus your Stat Choices gets is determined as such:
Stats+ / Active Number of Stat Choices = Bonus applied to each Stat Choice
This effect is only calculated and applied at the time of Awakening.





This is the Experience side of the Awakening menu. Some of your most important stats in the game are shown here; Awakening points, X% Stats+, and Y% Experience. Let's move in a top-to-bottom fashion.

  • Exp Bar and Level: The "Next Paragon" text tells you when you earn your next point to spend in the Paragon tree. The "Lvl: X" text is your level. Each level gained grants Awakening Points. The "Highest Level reached" text tells you the highest level you've ever achieved in a single Awakening. Killing enemies gives experience.
  • X% Stats+/Experience+: This is where you can see your current Stats+ and Experience+ bonuses for this Awakening. Stats+ gives a bonus to your Damage, Health, Health Regen, and Forceshield. A higher Experience+ makes enemies give more experience when killed.
  • Awakening Points: The "Gain: X" part is how many Awakening Points you will gain on Awakening and goes up every time you gain an level. The "Total Awakening Points:" part is the total points you've gained since the start of the game and is the sole contributor to your Stats+ and Experience+ bonuses.
  • Slider Bar: This is how you shift the effect of your Awakening Points on your Stats+ and Experience+ bonuses. Move the slider to the left to lower your Stats+ effectiveness for more effective Experience+. Move the slider to the right to lower your Experience+ effectiveness for more effective Stats+. There are a large number of strategic uses to this bar, depending on what you want to do.
  • Awaken Button: This is what you click to perform an Awakening. Doing this will reset many things like your level, Souls count, most feature unlocks, and unlocked Levels in the Battlefield. After doing an Awakening, you must wait an hour to do another Awakening.

Notice: I heavily discourage setting the Slider Bar all the way to the left or right. Setting the Slider Bar all the way to the left will set your Stats+ bonus to zero, making you exceedingly weak and unable to progress through Levels. Setting the Slider Bar all the way to the right will set your Experience+ bonus to zero, effectively gimping your ability to level up and gain Awakening Points.




This is the Prestige Point side of the Awakening menu. Thankfully, it is much simpler in appearance.

  • Value Bar: This bar shows your progress towards gaining Prestige Points. The value shown below the bar is what makes this bar fill up. A higher Level and Stage in the Battlefield results in gaining more value per second. The Prestige Multiplier stat increases this value.
  • Prestige Points Stored: 10 Prestige Points are stored every time the Value Bar fills up. You earn these Prestige Points upon Awakening.




This is the Upgrades tab and shows the full list of upgrades you can buy with Prestige Points.

  • Show Max: Determines if maxed upgrades will be shown or hidden. Hiding upgrades you've maxed can be a good way to see which upgrades you might have missed by accident.
  • Order By: Clicking this button will swap the upgrade order between total cost and cost per level.
  • Upgrades: This is the list of upgrades you can buy. Move your cursor over an icon to see the perk's name, effect, current level, total level, and cost. Left click an icon to buy a level. Shift+left click to buy as many levels as you can afford. The upgrade will be maxed out if you can afford all the levels.

Notice: There is no confirmation box when you are purchasing upgrades. Always be sure to double check which upgrade you're about to buy!




This is the Trials tab where you can choose a particular challenge to complete for rewards. Let's give it a whirl going top-to-bottom.

  • Quit Trial: Clicking this button will make you abandon the Trial you are attempting. There is no confirmation box for this.
  • The Beginning button: This is where you will see all the Trials you have unlocked. Clicking each button will allow you to see the individual details of each Trial.
  • Objective: This tells you which Nemesis Stage you must clear after clicking Trial button in the Seraphim menu. Please refer to the Seraphim section for more information on Nemesis.
  • Restrictions: Lists the actions you are forbidden from doing while attempting the Trial.
  • Numbers 1-10: Move your cursor over the numbered icons on the right hand side to see what one time reward(s) you get for each Trial completion. Rewards that have been obtained will display a green number. Unobtained rewards will display a red number. All Trials offer a special reward, like a Unique slot or Glorycore slot!
  • Rewards: This tells you the amount of Eternals and Memories you will earn for each Trial completion. These rewards are not affected by the Eternal Gain or Memory Gain stats.
  • Completions: This tells you how many times you've completed that specific Trial and the total number of completions that you can do.
  • Start Trial button: Clicking this button will start the Trial and immediately perform an Awakening. This has the same effect as doing an Awakening, including the "wait one hour" restriction.

Notice: Starting a Trial will reset your Battlecore levels to zero!

Inside a Trial
I totally didn't have to make this section because the Awakening section was already at the character limit. Nope, not at all. Oh well. Here is where you can read about how to attempt to complete a Trial once you've started one.




Upon starting a Trial, you will be forced to do an Awakening. At the same time, Nemesis will gain the button shown within the red rectangle. Clicking the "Trial" allow you to attempt the Trial version of Nemesis. This battle works the same as a regular Nemesis with one change. You receive no rewards from fighting the Trial version of Nemesis. However, the Trial is completed if you beat the Trial boss stage listed in the Trial details. I.E. Seeing the Trial objective "Kill Trial Boss #99" in the Trials menu means beating Stage 99 of the Trial Nemesis.

Paragon
So, you opened the Paragon tree and was immediately lost or confused on where to even start? I feel that because I briefly had the same experience too.




This is the Paragon menu and what a doozey it is. I will include a few images of my favorite perks and some advice with them but Paragon builds are ultimately outside the scope of this guide. Let's go over each aspect of the menu in a left-to-right fashion.

  • Search Paragon box: This is a text box where you type in the name of a Paragon perk you can't find. You can also use this box to search for perks with a specific bonus. All perks with a match to the text you type here will have a pinkish circle around them. I.E. Typing in "Soul" will highlight perks with "Soul" in their name as well as perks that give modifiers with the text "Soul" in their name, like Soul Gain.
  • Return button: Clicking this takes you back to the game screen.
  • Reset button: This button only appears if you've bought the Paragon Reset QoL upgrade in the Eternals Shop and costs 100,000 Eternals. Clicking this button will immediately reset your Paragon tree without the need for doing an Awakening.
  • X Paragons: This tells you how many Paragon points you have left to spend.
  • 1|2|3 buttons: These are your Paragon loadout buttons. You can save a specific Paragon tree layout to each button. Clicking the button will then load your saved Paragon tree. Each saved layout can have a name associated with it. Move your cursor over a button to see specific instructions on how to save and load your Paragon loadouts.
  • "Giant" box: This is the text field where you enter a descriptive name for Paragon tree loadouts you want to save.

However, you may be asking "where do I get Paragon points?". There are three sources for Paragon points. Your primary way of gaining Paragon points will come from raising your level in the Awakening menu. You can also buy the Paragons upgrade in the Upgrades tab of the Awakening menu for 1 Paragon point per purchase. Lastly, you can buy up to 30 Paragon points in the Origin tab of the Origin menu but the Memory cost increases with each purchase.




Here, you can see what a perk looks like when it matches up with text in the search box. Giantblood is a perk that helps your defensive stat, Health Regen, provide supporting damage to your Damage stat. Pair up this perk with +X Max Health Regen, +Y/Y% Health Regen, and +Z% Stamina Regen. Build +A/A% Health as well if using the unique, Sanguine Siphon.




Terrors Remains is an awesome perk that can be paired with the uniques Wirt's Peg Leg and Horo's Lament to obtain much powerful equipment drops. Crafting will enhance the strengthened equipment even further. However, this perk only takes effect when equipment is dropped. The downside to this perk is that the empowered enemy that spawns is of Rare rarity and is considerably more powerful than regular enemies. Never attempt to progress to a new Level to unlock new things with this perk active!




Do you like having an always-on Charge improving your chosen Attribute(s)? There are three small branches of this perk in the Paragon tree. Pair these perks with a chest piece that has the +X Charge Generation and boots with +Y% Stamina Regen exclusive modifiers to support these perks even more.




There are multiple series of perks like these and can be useful for overcoming the low equipment drop rates in later Levels. Just be careful that you're not spending too many points to chase these perks instead of building up your overall power in combat!




This perk is only marginally more useful for getting a high rarity drop. Additionally, this perk will not allow you to receive equipment with a rarity above 10. This is because equipment rarity is hard capped at 10.

Origin
What are Memories? What do they do for me? Why are they important? Well, let's examine each tab in the menu!




This is where the tab buttons are. Clicking one of them will take you to their respective tab.




These are your Origin upgrades. There is an upgrade for most of your stats. However, it is worth noting the Paragon upgrade is only one of three ways obtain Paragon points. Please visit the Paragon section for a full list of sources for Paragon points. Now, let's move from top to bottom.

  • Health: This tells you which stat the upgrade will affect once purchased.
  • Level: Here, you can see the current level and max level of the upgrade.
  • Current Bonus: The current numerical bonus provided by the upgrade. However, you can move your cursor over the buy button to see the exact nature of the bonus you've bought. I.E. The Health upgrade gives 5 Health per level while the Damage upgrade gives +0.5% Damage per level.
  • Max: The button will tell you the cost of purchasing a single level. If the upgrade is maxed, the button text changes to "Max".

Notice: There is no confirmation box for upgrade purchases. Always double check which upgrade you are about to buy!




The Innate Power tab is an unlockable sub-menu that is permanently unlocked once acquired. Here, you can spend Memories to acquire points to add levels to various bonuses. We'll go from left to right in both rows.

  • Enter Amount: This is a text field where you can enter the number of points you wish to buy with Memories. The button next to it will change to reflect the cost of the amount of points you enter into the text field.
  • X Points: This is how many Innate Power points you currently have to spend. Points can be freely reclaimed and respent on other upgrades in the menu as frequently as you wish.
  • Health: This is the name of the stat the upgrade will increase when you spend points on it.
  • Level: This is the current level of the upgrade. One level is always equal to one point and adds a flat +0.1% per level.
  • X%: This is the percentile boost the affected stat receives from the upgrade. For the Math savvy, this bonus is multiplicative.

Notice: There is no confirmation box for point purchases. Always double check the amount of points you are about to buy!




The Soulforce tab of the Origin menu is where you can spend Memories to increase the effectiveness of your Souls. Please refer to the Souls section for more information on what Souls are, how they work, and what they're used for. That said, we'll go from top to bottom.

  • Soul Cap: This tells you which aspect of your Souls you're about to improve.
  • Total: This is your total stat derived from all modifiers that affect it.
  • Base: This is the base stat you have and is what is improved by spending Memories.
  • Buttons: These buttons tell you how much of the stat you're getting and what cost you're paying in Memories.
  • Text Field: This text field is where you can type numbers of your own to buy specific amounts of a stat. The button below the text field will change to show the Memory cost of the number you type in.

Notice: There is no confirmation box for Soul stat purchases. Always double check which stat upgrade you are about to buy!




Lastly, we have the Permanents and Permanents 2 tabs. These two tabs purely contain QoL upgrades that provide highly useful automations, time-saving functionalities, and enhancements to the function of unlockable features. Let's take a look at these upgrades.

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  • Name: The name of the QoL upgrade.
  • Icon: A small icon that you can move the cursor over for more information on what the upgrade does.
  • Level: This is how many times an upgrade can be purchased. Most of these upgrades can only be bought once.
  • Button: This button shows the Memory cost of the upgrade. The button text will show "Max" if the upgrade has been bought.
Cauldron
Woo boy. As of 7-9-22, this is a new feature that interacts with your leftover, unallocated Souls. But, how do you turn those unallocated Souls into power for this feature? Let's get started and find out!

Disclaimer: I'm still trying to figure out the Awakening bonus. The Math results shown in the game don't match up with what I get from a calculator. So, I'm currently just beyond the north side of useless in advising anything on when to Awaken for Energy-related bonuses.

Warning: This section assumes the reader is familiar with how the Souls feature works. Please refer to the Souls section as needed for more information.




That's a lot of information but it's a lot easier to understand if you break it down into bite-sized pieces. Like some features, Cauldron has a source of power and produces something that makes you stronger. Let's start by taking a look at how the power source of Cauldron works.




The Soul Constructs are bought with Souls. The most important thing to know is that the cost of Constructs you've bought is deducted from your current Souls, not your Soul Cap. This means you can spend 50 Million Souls to buy some Constructs and then watch your Soul Refill replenish those 50 Million Souls. It's entirely possible to have a total Soul Cap of 5 Billion and still spend 30 Billion Souls on Constructs. Similarly, each Construct can be bought multiple times
and each purchased Construct provides Energy which will be covered in the next part. As with most places, you can move the cursor over a Construct to see more information about what you can buy. Let's go from top to bottom on what we're looking at here.

  • Max All Soul Constructs button: Clicking this button will spend ALL! of your unallocated Souls to purchase all the Constructs you can afford.
  • Construct List: This is the list of Constructs you can buy. Left-clicking will buy a Construct in the list.
  • X Souls: The "X" is the numerical cost in Souls for your next Construct purchase.
  • 260: This is how many of that specific Construct has been purchased.




The top of the screen is where you'll find your Energy per second, Energy produced, your Energy bonus, and how much your Energy bonus will go up upon Awakening. To sum up this part, a higher Energy per second means more Cauldron exp which means more Cauldron Prestige levels which translates to getting bigger Energy bonuses. Let's go from left to right.

  • Energy X: This is where you see how much Energy you've produced. The "Y /s" beneath this is how much Energy you produce per second. Resets on Awakening!
  • Energy Bonus: This shows you how big your bonus towards Energy production is. The "Gain X% on Awakening(Yx) is a multiplier to your gained Energy bonus on Awakening.
  • Yellow Bar: This is your Cauldron's Experience bar and it resets upon Awakening. Your Energy /s contributes to your Experience gain and your Cauldron levels up each time the bar fills up. The number to the right of the bar shows your Cauldron level. Resets on Awakening!
  • Green Bar: This is your Cauldron's Prestige Bar and is the sole contributor to increasing your Energy Bonus. This bar gains progress equal to your Cauldron level every second and your Cauldron's Prestige gains a level each time the bar fills up. The number to the right of the bar shows your Cauldron's Prestige level. Resets on Awakening!

Notice: It is highly recommended to try spending any and all excess Energy before performing an Awakening! Otherwise, your excess Energy will be lost upon Awakening!

Notice: The Energy bonus multiplier increases by 1 for every 10 minutes that has passed since you last did an Awakening. I.E. 2x at 10 minutes, 3.1x at 21 minutes, 6.45x at 54.5 minutes etc. The lowest possible multiplier is 1x at the start of an Awakening aka a time of 00:00:00:00.




All that Energy you produce has be for something, right? Well, this is one of two of those "somethings" and is broken into four bonus categories. The category for Health, Health Regen, and Forceshield is what I'll be using to break down the information in this section while going from top to bottom.

  • Convert to X: This tells you which category the bonus is applied to. For example, the Damage category solely refers to your Damage stat and the Offense category is for your Critical Hit Rating and Penetration Rating.
  • Level with +/- buttons: The + and - buttons are for increasing/decreasing the bonus's level by 1 per click. The grey(gray?) part is a text field for manually inputting a specific level you want a bonus to operate at.
  • Level X | Y: X is the current level you've set the category bonus to. Y is the maximum level you can set the category bonus to. The maximum level can be increased by spending Energy.
  • Bonus: This is the multiplicative bonus granted to the category in question. A higher current level gives higher bonuses.
  • -X Energy /s: This is how much of your Energy produced per second is being siphoned to maintain the current level of bonuses you're running.
  • Level Up - X Energy: Clicking this button will increase the maximum level of the category bonus you can set. "X Energy" is the cost paid in Energy per level up. Shift+left click will buy up to 10 levels per click.

Notice: Inputting a number in the Level text field will cause that category's current level to change only after you either press Enter or click anywhere else on the screen.




This is the other "something" that your Energy can be put towards; buying Upgrades. The topmost row is a set of temporary upgrades that reset on Awakening. Each row of permanent upgrades costs far more than the row above it.

  • Max Temporary Upgrades button: This button will spend ALL! of your Energy to buy temporary upgrades that increase the Energy /s gained from your Constructs.
  • First Row: The top row of upgrades are temporary upgrades that improve the amount of Energy produced by that type of Construct. Resets on Awakening!
  • Icon: Like other Upgrade menus, this menu provides more information about what each upgrade does, their Energy cost, current level, and their max level when you move the cursor over an icon.
  • 120: You might not see the 120 in the red rectangle but each icon also has the upgrade's current level listed on top of the icon.

Soulcore
So, you've unlocked Soulcore. Yet, they're slow to level up and you have no idea what to do to speed them up. Alright, let's delve into how Soulcores are entirely dependent on your Souls!

Notice: This section assumes you are familiar with how Souls work and how to improve the effectiveness of your Souls. Please refer to the Souls section for more information as necessary.




First things first, there are two types of Soulcore at the time of writing. They are Battlecore and Glorycore. You can swap between the two Soulcore tabs using the buttons at the top of the Soulcore menus. That said, we'll start with Battlecore.




There are two types of Battlecore: Offensive and Defensive cores. Your Offensive cores increase your Damage by a percent for every level they gain. Defensive cores increase your Health, Health Regen, and Forceshield by a percent for every level they gain. Each Core further down is more powerful that the Core above it but also requires more Souls to power it. Now, let's take a look at how this works.

  • Core Type: This tells you if the rows of Battlecores are Offensive or Defensive.
  • Coreslot Bar: The Battlecore Bar shows how close that particular Battlecore is to gaining a level. Once a level is gained, the bar is emptied and begins filling up again. Move the cursor over the bar to see the number of Souls required to hard cap the Coreslot at gaining 20 levels per second.
  • Allocated Souls: This is the number of Souls you have allocated to power the Battlecore. Exceeding the number of Souls required to hard cap a Coreslot is wasting Souls.
  • Level: This is the level of the Coreslot. Each Coreslot has a soft cap of 1.74 Million levels. Afterward the soft cap, levels past 1.74 Million will only provide 15% of their benefit. All Coreslots that gain at least a certain undisplayed amount of levels will gain a permanent reduction in the amount of Souls required to hard cap a Coreslot at gaining 20 levels per second.
  • Buttons: These buttons are for allocating and removing Souls from Coreslots. If you have enough Souls, the "Cap" button will allocate exactly enough Souls to reach "levels per second" breakpoints.

Notice: Soul allocations on Battlecores are reset when you perform an Awakening! Similarly, your Battlecore levels are reset on Awakening. However, you can buy the Save Temp Soulcore upgrades in the Upgrade tab of the Awakening menu to keep up to 50% of your Battlecore levels upon Awakening.


Notice: This small bit is primarily for the Math lovers reading this. All Coreslots that gain a certain amount of levels will receive a slight reduction in the amount of allocated Souls required to hard cap a Coreslot at gaining 20 levels per second. Now, things get a little tricky with some "If this true, do this. Else, do that." type of Math logic but here is how it works:

Coreslot's Base Max Souls is the base amount of Souls required to hard cap a Core Slot at 20 levels per second.

Coreslot Soul Reduction is the amount of Souls that have been deducted from a Core Slot's required amount of souls for the Core Slot to be hard capped.

If Coreslot Soul Reduction > 0, do Bonus = Coreslot Soul Reduction / Coreslot's Base Max Souls * 0.25

If Coreslot Level > 100, do Level Bonus = Coreslot Level * 0.1 * Bonus
Else, Level Bonus = 1

If Level Bonus > (Coreslot's Base Max Souls - Coreslot Soul Reduction) * 0.1, do Coreslot Soul Reduction = Coreslot's Base Max Souls - Coreslot Soul Reduction) * 0.1





At the time of writing, Glorycores are the other type of Soulcore you can unlock. Unlike Battlecores, Glorycores do not require the allocation of Souls but still derive their power from your Soul Refill and Soul Power. Furthermore, players will start out with only one Gloryslot for their Glorycores. Similarly, the majority of Glorycores must be unlocked by beating more difficult Levels. All Glorycore unlocks are permanent but the Glorycore sub-menu must still be unlocked before Glorycores will begin to function. Lastly, the levels gained by Glorycores are banked in the form of a permanent bonus that's applied even when the Glorycore is disabled. Now, let's delve into what we see.

  • Efficiency: This is what determines the conversion of Glorycore levels into a permanent bonus. It caps out at 100% after 6 hours have passed since doing an Awakening. However, the max Efficiency can raised with the Glorycore Effectivity Cap upgrades in the "Permanents 2" tab of the Origin menu.
  • Active Slots: Each Glorycore takes up one slot when active.
  • Name: This tells you what type of bonus the Glorycore will grant. Move the cursor over the name to see more information.
  • Level: This is how many levels a Glorycore has gained since being set to active within the current Awakening. Glorycores must be active when doing an Awakening to have their levels add into their existing permanent bonus. Each level a Glorycore gains will slightly longer than the last level unless a player has a high enough Soul Refill and Soul Power to keep the Glorycore hard capped.
  • Activate: This is what you click if you want turn a Glorycore on or off.

Notice: Last updated on 7-10-22 to account for all Glorycore slot locations.

Now, there are multiple sources for acquiring the maximum of eleven Glorycore slots. The player starts with one Glorycore slot. A total of four Glorycore slots can be purchased in the "Permanents" and "Permanents 2" of the Origin menu. A Glorycore slot can be purchased for 168,000 Prestige Points in the Upgrades tab of the Awakening menu. Two Glorycore slots can be purchased for 200,000 Eternals each in the "Permanents 1" tab of the Eternals Shop. One Glorycore slot can be purchased for 275,000 Eternals in the "Permanents 2" of the the Eternals Shop. A Glorycore slot is earned by successfully completing "The Beginning" Trial for a total of five times. A Glorycore slot is earned by successfully completing "Moving On" Trial for a total of five times.

Similar to Battlecores, there are a total of eight upgrades in the "Upgrades" tab of the Awakening menu that allow players to bank part of their Glorycore levels upon Awakening. Each upgrade has a maximum level of 10 and, when maxed, allows you to keep 5% of your Glorycore levels. With all 8 upgrades purchased, 40% of your Glorycore levels are kept upon Awakening. The 13th Level Collectible bonus adds another 5% to this.
Seraphim
So, you unlocked Nemesis but you're confused at how he always somehow manages to kill you. After all, you're certain you've emptied his HP bar at least four or more times, right? Well, you're at the right place to find out what's going on with Nemesis!




This is Nemesis and there's a few things you need to know before you fight him. This includes why you might be getting nothing for fighting him. First off, this guy lives up to his title of "The Eternal". He can't die and just returns stronger than before every time you beat him.

  • Yellow timer: This is the Nemesis respawn timer. If this doesn't say "Ready", you will get nothing for fighting Nemesis.
  • Red timer: This is the bonus timer. You will get a very good bonus to your rewards from fighting Nemesis when it says this timer says "Ready". However, the rewards can only occur after his respawn timer says "Ready" as well! Fighting Nemesis when this timer says "Ready" will triple your rewards.
  • Purple timer: This timer only runs when Nemesis' respawn timer has finished reaching zero. You will bank another Nemesis respawn when this timer reaches zero. Fighting Nemesis with banked respawns will consume every banked respawn and give the appropriate rewards as if you had fought Nemesis multiple times in a row.
  • Highest Stage: Just like Levels, Nemesis has Stages. The Stage increases every time you defeat Nemesis. A higher Stage means greater rewards when Nemesis finally wears you down and wins the fight.




Here, you can see that Nemesis' value only grows as you progress further and unlock more sub-features related to Crafting. Please refer to the Crafting section for more information on what these resources are and how to use them. However, the biggest gain from Nemesis comes from the Divinity you get. Please refer to the Apotheosis section for more information on the uses of Divinity.




Outside of Nemesis, you will also eventually unlock other Seraphim to fight. Unlike Nemesis, these Seraphim reward you with Memories, Eternals, Experience, and Divinity when you kill them. Yes, you can actually kill these Seraphim, unlike Nemesis. However, each Seraphim is much more powerful than the last and have their own boss fight mechanics that will put you in a world of hurt. However, kill a Seraphim enough times and you will permanently unlock the ability to auto-kill them every time they respawn.

Apotheosis
Why is my character's avatar in the middle of the menu? Why is nothing happening here? Let's get right into it!




This is the God Point section of the Apotheosis menu and is where you spend the God Points created by the Divinity acquired from fighting Nemesis and killing Seraphim.

  • God Point: This is how many unspent God Points you have. They are created over time by your Divinity. You freely allocate and unallocate them in the list of bonuses in this menu.
  • Bonuses: Each bonus has a hard cap of 500 God Points and features sharply diminishing returns. 10 God Points brings a bonus of 3.162% while 100 points brings a bonus of 10%. Allocating 500 God Points to a bonus results in a 20% bonus.
  • Accumulated Progress: This is on the left side of your avatar. The number on top is how much progress your Divinity has generated towards your next God Point. The number on the bottom is how much progress your Divinity must generate to create a God Point.
  • Progress /s: This number is equal to your total acquired Divinity and never decreases, even when you allocate Divinity to your Soul stats.
  • Timer: This tells you how long until you generate another God Point.




This is the bottom section of the Apotheosis menu and is where you can allocate your Divinity to give bonuses to your Soul stats. Please refer to the Souls section for more information on what your Souls stats are, how they work, and how to improve them.

  • Divinity: This is how much Divinity you have not allocated to your Souls stats. Again, allocating Divinity to give bonuses to your Souls stats will not harm your generation of God Points.
  • Set Divinity button: This will allocate your Divinity according to the the numbers you specify in the text boxes beneath the Souls stats bonuses.
  • Soul stats bonuses: You can allocate your Divinity to each of these to gives bonuses to your Souls stats. Your Divinity is unallocated from these bonuses when you perform an Awakening!
  • Text boxes: The numerical numbers you put in these boxes will act as percentage weights for the distribution of your Divinity when you click the "Set Divinity" button. Personally, I use 33% on each so that all things remain in perfect balance as they should be.

Notice: It is my belief that the Souls bonuses from allocating Divinity is one of the player's strongest sets of bonuses to the efficiency of their Souls stats. The benefits from God Points are also useful in their own ways. So, do not neglect fighting Nemesis and the other Seraphim!

Rites
Rites? Are they some kind of food? And, then there's these Forgotten Arts...why does everything smell like burnt oil?




You will find the Rites and Forgotten Arts tab buttons in the top left hand corner of the Rites menu.




This menu is fairly similar both in look and function to the Battlecores of the Soulcore menu. However, Rites generates Magic instead of directly making bonuses. This magic is then spent on casting the two permanent spells once their cooldown period has expired. The temporary spells will take a part of your magic gained per second. Each temporary spell drains 25% of your magic per second when you activate them.

  • Remove Souls: This button will immediately unallocate all Souls you have allocated to Rites.
  • Rites Bar: Similar to Battlecores, these bars will fill up as your Souls generate progress. You gain magic once the bar is completely full.
  • Allocated Souls: This shows how many Souls you've allocated to powering the Rite.
  • Buttons: These buttons will add or remove Souls from the Rites. If you have enough Souls, clicking the Cap button will allocate just enough Souls to hard cap the Rite at 20 completions per second. Otherwise, clicking the Cap button will allocate just enough Souls to reach specific efficiency breakpoints such as 5 completions per second.
  • Magic Collected: This is how much magic your Rites have generated. Casting a permanent spell will consume all of your generated magic.
  • Permanent Spells: These spells generate a permanent bonus to stat listed on the button. The percent listed is the bonus you've created by casting the permanent spell over and over. The timer is the cooldown time left before you can cast the permanent spell again. The cooldown timer is reset every time you perform an Awakening!
  • Temporary Spells: Each of these spells drain 25% of the magic generated by your Rites to provide a temporary bonus. Unlike permanent spells, temporary spells have no cooldown time. Temporary spell bonuses are reset when you perform an Awakening!




The Forgotten Arts tab is where you can do Research to acquire all sorts of powerful bonuses. Most research actions will have a hard cap level but some research actions are uncapped. Additionally, once unlocked, the Trophies dropped by Elites will begin to give Research points when destroyed.

  • Uniques Research: Each of these research actions requires that the unique has been unlocked via relic extraction. All unique research actions will strengthen the effects of said unique and have a hard cap of level 10. Please refer to the Uniques section for more information on what they are and can do.
  • Advanced Research: The left hand research actions have a hard cap of level 500. The right hand research actions are uncapped.
  • End Game Research: All of these research actions are uncapped.
  • Research /s: Research per second is how much progress you make every second on your current research action. You can raise this by fighting and killing higher levels of Elites in every Level that allows combat with Elites. Please refer to the Elites section for more information on what Elites are, how they function, and more.
  • Timer: The progress bar and timer show how close your research action is to gaining a level. Each level is more difficult research than the previous level.




On 7-9-22, the permanent spells for Rites received an update; a multiplier to Rites permanent spells. These multipliers are timer-based in a similar way to the Nemesis Bonus timer. They only run during times where your permanent spell can be casted. The Souls spell stats with a 1x multiplier and looks like it can grant a total 5x multiplier once all related upgrades have been purchased. Similarly, the Stats spell starts with it's own multiplier disabled until at least one of the relevant upgrades have been purchased for what looks like a total of a 3x multiplier.

Notice: Concrete information is pending due to an on-going investigation! Seriously, the lowest cost upgrades for these are really, really expensive at 125,000 Eternals OR 155,000 Memories.

Bloodletting
Legionaires, Acolytes, sacrifices, Bloodmancers, and fiends?! Oh my! Where we even start with this? Let's delve into it and find out...once we're done admiring that awesome background!




The Bloodletting menu is broken up into three tabs; Rituals, Bloodsmith, and Upgrades. Rituals is where you allocate Souls to different places to generate permanent bonuses and blood for the Blood Go-AHEM! Bloodsmith. Similarly, your ritual actions will generate Conquest Points which can be spent in the Upgrades tab.




There is a lot going on in the Rituals tab. I would make the usual list but, wow, that really is a lot of information. Instead, I'll be breaking this down into more bite-sized bits than usual. Let's get the ball rolling!




Getting your rituals up and going starts with your Legionaires and Alcolytes. You allocate Souls to power both of them. It's important to keep both sides from outperforming the other for mostly optimal gains. I will be breaking away from my usual top-to-bottom approach for this section in favor of the logical order of how things flow in this section.

  • Legionaires: These guys start producing sacrifices. The higher your Legionaire's power, the more sacrifices they produce. Legionaires require a certain amount time to produce sacrifices, observable by the bar beneath their name. Legionaires are only affected by how many Souls you allocate to them!
  • Sacrifices: Sacrifices are automatically assigned your rituals every 30 seconds.
  • Acolytes: Your Acolytes will proceed to murder any sacrifices allocated to any of your rituals. The higher your Acolytes power, the more sacrifices they kill for your rituals at a time. As a byproduct, this produces blood for use at the Bloodsmith. Acolytes require a certain amount time to murder sacrifices for the rituals, observable by the bar beneath their name. Acolytes are only affected by how many Souls you allocate to them!




This is where your Sacrifices go every 30 seconds once your Legionaires begin producing them. But, what are you even looking at? For that matter, how do you set this up to work well? Let's take a look.

  • Rituals: These are the rituals your sacrifices are killed for the sake of powering. All ritual bonuses are permanent and do not reset upon Awakening. Each ritual has a required number of sacrifices that must be killed for the ritual to gain a level. Going down the list, each ritual is considerably harder than the one above it.
  • Sacrifices: This where you can see how many sacrifices have been allocated to a ritual. Again, your Acolyte's power is what determines how many sacrifices die at a time. Murdered sacrifices are added to a ritual's progress.
  • Sacrifice Allocation: The buttons can be used to remove sacrifices from rituals whose levels have been hard capped while you were away from the game. The text field expects you to enter a percentage. This number will be taken as the percentage of available sacrifices that should be allocated to that specific ritual. Only use a set of numbers that add up to 100 for best results.
  • Level: This is the ritual's level. Rituals will level up once they have enough dead sacrifices. Hard capped at 1 Billion.




Your Bloodmancer summons fiends to kill and generates Conquest Points with every dead fiend.

  • Bloodmancer: Allocate Souls to power your Bloodmancer. The higher their power, the stronger the fiends they can kill. The stronger the fiends they can kill, the quicker they generate a Conquest Point to spend in the Upgrades tab. Bloodmancer is affected by Soul Power!
  • Start and End text boxes: These determine the starting and ending levels of the fiends you want to fight. Usually, you'll keep the Start and End numbers the same, opting to farm the highest fiend you can kill in a single hit. Setting a high End level is useful for unlocking higher level fiends to kill.
  • Optimal button: This is a QoL upgrade called Optimal Bloodmancing that can be bought in the "Permanents 2" tab of the Eternals Shop menu. Clicking this button will automatically set you to fight the highest level fiend you have unlocked that you can kill in a single hit.
  • Fiend Information: Here, you can see how tough a fiend is, what level fiend you're fighting, how many kills you have|need to unlock the next fiend level, and more. The bar at the bottom shows your progress towards generating a Conquest Point.




You can see your Blood Cap and Conquest Points you have in the upper right hand corner of the Bloodletting menu. The larger the number of sacrifices, the quicker you reach your Blood Cap.




The Bloodsmith tab is where you can spend all that blood gained from your sacrifices for powerful upgrades. Every bought upgrade will raise your Blood Cap and the power bonus to your Legionaire, Acolyte, and Bloodmancer.

  • Damage: This is the bonus type.
  • Upgrade button: Shows the cost of the upgrade. Each purchase is more expensive than the last.
  • Max All button: Clicking this button will have the game attempt to spend your
  • Power Bonus: This is the power bonus your Legionaire, Acolyte, and Bloodmancer are receiving from all of your Blood purchases.




The Upgrade tab is where you spend your Conquest Points for upgrades that range from standard fare to extremely useful. This tab works very much the same as the Upgrades tab of the Awakening menu. There is no confirmation box for upgrade purchases. Move the cursor over an upgrade icon to see more information about the upgrade. As always, double check the upgrade you are about to purchase to avoid buying the wrong upgrade!


Eternals Shop
Are you unsure of what to buy? Don't know how to get Eternals beyond The Fates? You're in the right section!




Like other menus, the Eternals Shop is broken up into several tabs. Simply click one of the buttons to move to that specific tab. You can see the amount of Eternals you have just above the tab buttons.

Now, how does one get Eternals to spend in the shop? The following is what many will likely call the "free to play" methods. You get Eternals from your daily card draw in The Fates. Some Levels have Collectible rewards that give Eternals. Trials give Eternals each time you complete them. Excluding Nemesis, Seraphim drop a small amount of Eternals when killed. Please refer to the relevant section for more information.



The other method of getting Eternals is to click the big button that's more like a banner at the top of the Eternals Shop. Doing so will list the monetary pricing for several Eternals packages.

Notice: As with all games with MTX of any sort, it is highly recommended to carefully examine the pricing and details of all packages. Likewise, I am not attempting to encourage or discourage the spending of real money by mentioning this part of the Eternals Shop. I am simply doing what I said I would do in the Overview; explaining every aspect of the game.




The "Permanents 1" tab is the tab that will greet players every time they visit the Eternals Shop. Many useful QoL upgrades can be purchased in this tab. Let's take a look at these upgrades.

  • Name: The name of the upgrade.
  • Icon: Move the cursor over the icon for more information on what the upgrade does and how it works.
  • Level X|Y: The level of the upgrade. X is the level amount you've purchased. Y is the maximum level that can be purchased.
  • X Eternals button: This button tells you the cost of an upgrade and, when clicked, will attempt to purchase the upgrade. Some upgrades can be bought multiple times.

Notice: Please do not hesitate to post in the forums or the comment section if you are unsure of what an upgrade does! Similarly, there is no confirmation box for buying upgrades in the Eternals Shop! Double and then triple check to make sure the upgrade you are about to buy is the upgrade you want. It is also worth mentioning the Inventory Slot upgrade slowly increases in cost with each purchase.




As you can see, some of the permanent upgrades can be listed at a discount.




All but two of the consumables last for a solid 24 hours per use. The Offensive Boost and Defensive Boost last for 12 hours.

  • Name: The name of the booster.
  • Icon: Move the cursor over the icon for more information on what the boost does and how long it lasts.
  • Available: This tells you how many uses you have for that particular booster.
  • Not Active: This tells you if a booster is active. When active, this will change to show the remaining time left before the booster runs out.
  • Slider Bar: The further you slide this to the right, the more boosters you can buy at once. The cost will update appropriately.
  • 1: This tells you how many boosters you have selected to purchase. This has no relation to the number boosters you will use at one time.
  • Use button: This button will use a single booster each time it is clicked. Clicking this button when a booster is already active will add the full time of a booster to the active duration. I.E. Using two Defensive Boosters will result in having the Defensive Booster active for 24 hours.
  • Eternals button: This button displays the cost of a booster and will buy a booster when clicked. There is no confirmation box for booster purchases!




Here we-...uh...well, don't that beat all? Moving on then.




Last but not least, we have the Power tab where you can spend Eternals on Memories. In the two screenshots clipped together, you can see the amount of Memories you receive per purchase goes up as you progress to higher Levels. It is important to distinguish that the term "Levels" is used to refer to the Levels players conquer in the Battlefield, not the levels players gain in the Awakening menu.

14 Comments
Toolshed47 25 Sep, 2023 @ 8:51am 
What does "Cauldron Awakening cap" bonus do in the Origin/Origin section for 1000 Memories?
reaper99999 2 Aug, 2022 @ 4:54pm 
Hmm I finished geddon but not broken planes yet, so would make sense if that was it, thanks for getting back to me so quick
shinami  [author] 2 Aug, 2022 @ 11:38am 
I think Amiko unlocked when I beat Geddon?Either Geddon or Broken Planes. I think it was about 4 Quadrillion damage when I was able to start beating her.
reaper99999 1 Aug, 2022 @ 7:15pm 
useful guide, I'm a bit curious though if you happen to know what the unlock conditions for specific features are, specifically for the other seraphim, been just thezan for what feels like a while now
Zalkore 17 Jul, 2022 @ 9:59pm 
thanks for making this
nervoustobealive 14 Jul, 2022 @ 4:30pm 
This is such a good guide. Great job. I *finally* know what the damned set max level button does. Thank you.
shinami  [author] 6 Jul, 2022 @ 5:53pm 
Builds and such are a bit beyond the guide's scope. However, I look at what I like using in terms of equipment modifiers, such as dual wielding one-handed weapons. From there, I use the Paragon menu's search field to look for perks that affect what I like using. For inherent modifiers that equipment comes with...it really depends on what I want.

For example, can I get away with using the one-handed sword with an inherent modifier to +X Max Droprate or should I focus on finding a one-handed sword with the inherent modifier +X Accuracy to keep my Accuracy stat capped at/above 100? It just depends on what modifiers you need the most at different parts of the game.
< blank >yerrr 6 Jul, 2022 @ 3:54pm 
whats your paragon build and items
shinami  [author] 5 Jul, 2022 @ 2:11pm 
You're welcome! I'm glad to hear my guide is helping people with the game! :D
Naggaroth 5 Jul, 2022 @ 1:44pm 
This is just straight infos thanks for the time you put into this !