World Seed

World Seed

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NameIdeas' Complete Guide Book
By NameIdeas
This guide is a constant work in progress based on my own testing and hundreds of play hours for the current patch, please be kind in the comments, and you can contact me on the games discord if you have new information, or images you think would be helpful for the guide.

This will cover everything I know about each mechanic in the game from a high level, and assumes that you have basic knowledge of the game. It is not a starter guide, but a reference to help players from making the mistakes I did.

It will have a focus on what is the current efficient/best options that I know of. For example if I say a weapon is the best, I am referring to it being the best weapon best on its stats, but also that it has the best cost to craft it.

Each Section will be label, and marked with a date for when it was last updated.

Thank you for stopping by! Please leave a like and favorite if this guide helped you. It took a lot of time to get and write about this, but I enjoy helping the community and want new players outside of discord to find resources to help.
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The First Steps of Many (New Players start here)
This section is going to need feedback from new players, tell me what you feel could be added, that is not already told to you in game :D. Leave a comment below and I will try my best to add it within a day or two.

Character Selection
So you have made it past the login screen and you are faced with picking a character.
This will have absolutely no effect on you whatsoever. They all have the same base stats, they are all tier 1 out 10 tiers, so any perks they give will not be relevant.
I choose simply base on liking elves (Send me the hate mail later).
You will either die while experimenting with new tactics or more likely buy a hero that is not T1 as soon as you get your second hero slot

Expanding your Party Slots, Bag Space, and Waypoints
You start with one of each of these when you enter the world for the first time.

Before you do anything look to the right of your screen and see underneath your party there is a Quests log with 2 quests already in it.

One is your main quest, the other is a referral quest which is stuck there unless you recruit a friend.

Focus in on the main quest. To get your 2nd party slot along with the other mentioned items you will need to complete the first step. Once you finish the main quest entirely, which is very short you will have 4 party slots, 4 bag slots, and 7 waypoints.

Filling Your Party
While you now have 4 slots in your party, to buy new heroes you have to use one of the elemental seeds. You will likely find them on your travels very quickly. There is a section of this guide that says where to find each type.

Go to the Inn (This is the same spot the market is located in the world you spawned in), and you can buy a hero. For more details again see the later sections of this guide on heroes. I am trying to keep this as a way for new players to understand the game and the rest of the guide.

Note that only the top hero in your party will fight on any safe tile. We already talked about danger tiles, and we will talk about dungeons later, these are where some or all of your party will have to fight. In the hero section you can get a detailed list of each heroes perks, and stats.

Getting Bags and Tools
In the overworld (the world you first spawn in) you will walk around through many different biomes. As you walk around you will see these town/house looking structures. This is where you will buy your first bags to increase inventory space, and tools to gather faster.

Speaking of tools there are 6 tools currently in the game, make sure to always have 4 equip (one on each hero in party) to get a global effect from the tools. They reduce how long it takes to gather materials by 1 second per tier, up to 10 seconds. This will add up and save you hours if you start early with hunting down markets.

How do waypoints work
When you leave a location via teleporting you will leave behind a waypoint. There are two exceptions to this:
1. Your waypoint list is full and you need to make some space by deleting some.
2. Your using a seed to directly teleport to another world. The teleport has to be in the same world to mark your waypoint as of writing.

The two points I see people get stuck at in the main quest when brand new
1. When you need to kill your first soulless, a level four soulless means going to Ring 4, and killing the enemy on the black tiles there. I have images of this in the definitions section of the guide.
2. When you get to the section which asks you to break down gear. Teleport back to the world tree of whatever seed you are in, this waypoint is always going to be the top of your list. And the top right corner of the hexagon is where you dismantle gear

why does the main quest have me dismantle gear?
Regardless of what ring you have been to, or what soulless you have killed, the only way to be able to craft higher gearscore items is to break down items of that gearscore.
THE TIER DOES NOT MATTER.
You have to break down 1 Helm, 1 Chest, 1 Boots, 1 Gloves, 1 Ring, 1 Shield, 1 One Hand Wep, and 1 2H weapon to be able to craft any item you have the recipe for at that new gearscore.

This means a single 1 hand weapon being broken down covers the sword, axe, spear, etc, etc but it will not cover lets say 2H weapons.

In the early game you will still be trying to collect the basic recipes of which there are 102 in the game. One you break down 1 spear you now have the recipe to make a 1H spear, and it will rise its craftable gearscore as you break down any 1H of a higher gearscore.

Seems weird, but its simple system which works well for different playstyles then just pushing for a highscore.

After reading this entire section please do 3 things before continuing on with the guide:
1. Read the Basic Terms section above this
2. Read the Tips section above this
3. Finally complete your main quest line to be able to make best use of all that is to come.

Basic Mechanics and Terms (Last update 7/4/2022)
Tier
Tier refers to the I, II, III, IV ... IX, X roman numerals you see on tiles, chests, and on your gear.

It works in tandem with gear score described below. This will be discussed in other sections as well.

For gear it determines the number of perks you get to choose, and the cost of enchanting the gear with essence. Top left corner of any items image.

Chests of one tier, will drop gear of that tier.

And for tiles certain monsters tend to be found within given tiers, and are important for danger tiles as described above

See image below for the location of tier on gear in top left corner.

Gear Score

This is the number on the bottom of your gear, see the image below.

The higher the number, the higher the base stats of the gear, and the higher the max roll for the perks you select. As with tiers there will be more on this in other sections like crafting.

The 173 in the image below is the items gear score.

The X in the top left corner is the items tier of 10.



Danger Tiles:
These tiles have a skull on them. When you step on them, the enemies tiers will add up to the enemies tier.

An simple way to put it is a tier 10 tile will have up to 10 tier 1 enemies on it or it could have one t6 and one t4. The higher the tile tier the more risk you take

For every enemy you have to fight, the game will allow 1 more member of your party to partake in the fight. Since you have a max party of 4, any more then 4 enemies will make you outnumbered.

Danger tiles are +2 tiers higher then they would be if they were safe. See water/void hero perks for why this matters.

These tiles also will never contain gold drops, but they do give a lot of cards to choose from. Each enemy drops 1 card, and the tile itself holds a single card. You only get to pick one.

Highscore and Soulless tiles
You can find your highscore in the top left of your screen, or next to your name in chat when type anything. Highscore does not have any known limit, and while in chat you will only see 99+ if you are at 100 or beyond, but hovering over the persons name will reveal their highscore.

Until you start getting past ring 100 you will largely have a HS that follows the ring you are currently in. But eventually this will lag behind as the monsters you defeat (Soulless see the image of black tile below) will become some of the strongest monsters in that zone. The tier of soulless tiles raises as you go further out.




You will also need a void resistant set alongside your elemental resistant set, more on that later when a crafting or gearing section is added.

Why does it matter?
Teleporting - Outside of your personal waypoints, you can only teleport to links in chat if its within your highscore.

Quest and Chest Rewards - The gearscore of quests/chests rewards will match your highscore

Markets - The gearscore in markets will range from 1 to your highscore

Dungeons - If you want to run a dungeon by yourself or with your friend it has to be in a ring thats within your highscore




***More to be added as guide progresses***
Basic Tips and Tricks for New Players (Updated 7/08/2022)
This section will include tips and tricks that are simple statements that do not need further explaining; however they may not be ever told to you in game.

  • The simplest and most important thing you need to do is complete the main quest on the right side of your screen. That is how you get 4 party member slots, 4 bag slots, and 7 waypoints.

  • There is a MOVE ALL button for dismantling. Enjoy learning this one :D

  • Do not feel like you need to always kill soulless. I am currently the highest geared player in the game as of writing, but I have not killed soulless to increase my highscore since 164. I also did a big jump of not caring about soulless from 88 to 164. Yes it has its drawbacks of not being able to use chests/quest rewards, but for early progression you will get further faster. And you spend less materials making a 2nd set of gear for void res in the later levels.

  • Tools for gathering can be enchanted and will give you the same essence back when using the tool occasionally. Generally speaking you get the best return enchanting a T8 since it is 9 times cheap then a t10 and covers most tiles.

  • Enchanting tools STACK. Meaning if you have 4 enchanted mallets on, you get 4x the rolls for essence, you can even get a single tile with 4 essence rolls on it.

  • Tools and bags can be merge the same as any other item to tier up. This makes Marketplace hunting an effective strategy to expand bag space.

  • Materials can be merged like anything else, but you should only do this rarely with the materials you get from things like low tier dungeons etc. NEVER merge your T4+ materials, you will want all these middle tiers as bases for crafting.

  • You can collect many of the same dungeon quests of a seed you are low on, and completing the dungeon, will complete all the quests at once.

  • Don't leave your Resign bar at the default 30% when you buy a new character. Move it up to at least 50% early on, and late game 90% when you are only concerned about being 1-shot. Every time you buy a new character this goes down to 30%.

  • You do not die when you loose 100% of your health, you must loose 125% of your health to die.




***More to be added as guide progresses***
Gold, Silver, and Bronze in the aftermath of the Safe Tile nerfed world (Updated 7/10/2022)
So you want gold, but there is no longer a bunch of T7 and T8 tiles to collect from.

Danger tiles do not give the option to choose gold as a reward as of this current patch, and T6 which is generally the highest safe tile only gives a bit of silver.

So how do I keep my gold supply high enough to buy T9 or even T10 heroes?

The best method I have right now is selling Essence. You might think you do not want to sell your essence, but essence acts as a medium between danger tiles and getting gold.

No I do not mean selling your nature, frost, fire, or any other type of elemental essence. While they all have the same price about 10,000 essence to a single gold piece, there is one area that reigns above the rest, even water.

The void is currently the fast place to gain Essence because it has an abundance of danger tiles, and you are very likely to get a drainling mob which have a high essence drop rate because the void only has 3 types of monsters.

It has Drainlings, Elementals, and very rarely dragons.

Almost every T7 or T8 tile you step on will have a handful of drainlings and most of the time one will drop essence.

As many people know T7 tiles drop roughly over 2k essence, while T8 are 6k, T9, 18k. They drop enough pure essence to enchant one item of the same tier.


So danger tiles do not have gold directly, but you could say a T7 danger tile most of the time will effectively give you 20 silver, and a T8 60 silver which is not to far off from pre-nerfing of the water and void safe tiles that gave slightly more gold.

The striked out section is still valid, but if you have high enough gearscore you should now farm in zone over 50, and then over 100 due to a temporary update where tiers are higher in later rings. The above section is striked out as this is a temp fix. Essence farming is now better then ever, but ring matters.

Go to a shop, sell your essence, and continue being able to buy what you need with a dedicated way to farm money instead of clicking on those T5, and T6 safe tiles!
Seeds, Dungeons, and where to find them (Updated 7/4/2022)
Seeds
The world is made up of 7 seed worlds. 6 elements and the void. Along with the overworld which is the area you start in which has every biome except the void.
Biomes are what we use as a term in game when we are talking about one of the elements being in the overworld

Where to find those seeds.
Lightning/Fire --> Water/Frost --> Nature/Earth --> Lightning/Fire
All of them drop void seeds, and the void drops every seed, except the void seed itself.

What monsters only appear in seed worlds?
Almost every monster in the game can be found in both its biome in the overworld, and its same seed world.
The two exceptions are Elementals and -lings. -lings are any mob that ends in those letters, an example would be a Drainling in the void.
Since the void is not found in the overworld all three of its monsters are only found in its seed.


Dungeons and how they are linked with seeds
What do dungeons have to do with seeds?
Every hour you can go into up to 13 different dungeons.
6 of these dungeons are in the overworld, one for each biome. These have different quests, and different bosses/boss loot then your seed worlds.
Overworld dungeons are one of the best ways to get seeds you use commonly and do not want to farm since you can fill your quest-log with one type of seed request to kill a dungeon boss.

Then you have 7 other dungeons with one found in each seed including the void.
You can only enter all of these once per hour, and once you do all dungeons of that type will be marked with a green check mark as you walk by.

Location
Boss
Item Recipe
Fire Biome
Wyn
Wyn's Walkers
Fire Seed
Ragnar
Ragnar's Torch
Earth Biome
Blok
Blok's Shell
Earth Seed
Elise
Elise's Bulwark
Lightning Biome
Dunder
Stormband
Lightning Seed
Oskar
Oskar's Lost Rod
Nature Biome
Boris
The Impaler
Nature Seed
Alora
Alora's Talisman
Water Biome
Justin
Justin's Gloves
Water Seed
Hydro
Hydro's Trident
Frost Biome
Warrus
Warrus' Tuskblade
Frost Seed
Kyl
Kyl's Might
Void
Ishana
Ishana's Curse

How many people go into a dungeon, and what are stages?
Dungeons can take 1 to 4 people. If a dungeon is able to be done solo, it will have a check mark in a box labeled soloable.
Dungeons have tiers like everything else in the game, and drop gear base on the ring the dungeon is in, as well as the tier it is.

An example of the dungeon interface is below:


More importantly dungeons have a set number of stages.
This is how many waves of monsters you get to kill before the boss, on high tier dungeons you want to find dungeons with as many stages as possible. The best I have found to date is a T8 6 stage dungeon.

Water and void dungeons are different tiers for me and my friend, how does this work?
Due to a recent update the water and void worlds may appear different to different people. Without getting into detail, the person who starts the party enforces the tier of the dungeon on everyone else. I personally tested this when I had a T1 tile and my friend made the party with a T7 tile. We both got T7 loot.
The basics of Stats % versus flat stats (Last update: 7/3/2022)
Here I will break down the stats into 3 major groups.

Stats that have a % global multiplier:
The only stat in the entire game where you take the percent and multiply it by the raw flat stats you have is Health.

If you have 10,000 flat HP across all your gear, and then have 50%, your total health will be 15,000

Further this 15,000 gets a bonus 25% before your character would actually die.

Notice the black checkered section of your health bar. That means you have to go 25% below your current max HP to die.

At 15,000 HP you would need to take a hit of 18,750 to die.


Stats that have a % local multiplier
Again we only have one stat here and that is damage (Non-critical).

Flat damage can be found on three main pieces of gear, your weapons, you ring, and your trophy.

You want all or most of your damage to be on your weapon, we will get to that in the crafting section of this guide.

A local modifier means the % increase you have on an item only applies to the flat damage on that item (And technically to the base stats of your character with very little effect).

This means if you have a sword with 10,000 damage, and put a 20% ruby on it. That 20% will only apply to that 10,000 damage. It will not apply to the 5,000 damage you have on your ring.

Now you might be wondering why your damage goes up when you put a ruby into your chestpiece.

Well first it barely changes you damage when you do this, and I believe it is applying the ruby to your hero's base stats, which on a extremely rare X tier hero is only 100 damage.

In other words, do not waste rubies on items without damage rolls.


All other stats
For every other stat in the game:
- Critical Damage and Critical Chance
- Armor Penetration
- Block Chance and Dodge Chance
- Attack speed
- Armor

The main thing you care about is the gray numbers on your character screen. Outside of the extremely early rings the percentage does not matter.

Now I will try to explain why. Gray flat stats are more powerful (more bang for your buck) the lower your total % (the white number) is at.

Therefore if you have 10,000 block chance like I have in the example image below, that -4% also in the image is barely affecting the total percent in white.

Because starting at -4 gives the flat stat an initial lower value and give more per your first few points of flat stat. If you change my % to 30% from a shield with the same flat stat, you will see no noticeable change.

For players in sub-ring 30 do not be afraid to spend your gems for these stats early on, very soon they will give you a much smaller to no increase compared to what they say on the gem as long as you maintain some flat stat on one of your items. I hoarded these gems, and now they sit wasting away in my inventory when the only useful ones are rubies (Damage) and aquamarines (HP)

GOLDEN RULE TLDR:
If the above does not make sense to you, just know having a little bit of a flat stat can go a long way, and once you have some gray stat you can stop caring about your % for the stats in this section of the guide. Use non-damage and HP gems early on in your game before they become paperweights. :)
Hero's their perks and base stats (Updated 7/4/2022)
Welcome to the hero section of this guide we will cover base stats and then move onto a description of every hero's ability.

Hero Base Stats:
Heroes come in tiers I, II, all the way to X (1 to 10). Each tier has its own base stats, but as noted in the previous section flat stats are where most of your power comes from currently. This means that unlike other games you may have played base stats are not nearly as important and will not be super influential past ring 30 (early game).

Base Health and Damage
Tier I and II: 5
Tier III: 9
Tier IV: 16
Tier V: 25
Tier VI: 36
Tier VII: 49
Tier VIII: 64
Tier IX: 81
Tier X: 100

We will not go through there resistances because they are a % based stat and by the time you need to worry about elemental resistance (ring 90 to 100) the small increase or decrease is outshone by the enchantments that give flat elemental resistances. Resistance is unchanged based on tier.

Perks
Each hero comes with a single perk, that increase with each tier. Depending on your goals you may want a lower tier hero, but outside of water and void heroes, generally higher is better.

You can stack perks by having both the female and male version of any elemental hero (Not Void). Void is the only hero type that has more then 2 heroes, and all of them have different perks.

Each perk is either local or global similar to stats % on gear.

If a trait is local then it will only effect that hero, when that hero is in combat. These Traits tend to be combat oriented.

If the trait is global that it will effect all heroes, most of these are Quality of Life perks. These can stack if you have both heroes when able.

Nature
LOCAL TRAIT
Nature heroes get reduced threat per tier. Every hero in the game starts with +1 threat at the start of combat, this changes based on their damage to each monster.

A nature hero counters this with up to -10 threat at tier X. which would result in them starting combat at -9 after accounting for the +1 threat.

This means they can take on the traditional high damage dealer role in your party when in dungeons or danger tiles.

Fire
LOCAL TRAIT
The natural follow up to nature is the fire heroes. On the flip side they generate more threat.

A fire hero adds +10 threat to its counter at the start of combat at tier X.

They thus take on the only tank role in the game. This would be a good character to always have a shield on with a 1H weapon when dealing with dungeons or danger tiles.

Water
GLOBAL TRAIT
Water heroes have a recently change perk. Understanding this perk entirely will require reading the danger tile section of the Dungeons and Danger tile label of this guide.

The tier of your water hero will make that tier of water tile safe to walk on by removing the danger tile, by doing so it also removes the +2 tier bonus that danger tiles give. So while it removes the risk, it removes a lot of the rewards.

This hero is best used when wanting to walk across multiple rings without having to dodge danger tiles, as with all heroes with global traits this effect can be stacked. A t5 female and t5 male will make this the same as the T10 trait.

Earth
GLOBAL TRAIT
Earth heroes have a very basic perk. They increase your inventory space the same as your four bag slots.

They can give you up to 10 extra slots at tier X.

This hero is best used for F2P players who have teleport cooldowns and might need a few extra slots early on in gameplay.

Lightning
GLOBAL TRAIT
This trait reduces the fast travel animation.

The animation is the timer that goes above your head for a few seconds when you fast travel, it is not the F2P cooldown timer.

This hero gives 40% reduction in this animation when you get a tier X.

However for fair warning, out at ring 175 it only takes about 15 seconds to go all the way back to the world tree, and you do not teleport that often over that type of distance.

Void
This section will have 4 heroes each with their own traits in it unlike all the elemental heroes there is no way to get two of the same trait here.

Lema
GLOBAL TRAIT
Lema has the same effect as the water heroes, but for the seed world known as the Void. Unlike the water heroes the only way to be completely safe is to get a single tier X Lema.

Charlotte
GLOBAL TRAIT
This trait gets a lot of questions, but it basically gives you an image of the reward for each card on a tile, without having to hover over the card. It is easier to include a screenshot here to explain, so I will post one below. Look at the top right of my cards.



Agatha
GLOBAL TRAIT
To understand Agatha you will need to understand danger tiles.

Agatha will reduce the numbers of enemies on a danger tile down to 1, for all tiers at or below her tier.

This is not good for the lower rings where you want more loot options when you beat a danger tile, but for high rings where more then 1 enemy could mean you die she does have a place in gameplay. Be warned though, that one enemy could still be a Giant, or worse a Levi with 90% armor pen.

A single enemy also only means you loose at most one hero to a bad danger tile, which could be desirable.

Tiden
LOCAL TRAIT
This is a trait meant to be used by your main character. You must have an enchanted weapon or shield for this hero to have any effect.

For each tier of this hero you will gain 1% more chance to proc your enchanted weapon or shield perk.

This means if you have tier X Tiden on a weapon with a 40% chance to proc on hit, your enchantment will proc 50% of the time instead. Remember this is a local trait and only applies to Tiden's own gear.
Crafting Section 1 of 2 (Definations and Base Items to Use) (Updated 7/4/2022)
What is Meta-Crafting?
Meta-crafting is just a term that has evolved from games like Path of Exile and others where you can slowly get more grainular with how you craft to increase your chances for a better result. It often requires more effort and time, and it is 100% up to the user how far they want to take it.

You can make use of this information whether you want to start crafting at T1 or skip right to T10 and not increase your chances at all. From here on out Meta-Crafting is just going to be referred to as crafting, since what is Meta will constantly be changing.

Why craft?
You can go pretty far in the game just opening up chests or using dropped gear, but you will hit a wall miles before someone who is actively crafting. As of writing dropped gear including from chests is capped at 75% stats with perks auto selected up to the tier of the item in question.

As seen in the image directly below, this item was dropped at T8, so the first 8 perks have a yellow border on them meaning they were pre-selected, and they are exactly 75% of their maximum value for the gear score of this item. They cannot be higher then 75%.

Also in the image you see two perks with green around them. These are consider "Lucky" rolls where you got 100% of the maximum value of that perk. These can only be gotten when crafting gear. This includes making it from materials, or merging upwards like I did with the sheep perks below. You are very unlikely to get all lucky perks, and the perks you want, but that is where this guide comes in to play.



Which base items to choose to be efficient?
Some of the best gear in the game does not require those red Glowing Shards you may have found while exploring the world. If you want to min-max, then yes you will need hundreds of those shards or a lot of luck with your rolls.

In this guide I will tell you to choose base items that use only the basic materials of Wood, Cotton, Iron, and Leather. Why? Because you can start crafting from a lower tier, and have a lot more tries to get the item you want for less farming time.

From ring 10 all the way to ring 100
All armor: Cloth use any gems that are not your HP or Damage (You will need those for later)

Cloth will give you those percentage bonuses we talked about earlier that become less and less important as the game goes on, you could ditch it around ring 70 if you wanted, but 100 is where I would recommend to be safe.

1H Weapon: You are going to want to use a 1H sword. You will never feel a lack of damage all the way up to 100.

You use a sword because it will come with an extra gem slot. You can put a ruby in it for up to 20% extra damage. (If you are hurting for rubies you can use an 1H Axe which comes with 15% damage). You still get your other 2 gem slots for a massive % increase in damage.

Remember from the section on Stats that damage is a local modifier so you want much dmg % on your weapon as possible to get the most from these rubies.

Sheild: Yes you use a shield all the way to 100 because it is a easy way to get a ton of block% which leaves the rest of your gear open to stack armor, hp, and a bit of dodge%. Your goto shield will be the Aegis once you get your hands on it because it comes with 5% more HP and costs no shards to make.

If you have shards to spare this is the one section where the difference is huge if you can get your hands on a Rise and Shine shield which gives a massive 35% HP.

Remember that HP is the only percent modifier which is a global multiplier which is why it matters more then the block or dodge chance which will get outshown by flat stats.

Accessory: Use the one you have the most materials for, out of the ones that have an HP base, and do not cost shards.

Beather Lelt, Wooden Ring, and Ring.

Trophy: In the early game armor pen is not a problem so you have a lot more options for trophies that will be near your level. The only stat you should concern yourself with is the %HP (not including the gray perk rolls).

Options I use are the following:
- Sheep (Water) 40% HP
- Troll Skin (Nature) 30% HP, this mob has armor pen
- Deadwood (Fire) 30% HP, this mob has 5% armor pen, low but deadly in later rings near your level

Note: Giant's heart is left out on purpose, it is realistically not obtainable near your current highscore or ring once you break into the 100s due to armor pen being too high. You would give up too many raw stats.

Ring 100+ (Currently working at ring 175+)
At this point you should know more about the game so I will try to keep which gear options brief before we move to how to craft efficiently. Again we are still listing the non-shard options since most people have access to the recipes and materials to make them.

Armor: Out of the 3 basic armors it does not matter, the % stats will have no effect at this point, pick the one you have the most materials for, or rotate through them. This is where you start to use your aquamarines you hopefully have some stored up from using the other gems which work at low rings only. Aquamarines will get better the further into endgame you go.

IF you have a ton of aquamarine gems, and wood you can try crafting tribal armor. However it removes the HP base stat and puts it all in armor. So if you get a lot of HP rolls on another armor piece you might be able to throw a tribal piece into the mix, and then get 2 extra gem slots for 5% more hp.

You need to start enchanting your armor with the res you need. Pick one elemental seed and stick with it, then craft another set for Void every one in awhile to fight the soulless to raise you highscore (Or don't I am not your mom).

Weapon: You drop the shield and pick up a 2H, 100+ is all about damage and being able to survive a single hit and resign.

You best 2H option without shards is a 2H Axe. It has 30% damage, and you still can put in 2 rubies at T8. For an enchant I suggest frost to reduce your chance of being hit, but you can use Fire for more damage if needed. Healing enchants are not useful here as your normally resigning in a single hit. You still only use rubies ever in your weapon.

Remember that dropping your shield means putting some block on your gear now, but that should be easy with how much higher your perk rolls are.

Trophies and Accessory: Completely unchanged, keep using the Acc you have the most materials for. The big difference is the sheep is now the easiest trophy to get near your level of the three I listed. Since even 5% armor pen will start killing you now and troll/ember fiend both have pen.

Extra tip: You can use quests to get trophies at your highscore level if you are struggling




Crafting section 2 of 2 (Perks) (Updated 7/3/2022)
Perk Roll Priority List
It is your choice if you wanna follow this before or after 100, but I strongly advise following something similar to this combination after ring 100. You will always have stray perk rolls, rarely will you get a perfect gear piece. I will be writing this assuming you have gone past 100 since that is when perks matter then most.

Armor (the items not the stat):
HP and Armor should be your goto perk rolls here.

Across all your armor set you want about 6-8k block and 6-8k dodge flat stat. (This is for after ring 100 of course). This becomes easier the higher you get, and it becomes a challenge to NOT get too much block and dodge, since in combat they will decay very rapidly. If you have more then 8k block or dodge you could try for more and better HP/Armor rolls.

Armor (the stat) works like an defense or resistance system. If you have 99% armor, and get .01 more. You will be taking relatively 1% less damage at 99.01% then you were at 99%. This becomes huge past ring 150.

HP is important so you can survive 1 hit, you can set your resign right to 90% once you near ring 130 since your almost always going to die in two hits, if you survive the first.

Rings and Trophies:
You want to get all your Crit Damage, Crit Chance, and Attack Speed on these two items.

You will need a single armor pen roll if you are past ring 100 (2 if you got low rolls) to be able to get past mob armor.

Ideally you want no HP, no armor, no dodge, and no block to roll on these items as perks. You get plenty of that on your armor, and armor cannot roll the things rings and trophies can.

You also want no damage on your trophy as you cannot put rubies in it. And if you are still needing to put HP Gems in your ring, you do not want normal damage on it either. Once you have so much hp you can afford rubies in your ring, go for it if you get a good roll.

Weapon:
In an ideal world you would get only 2 types of perks on your weapon. Normal damage rolls, and enchantment proc chance.

You should always enchant your weapons before selecting perks so you can grab the proc chance whenever you do not get a damage roll, or the damage roll is bad.

Most of the time you will end up with a weapon that has a single or no rolls that are not the above 2. However if you do get a roll like crit damage, crit chance, etc try not to use it as a way to not have those stats on your ring and tophies. Or you will be stuck with a weapon like that till you replace your other pieces.

Why pure damage and proc?
Enchantments are powerful thats why high tiers cost so much essence, proc chance starts at 30% on a 2H, I try to get that to 40 or 45% + my Tidens tier.

Damage % is a local modifier and you have 30% on your 2h axe, add your two rubies and you will 65-70% damage on your weapon depending on your ruby tier. In order to get most out of this, keep it on your weapon, leave the rest to your ring and trophy to take care of.

Pictures will likely help digest all this text. See below in the image where I have a 2H axe and only took damage and proc perks. I even avoided the green lucky perks because more armor pen/attack speed would do very little for me compared to 10% extra enchantment proc.



Here is an example of an ring I want to replace because of the armor roll, and its not always bad to have damage rolls if you don't need HP gems in ring.



For armor I will show you one that I was able to roll only HP and Armor on. I kept my enchantment cost lower by not going past 8, when I saw the next perk was a dodge roll and my dodge was already as high as it needs to be due to the decay in combat anyways.



And here is how you get your dodge and block chance. If you get one dodge/block per piece of gear you will always be able to replace your gear easier. Instead of having all your dodge or block in one place. Still most of the rolls are HP and Armor.









Merging Gear Instead of Crafting with High Tiers | Crafting Bonus Section 1 (Updated 7/10/2022)
Warning: Only read this section if you want to nit-pick over all your rolls forever, and spend awhile farming T5 and T6 materials Same idea but with higher tiers now, ideal you start at T6 or T7 now. This is due to a temp update on the tiers of tiles in higher rings including over ring 50 and 100.

This part is short but basically when you are crafting you could put together T10 material and get a random item with perks. Or you could make 3 t9, or 9 t8, or 27 t7 items and so on and so forth.

When you merge an item upwards, the item you selected first is the one that the new higher tier item will 'inherit' its perks from.

I generally start at t5, 6, or 7 T7, T8 depending on materials and when I will be replacing the gear. Maybe I only start a few of the items at t6 and craft the other 2 at t9, to merge to 10.

It all depends on just how many rolls it takes me to get what I need. If I get 2-3 good rolls at t7, I can general just upgrade those items straight up and merge them as fodder if they don't get enough good perks.

Dont forget you can use old gear, low level dropped gear as part of your merge.

A gear score 150 item T9, merged with two gearscore 1 t9 of the same item, will become a gearscore 150 t10 item.

The items are just fodder, it does not affect the item you choose at all which is a great feature in this game to prevent wasting your old gear.

If you want more crafting sections please let me know, this is my first attempt at getting my information I have collected and used down in text for the community to use as they see fit.
Enchanting your Weapon | Crafting Bonus Section 2 (Updated 7/4/2022)
Precursor info
If you think enchanting your weapon after your done crafting is the way to go, you are missing out on a ton of perks.

Remember from the crafting section that the best way to make items is to start at a lower tier and merge upwards?

Well if you plan on enchanting your weapon you need to be doing that right from the start.
The cost will be the same whether you enchant a single T10, or 3 T9, or 9 T8 etc.

That is important to remember the cost is always going to be the same for the tier of weapon you desire to make, this game works on multiples of 3 when it comes to costs.

So how do you get a weapon that is only damage and proc % rolls?
Most weapons you make can be made with 0 to 1 rolls that are not damage or enchanting proc % chance. This is only able to be done if you ALWAYS enchant before you select perks.

Look at this example axe below, it was made from T6 two handed axes and merged all the way to T10. Every single axe along the way was enchanted using essence of frost. I want you to notice a few benefits I got because I enchanted BEFORE choosing perks.

- Tier 2 perk had no viable perks, but when I enchanted it now I have a 5% extra proc chance in place of two other bad options
- Tier 6 and Tier 7 perks may have had what you normally would think are good perks (lucky rolls), but remember we want to avoid having non-damage rolls on a weapon. Both of these tiers were lucky enough to get a 5% extra proc chance on them.
- Notice on T9 I did take a non damage perk, I got a bad damage roll of near 0%, and it is not enough to ruin the weapon.



When you enchant a weapon the perks will not be removed, but a random amount of % proc chance perks will be added to random tiers.

Think of this as expanding your options. A weapon you once might have thrown away might now become worthwhile to merge up and eventually use like this Axe I showed above. If I did not enchant it, I would have gotten rid of it.

You are almost never going to get a weapon which is 100% damage with all 100% damage rolls, I have never seen one, and most likely never will. Use enchanting as a way to make weapon crafting more viable!

A very important note on enchanting
While it might take extra time, you have to make sure to go to the seed (in the case of my axe frost) that you want your item to be rolled to.

Being in a seed applies a 3% chance of the item rolling that element enchant, you could ruin your weapon with an enchant you do not want if you are in the wrong seed even if you are merging 3 fire weapons together for the damage enchant, if you do so in the nature seed you could get a nature weapon for 10% healing instead. If this occurs at T10, your weapon is bricked and you cannot fix it.
Enchanting Proc Percent | Crafting Bonus Section 3 (Updated 7/11/2022)
Proc chance is a perk which only appears on weapons, and offhands. Their is two exceptions which is all the giant's aspect trophies, but almost no-one uses those. As well as Tiden the void hero who buffs your proc chance locally to him alone, not the entire party.

I will break this up first into each type of gear piece:

2 Handed Weapons
All two handed weapons start with 30% proc chance as a based.

They can roll a +5% perk on any perk slot that is not T1, or the gem slots.
This means you can get in some cases 7 +5% perks for a total of 65% proc chance.
This would however be a uncommon case where proc chance rolled onto every tier, and you would be giving up a lot of damage.

Add in Tiden X and thats now 75% proc, plus the trophy thats 80% proc each attack.

Sounds great right, well you have now given up all your damage perks, took a trophy with no HP% bonus, and got a hero noone has seen at X tier before.

Here are two examples I made of 2H with a good mix of damage and proc % (I use Tiden 9, and never would I use the aspect trophy, I need my HP%)

Notice the huge damage you loose when you take just 10% more proc chance. Make sure you find a balance (Note these took quite a few tries to craft as I got unlucky and are still not ideal).





1 Handed Weapons and Shields
Both of these start at 20% proc chance, and if you follow the logic from the above section, in theory you could get 70% proc chance if you ruined your trophy, ruined your damage, and had a tier X tiden.

1H weapons and shield also seem to have a harder time getting the proc perk rolls from my crafting of them.
I have only had a single roll where all 7 slots able to get proc chance were filled and it was on a 2H.

Now you might think this is better, its not... Realistically your 1H does all your procing 99% of the time. Blocks just don't happen as often as your attacks. If your using a frost enchant, even more so you are rarely going to block, making this proc almost pointless. Alongside block decay in long battles offhand proc % is a loosing battle.


Now you might have thought you could get an insane amount of proc% by using 2 1H weapons.
Before you waste the materials I tested this out for you.

I took a weapon with 50% proc on my main hand and 40% proc on my off hand. I got roughly 50% freezes in a prolonged fight, as expected from my main hand. I did this over the course of 30 minutes and can safely conclude duel wielding does not increase proc chance, nor does it act as a secondary proc.

This was likely made this way to prevent any perma-freeze builds from coming into play, which would be unfair play and defeat the purpose of fighting outside of watching a timer go down.


How is my elemental damage calculated?
Basically when you enchant your weapon you also give it a new type of damage source.

If your 2H has 30% proc chance you will have 30% damage of that element done each hit, with 70% staying physical.
I have tested this at various proc chance points and the combat logs will show proc chance also == the amount of elemental damage you will do versus physical. This can hurt or help you depending on the element of your weapon, and the creature you are fighting.
For example a lightning creature is weak to frost, and will buff any frost damage to it by 25%.



Obtaining Good Trophies after the 75% Stat Drop Cap
Currently there is no way to craft trophies, but this guide will get you pretty close.

Trophies have two sections of stats:

The green section is what is on every trophy with that name. It will never change no matter the tier or gear score of the trophy. This section largely determines which trophies are the 'best'.

Then there the white stat section which is made up of the perks you select for the trophy.

After the nerf dropped gear are capped at 75% to encourage crafting.

So you might wonder how you do that with trophies?

Start with the lowest tier you can based on drops and your time and merge up.

Finding your 'base' trophy

Note: This guide book recommends Sheep, Deadwood, or Troll skin. I do not suggest Giant's heart since you will likely be killed by a giant your level once you go into the 100s, since it has massive armor pen. And I have yet to see a Quest for a heart.

First step is finding your 'base' trophy, this is the trophy which has good perk to start with (the ones you can see so far) and the next upcoming perk looks good for your purposes as well. You can reference the crafting section 2 of 2 on perks for more info on what is good here.

I would suggest you DO NOT start with a t1 trophy, you will likely spend longer getting it to t10 then it is worth, and you will only see a single perk to start so you will have a hard time finding a 'base'.

I would start with a t4 to t6 depending on the trophy you are using.

For example a Sheep which is the second highest HP% trophy in the game behind Giant's Heart is going to need to start at 6 most likely. There are not many quests to acquire low tier sheep, and you will only be able to find lots of dragons starting at T6.

Now if you are crafting a Deadwood trophy which has only 30% HP, you might be able to start at a lower tier to make up for this. Ember Fiend quests are very common, and this is how you will get your T4 base trophy.

Troll skin is a rarer alternative that is the same as deadwood for HP, if you insist on having that. The damage % on it only applies to the trophy stats as explained in the stats section of this guide book.

Importantly remember quest rewards scale to your Highscore. It uses the highscore when you collect the item, not when you pickup, or complete the quest. (You quest log is limited to 20 quests). Even if your highscore is lower then you max ring, it may still be higher then.

If you want an idea of how rare sheep versus troll versus emberfiend quests are over the course of a few days going to all the seeds each hour here are the quests I got in the image below. Only 1 sheep quest and its only the second one I have ever seen playing hundreds of hours. However it does show they exist, and I do not believe a giant's heart quest does.



Getting components to merge

Always go to low level rings to get fodder to merge into the base or bases you decided were worth tiering up. If one of the bases gets enough bad rolls, merge it into your backup options. Have more backups the lower tier your starting at.

For sheep again one of the trophies I recommend you can farm T6, T7, T8 by having a low tier water hero on that does not hide those danger tiles.

Deadwood the other trophy I recommend in my guide is easily found from Ember Fiends on any tier tile (even t1), safe, or danger tiles. You will have no problem getting them at the tier you need to merge. Repeated quests, and using the ones you did not choose as your base is also an option.

DO NOT farm deadwood or Troll skin in high zones. <------ Read this again. They have armor pen, and will kill you in the early to mid 100s regardless of your gear if they hit you. This is why your base comes from questing
Armor Pen and Crit Damage of Every Monster (Updated 7/04/2022)
Not enough time to format the data into a table meant for Steam Guides, so instead here are images from an updated excel file.

This data was collected on 7/04/2022 and at any date past this point could need updating. Use with caution.

I collected its entirety on that day to double check older data which was collected previously by Kyndig during the Pre-Giant and Giant updates. Credit to Kyndig for the color scheme, and monster names of the table, I reformated it to still go by element, but it sorts by Armor pen, and then by Crit Damage.

If you are in the 100s for rings I would advise just avoiding any mob with armor pen unless you can kill it before it hits you everytime.

All giants of any element to my knowledge have 80% Pen and 75% Crit Damage

To be added to table later is 50% crit damage by Levi.


Placeholder, this guide is a work in progress
Please be patient as this guide is a work in progress and I am doing it during my off hours from work!
3 Comments
jasconine 16 Feb, 2023 @ 8:08pm 
Awesome, thanks!
GOATorSHEEP 12 Feb, 2023 @ 1:33pm 
Great guide! Thanks.
¿np gop  [developer] 9 Nov, 2022 @ 12:51pm 
The time and dedication put into this guide is amazing. Thanks <3