- 1 Very Important Hotkey!
- 2 Pre-Level 50
- 3 Level 51-199
- 4 Level 200-319
- 5 Level 320+
- 6 Style Specific Advice
- 7 Regardless of Build
- 8 Mage Builds
- 9 Melee Builds
- 10 Leveling Adjustments
- 11 Equipment
- 12 Items
- 13 Monster Lab
- 14 Trophies
- 15 Training
- 16 Equipment Shop
- 17 The Forge
- 18 See also
Very Important Hotkey!
If you want to get an equipment's link, mouse over it and press C.
- Make sure Caps Lock is off and popups are enabled.
Below level 200 you can best play Two-Handed with light armors. One-Handed with a shield works too. These have the best survivability, which allows you to do higher difficulties earlier than other play styles. Higher difficulties mean more and better drops. Mages are not recommended for new players because it is a glass canon play style that requires very good gear and spells to kill enemies quickly before they can kill you. You can play mage but you will have a hard time playing at higher difficulties.
Monsters get much stronger due to Spirit attacks. One-Handed with a rapier and a shield works well at this range. Rapier should be of Slaughter or Balance. Shield should be Force but all that matters is the block chance - the higher the better. Heavy armor is advised, specifically Power of Protection. The Slaughter suffix trades defense for offense and is more expensive.
Mage style is still not recommended, because the ability "Faster Imperil" isn't available before level 310. Mages need to use the Imperil spell unless they have very good equipment. At this level range it's prohibitively expensive to get these (see below).
Mage is much more viable an option. Rapier of Slaughter + Force shield + Power of Slaughter armors are still a very good option as well. Mage is a bit faster but much more expensive and requires supportive spells to survive.
Style Specific Advice
- Only use Cloth/Phase armor and Staves.
- Can cast spells of every damage type except Void.
- Can cast AoE spells which can hit multiple monsters on the field.
- Can take advantage of elemental explosions.
- Have 0 interference and very little burden.
- Lowest damage mitigation.
- For all melee styles, Orbital Friendship Cannon is very useful.
- Leather armor: Medium mitigation, burden, and interference. Low piercing mitigation, low evade.
- Shade armor: Increases attack damage, zero burden, more evade than Leather Armor, but lower damage mitigation, including no piercing mitigation at all.
- Highest mitigation but also the most burden and interference.
- Has a variant which increases attack damage (Power armor).
- Can use shields for extra block chance at the cost of more burden and interference.
- Can further boost block chance via Shielding prefixed armor.
- Overwhelming Strikes fighting skill increases damage, accuracy, and parry chance.
- Counter-Attack increases Overcharge, allowing you to use Fighting Skills more often. Eventually, this will enable you to keep in Spirit Stance permanently during battles
- Highest damage versus single targets. Good for high difficulty Ring of Blood and legendary Arena challenges.
- Can take advantage of 2 different procs (e.g. stun and penetrated armor) because of offhand strikes.
- Final fighting skill can hit multiple targets.
- Relies mostly on evade/parry for survivability.
- Best attack speed and crit chance, but relatively low survivability.
- Domino Strike has the chance to hit multiple targets.
- Easiest style to apply procs on multiple monsters.
- Usable only by equipping a Katana in mainhand and a Wakizashi in offhand.
- Partial benefits from 2H and DW.
- Domino Strike limited to 5 monsters.
- Offhand damage but no parry bonus.
- Generally only good for new (below lv.100) or advanced (above lv.300) players.
- Does NOT give any weapon proficiencies, but benefits from existing ones.
Regardless of Build
The following are universal regardless of whether you choose a melee or a mage build.
- Do NOT invest into abilities you do not actively use (e.g. Holy/Dark abilities if you use only Elemental). AP consumed counts across all equipment sets. Abilities only take effect if equipped in an unlocked mastery slot. At lower levels you will have more AP than you can spend as you have not unlocked most of the available abilities; this will change at about level 200. You can get more AP via Ability Boost training.
|HP Tank||Increases health pool, massively increases survival|
|MP Tank||Increases mana pool, greatly useful|
|Better Cure||Reduces cooldown and increases the amount of hp healed. Vital as health potions are very weak in this game.|
|Better Regen||Stronger and longer heal-over-time|
|Better Protection||Solid survival boost|
|(Applicable Armor & Weapon abilities)|| Improve with proficiency and work well with the fighting style to which they belong
Mages can ignore Staff Damage and Staff Accuracy
|Better Mana Pots||Mana are the most recommended type of restorative to bring into battle|
|Better Haste||Increases how fast you attack/cast spells compared to monsters. This increases your survivability as less monsters will be able to attack you for every attack you do, and they will also charge their MP/SP skills slower.|
|Stronger Spirit||Procs earlier and uses less SP per proc|
|SP Tanks||Good for melee (to use Spirit Stance more) or once Spark of Life / Spirit Shield become available (also useful for mage)|
|Better Shadow Veil||Decent survival boost, especially at lower levels|
|Better Imperil||Increases damage done using Imperil, especially good for mages|
|Faster Imperil||Reduces cost and cooldown of Imperil as well as increases targets affected, especially good for mages|
|Better Spark||Not as important if SoL is auto-cast, but helps to reduce MP usage otherwise. Very important once you start seeing monsters with SP bars regularly (approximately level 150+) as SP attacks deal a lot of damage and can one shot you.|
|Better Drain||Very weak increase in damage|
|Faster Drain||Already a fast spell, still a long cooldown|
|Better Absorb||Just procs more often, still a weak spell. Most monsters do not deal magical attacks either, and the MP gained is very low. Only really useful to some extent when fighting certain boss monsters such as the Flying Spaghetti Monster.|
|Better Slow||Replaceable with Better MagNet once the MagNet spell becomes available|
|Mind Control||Both spells are not highly useful even when they break less often|
|Better Blind, Faster Blind||Weaken is more useful|
|Ether Theft||Already occurs as part of the Mage play style|
- Glass Cannon: kill them faster than they kill you.
- Not recommended before level 310.
- Uses primarily damage and evasion stats.
- Fairly expensive to be powerful.
- Efficiency and enduring attacks.
- 2H Weapon + Light Armor at low levels
- DW Weapons + Leather Armors at lower levels or DW Weapons + Shade armors at higher levels
- 1H Weapon + Shield + Light armors at lower levels or 1H/Shield + Power armors at higher levels
- Should have around 100%+ before level 200 to ensure the attacks won't miss.
As you progress in levels you'll start facing monsters with increased Power Levels, mostly above PL 400 (and thus with powerful spirit attacks). Most of the fights will become significantly more difficult at roughly level 150+. There's a few adjustments you can do:
- Lower your difficulty setting until you get accustomed to the new monsters. Try to play on at least Hard level to obtain shards.
- Get better equipment (especially a better weapon). Do not worry if its a few levels lower than you, the stat difference isn't that big.
- Utilize your deprecating spells such as Weaken, Silence, and Imperil.
- Use more buffs, such as Haste, Protection, Shadow Veil, etc.
- It may be wise to invest in an Innate Arcana slot if you haven't already. The first slot costs 50 hath.
Low level players should look for free or cheap equipment in the WTS subforum.
- Utilize your restoratives. They're meant to be used, not for collection.
- It is always safe to use an item since it takes 0 action speed.
- Draughts are best used on long battles as a weak regen. Potions are more for emergencies. Elixirs are better off for when the aforementioned 2 are on cooldown or when both effects are desired right away.
- Low level players can obtain free draughts from some players, check the WTS forum.
- Remember that token, trophy, and artifact drop rates are not affected by difficulty so fighting on Hard is fine for farming them.
- Tokens of Blood used for fighting FSM give the best return on investment. Clear all the Ring of Blood challenges only once for their credit bonuses.
- Consider TT&T only if you are capable of beating it at PFUDOR difficulty.
- You can check for gifts as often as you want but remember that it takes at least 1 hour for new gifts to appear and weaker monsters likely won't have them that frequently.
- Remember that monsters who haven't given you a gift in 3 days will acquire one automatically.
- Remember to name your monsters' special attacks or they won't be used in combat. Tip: Funny monster names are recommended. Do not use the same name with numbering for all.
- You can turn these in for equipment or sell them any time you want. Their value at the shrine never changes, thus there is no real point in hoarding them.
- Trophies should never be sold to the bazaar; shrining them will almost always be worth more or at least they can be sold to players for more than the bazaar pays.
Warning: Training is a massive credit sink and generally offers very little rewards except for Adept Learner and Ability Boost. Do not start dumping all your credits into Scavenger, etc. Maxing Scavenger will cost more than 17 million credits and will only increase the chance of item drops from 10% to 12.5%; these are meant for players with a lot of credits to spend.
- Clicking on the padlock () next to a piece of equipment prevents it from being sold ().
- Most gear in the bazaar will be very high level or of Average quality (or lower). It's usually better to buy directly from players on the WTS subforums.
- The first 5 upgrade levels don't require bindings (but may cost Rare Materials), thus making them relatively cost effective.
- You will get 90% of the materials you used to upgrade an item when salvaging it, except for catalysts. Therefore, it is fairly inexpensive to upgrade items at a low level as you can salvage to get most of the materials back.
- Remember that stacking infusions increases their duration but not their effects.
- Reforge equipment right away when it gets a potency you don't want as every level of potency requires another amnesia shard to remove.
- Soul Fragments should almost never be bought. They can be easily farmed by clearing Random Encounters (regardless of difficulty).
|Character||Menu||Stats • Training • Settings • Persona|
|Abilities||Skills • Spells (Spell Damage) • Spirit Stance|
|Levels||Experience Points • Leveling Up • Ranks • Level and Rank Table|
|Info.||Action Speed • Overcharge • Proficiencies • Stamina|
|Services||Bazaar||Equipment Shop • Item Shop • Monster Lab (Monster Stats) • Shrine • MoogleMail • The Lottery|
|The Forge||Repair • Upgrade • Enchant • Salvage • Reforge • SoulFuse|
|Items||Drops||Loot Drop Rolls • Obsolete Items|
|Equipment||Fighting Styles • Prefixes • Suffixes • Interference • Burden • Level Scaling • Ranges • Procs|
|Battles||Modes||Random Encounter • Arena • Ring of Blood • Grindfest • Item World|
|Info.||Bestiary • Damage Types • Damage (Physical Damage) • Enemy Procs • RiddleMaster|
|Misc.||Currency||Credits • Hath • Hath Perks • Gallery Points|
|Strategy||Advice • Play Styles|
|System||Dawn of a New Day • Bugs • Technical Issues • FAQ • Hotkeys • Scripts & Tools|