Introduction
The goal of this page is to be a portal of information for player progression, the order in which you may approach progression. Will vary on your play style and decisions.
This core guide will be a brief overview of various game mechanics, content, etc that are central to player progression, as more in-depth explanation can already be found in the linked pages.
For more experienced players, please contribute and expand this guide.
The Basics
The Beginner's guide section, recommended to look through these to get a grasp on the game's systems as well as tips for progressing early on.
- AP - Primarily used to rank skills, most of ones AP will be obtained from increasing Character's Level and Exploration Level.
- Skills - Player abilities, and core source of stats. Most can be ranked up to 1, while some can be increased further (Dan ranks).
- Rebirth - As leveling is the primary source of AP, this mechanic allows players to reset their character Level and Exploration Level to 1, to quickly gain more AP.
- Durability - All equipment has durability, when durability reaches 0, the item becomes unusable and unequipable, will still be worn but equipment's effects will be lost.
- Repairing can be done at various NPCs, most NPCs only repair one or two types of equipment.
- Talent - Primarily for skill training early on, provides 2x Training Count for related skills, and additional Training EXP when level 100 and above.
- Talent's can be freely changed when rebirthing, (with exception to Hero Talents which cost Pons)
- Combat Power - Abbreviated as CP, determines the battle rating of monsters, many skills require using/defeating enemies with certain CP levels.
- These training requirements ask you to defeat "Similar", "Powerful"(Strong), "Very Powerful"(Awful), or "Boss" monsters.
- Renown - Mid-late game time-gated grind that provides stats that increase per renown level.
- Echostones - Mostly late-game stat boosting equipment that can also be awakened to obtain reforge effects.
- Shine of Eweca - Hidden stat boosting skill that ignores the 1500 stat cap, but caps to 1700~1800 (depending on race).
- The rank of this skill is based on current level.
- The effect of this skill increases based on cumulative level (total level throughout every rebirth), up to 40000.
- Traveler's Guide Menu - Warp places at a cost of gold (free for beginners and VIP), displays some useful information as well.
- Holy Water of Lymilark - Used for blessing equipment, reduces durability loss and increases repair rate (for non-100% repairs).
- Blessings can be lost on death, and will be lost if a repair fails.
- Potential System - a early-mid system with various level up rewards.
- Memory Book - A tutorial that gives players a early exposure to various activities in the game, also serves as a way to reach level 5000+ cumulative level.
- Spirit Ascension - contract's a spirit to your weapon to increase its power, see Equipment Upgrades below or the page for more information.
Skill Training Tips
- The pages for various skills may provide useful tips for training. Go to those pages for specific tips.
- Skill training can be increased by various buffs including:
- Skill Training bonuses can be separated into two types:
- Double Count and Bonus Training EXP.
- Double Count increases the amount of times a training line is done, e.g. if "Use the skill" will be counted twice.
- Bonus Training EXP increases the base training reward, e.g. With a 1.5x Bonus, if the training requirement is supposed to give 5 training EXP, it will give 7.5 instead.
Weapon Stats Scaling
- Melee weapons (swords, axes, blunt, lances) - 2.5 Str will add +1 Maximum Damage
- Control bars - 3.5 Str, 3.5 Dex will add +1 Maximum Damage
- Atlatl - 3 Str adds +1 Maximum Damage
- Dual Guns - 5 Str, 5Int adds +1 Maximum Damage
- Knuckles - 3 Str adds +1 Maximum Damage
- Shuriken - 4 Str, 4 Will adds +1 Maximum Damage
- Every 5 Int adds +1 Magic Attack
- Staves/Wands technically scale like melee weapons
- Bow/Crossbow - 2.5 Dex adds +1 Maximum Archery Damage
- Chainblade - 2.5 Dex, 4 Luck adds +1 Maximum Chain Slash Damage
Mainstream Quests (notable) Rewards
- Generation 1 - A good amount of AP
- Generation 2 - Race-related Transformation skill (except Dark Knight).
- Recommended to clear this before doing Memory book, as training for these skills require leveling up.
- Generation 3 - For humans only, allows player to convert to Dark Knight Transformation. Warning: Cannot be reverted
- Generation 8 - Allow's player to do Threat in Renes, required to learn Final Strike (giants-only). Also gives Adniel's Horn Bugle.
- Generation 9 - Life Drain skill (required for G10 and G23) and Barrier Spikes.
- Generation 10 - Rewards player with Demigod Transformation skills.
- Generation 11 - Brionac and knowledge of the skill Shock (requires skill pages or skill seals to reach rank F)
- Brionac, when awakened with Shock or Demigod, shaves 3 protection off the enemy per hit
- For most bosses, protection can be reduced to zero, however Tech Duinn bosses are limited to 15 hits (-45 protection)
- Generation 12 - Unlocks Morrighan related Demigod Transformation skills, Falias Treasures, 1 Equip slot for treasures, and Shadow Spirit.
- Generation 13 - 40 AP
- Generation 14 - +3 stats
- Generation 15 - 40 AP and Shylock's Step Persona ability
- Generation 16 - +3 stats
- Saga - Event Pegasus Whistle and a large amount of AP. (Whistle can be obtained once per character)
- Saga 2 - A good amount of AP.
- Generation 19 - Crusader skills, Shield of Trust, Celestial Spike, Judgment Blade used for Apostle Raids.
- Generation 20 - Divine Link extremely useful skill that provides the player with bonus stats and allows pet to draw aggro and take hits.
- Generation 21 - New transformation skills, Nascent Divinity
- Generation 22 - Many useful Techniques and ability to do 3 Tech Duinn missions.
- Generation 23 - More Techniques and new Tech Duinn Mission, Awakened Abyssal Lord.
- Generation 24 - Three new Techniques, not as useful as previous ones.
Also see: Sidequests, for additional list of quests (mostly for learning various skill sets)
Content
- Shadow Missions - Primary content for new players, great place for training CP-related skills,and a source for EXP and Gold early on.
- Theatre Missions - Generally avoided due to tedious pass crafting and long waits, but has some items that people want, e.g. Snow Cobwebs and Ice Fabrics.
- Uladh Dungeons - With some exceptions (mostly story-related dungeons), not recommended for beginners as the monsters here have very high HP.
- Primary source of weapon crafting materials for high-grade weapons, (eg. Celtic weapon series).
- Sidhe Finnachaid - Primary source of Echostones, fairly difficult and requires decent spread of talents.
- Forest Purification - Mini-game in beach of Scathach where players fight an onslaught of incoming monsters.
- Iria Dungeons - Mostly outdated content, source of some rare skill books and items.
- Commerce and Bandit Hunting - Primarily to earn Ducats.
- Iria Raids - Large field bosses that spawn at specific times. Various rare items can be found (typically dropped by dragon bosses).
- Avalon Raids - Similar to Iria Raids, primary source of some Erg breakthrough materials for Erg levels 25 and under.
- Purification Missions - Single boss fight instanced mission, provides Erg breakthrough material for 30 and 40, and a crusader robe sewing pattern (+10% crusader exp).
- Apostle Raids - Instance-raids that require being a Squad to enter. More similar to a Shadow Mission, than traditional raid.
- The three Apostle raids are very different:
- Alban Knights Training Center - Source of many enchants, Alban Knights Emblem, and Dawnblade.
- Tech Duinn Missions - Latest high difficulty content, requires a lot of strategy and damage to do. Party of four is highly recommended.
- Provides materials used to increase Technique levels, craft Geas and Ultimate Geas armor, Revenant and Perseus weapons.
- Commerce - Source of ducats, primarily about buying and selling trade goods for profit.
- Bandit Hunting - Hunt bandits who stole goods from other players, most reliable source of Falias Fragment
- Falias - Area for players to change demigod status as well as Falias Treasure Hunt Minigame.
- Use an Awakened Brionac to create a portal. Consumes a Falias Fragment to enter.
- Festia - Full of mini-games, the commemorative boxes are full of various life skill materials.
- Arpeggio Concert Hall - mostly for social gatherings, but provides nice benefits such as resetting music renown exp.
- Baltane Missions - Primary source of divine weapon materials, and other goodies. Very recommended to run these missions as it is a decent source of income.
Gold Making Strategies
- This guide covers a handful of gold sources: User:Rydian/Making_Gold, as for other possible avenues:
- Advancement Badges - used for customizing combo cards, can be done once per day per character to sell badges.
- Erg - Particularly selling materials related to Erg breakthroughs and Erg Infusions can be fairly profitable.
Gold Saving Strategies
As one can make as much gold as they want, but costly choices can drain your resources quickly.
- Beginner weapons and tools as they are extremely cheap to repair, especially Beginner Cardinal Chain Blade.
- Given out to new characters based on chosen talent and is 100% trade-able (can be moved across account).
- See Talents#Beginner's Talent for a list of beginner equipment. Not all equipment is labeled "beginner", as such those are not 1g repair
Equipment Upgrades
- Upgrades - Generally up to 5 upgrades for weapons and armor (body only), costs Proficiency and gold.
- For weapons: In general focus on piercing (if avaliable), then max damage, then balance (if weapon's innate balance is under ~15%, swords do not need balance upgrade).
- For armors: Focus on protection/magic protection, for clothings it may be better to skip artisan upgrades in favor of reaching the base protection to activate Blunting Field.
- Gem Upgrade - An additional upgrade that can be done only when fully upgraded (e.g. 5/5 upgrades) that costs gems in addition to proficiency.
- In general, this upgrade adds a small amount of max damage or durability.
- Special Upgrade - Weapon Upgrade that increase damage significantly. Can only be done on fully upgraded (including gem). Not all weapons can be Special Upgraded.
- Costs Color specific Upgrade stones to use (Red or Blue) and only color can be chosen.
- Red upgrade increase critical damage, while blue upgrades (mostly) increase maximum damage or magic attack.
- Red upgrades are generally more favored, as blue upgrades suffer from extreme diminishing returns, although some blue upgrades can be useful.
- Special Upgrades can fail and will penalize the player if so. Failing on upgrades on Step 4->5 or lower will just reduce the Special upgrade down one Level. However failing Step 5->6 or higher will result in destruction.
- Lucky Upgrade Stones and Protective Upgrade Stones stones can also be used. (links lead to red variant, but blue variants exist as well)
- Lucky stones will always succeed for Step 4->5 or lower.
- Protective stones will not penalize the player if the attempt fails.
- Both stones are generally given out during events, but can also be obtained elsewhere, see respective pages.
- Special Upgrade for step 6->7 requires a special upgrade stone: Eweca Red Upgrade Stone, Ladeca Blue Upgrade Stone.
- A Protective variant for this stone exists, but is a premium option.
- Enchants - Largely centered on increasing maximum damage, enchants are extremely important source of damage.
- Generally most desired enchants increase: Max Damage, Alchemic Damage, Magic Attack
- Enchanting is fairly RNG, often requiring players to re-roll enchant values by obtaining duplicates of an enchant scroll.
- Failing an enchant can also be disastrous, as failure leads to reduced durability, or in the case of rank 6 or higher enchants, item destruction.
- A premium option, Enchant Protection Potion can negate the penalty of failing. (7,900 NX)
- Use the potion on the item before enchanting. These potions are single-use only, and their protection will evaporate if any enchants fails.
- Can be purchased from players, and occasionally given out in various events.
- Reforges - Largely a premium (NX) option, although reforging tools can be purchased from other players.
- Probably requires a whole in-depth guide/tier-list on its own, reforges a primarily skill specific boosts that can increase damage by 5~20% per reforge.
- Heavily advised to do research on reforges on which reforges you want/are desired before attempting.
- Spirit Weapon - a powerful mid game weapon upgrade, that requires a fair amount of gold to reach the maximum level.
- Only 3 weapons can be infused with a spirit, and they cannot be of the same type (no dual wielding spirit swords), each spirit has its own level.
- Leveling strategies:
- Feeding gems - Exp based on size. Gems can be obtained from: Paradise of Gems (Alban Knights Training Ground), Tech Duinn, Veteran Dungeons, Baltane Missions, Metallurgy and various events.
- Feeding NPC shop Items - EXP based on shop value, caps at 20 EXP at 1000g, training though this method is still fairly expensive (20m per 400k exp), however you can take advantage of shop discounts to reduce the fee.
- Farming Sword of Strifes - Forms of Strife (monster) in Sidhe Finnachaid will drop these, and continually respawn until the intended monsters are defeated (Forms of Doubt or Shape of Horrors), farming them efficiently may require some strategy, however the swords themselves will remain on the ground for an extremely long time.
- Farming Ghost Fluids - Peaca Dungeon's boss, Demi Lich will continually spawn Ghosts that drop these, as the Demi-Lich cannot be killed with conventional weapons, players can farm the ghosts he spawns, however ghost fluids will disappear over time, requiring more micromanagement.
- Erg Enrichment - Largely an end-game upgrade, extremely expensive but extremely powerful towrads the end levels.
- All Erg processes can be done via Kaelic at the altar in Avalon.
- Erg Infusion requires weapons, and increases the current erg level.
- Five weapons can be infused at once, the first weapon must always be of the same type, a staff erg requires any staff to be in the main slot.
- All weapons (not armors, instruments, or tools) contain Erg EXP, shop items however are fixed at 10 EXP.
- The main strategy for obtaining infusion exp is via using a Basic Reforging Tool on Broken Logs. This method is quickest and the least expensive way to obtain non-shop purchased weapons.
- Erg Breakthroughs require various materials and increase the maximum level.
- Breakthroughs are RNG, and can require many attempts, some items required to for breakthrough are extremely expensive, however only the first three items are consumed each attempt.
- Maximum erg level is 50, however weapons initially start with a max level of 5.
- Erg can be transferred onto a new weapon, requires Transference Catalyst, the target weapon must be of the same type and must be tradeable (if personalized, it must be trade unlocked).