Soul Bishop

A faith-build companion for Soul's Remnant — AoE mobbing, party EXP & support, road to 99.

Steam Early Access — live since Aug 13, 2026

Briefing — what you're walking into

Soul's Remnant is a free-to-play 2D platformer MMORPG by Chaomoon — one developer since April 2016, a second (Rajah) since 2025 — that hit Steam Early Access on August 13, 2026 and immediately went Very Positive (82% of 322 reviews, ~2,000 concurrent at launch). It is very deliberately a love letter to old-school MapleStory: side-scrolling maps, platform grinding, party play, dungeon crawls, life skills, even a fame stat.

The EA build ships with 72+ skills, ~100 monsters, 200+ maps, 19 bosses, 3 dungeons, 150+ quests, 700+ crafting recipes and 10 villagers. No more character wipes — progress is permanent from here.

The one big difference: there are no classes

Soul's Remnant is classless. Any character can learn any skill. Skills are grouped into four damage families — Melee, Range, Magic, Faith — plus hybrids that need two families. "Being a Bishop" here means: pump SPR, carry a faith-scaling weapon (Focus, Cross or Holy Arrow — see Gear), and build your active-skill bar from the Faith tree. Nobody assigns you the role — you assemble it.

The Bishop translation table. Every MapleStory instinct you have has a direct analog here:
MapleStory (Bishop)Soul's RemnantNotes
Magic Claw / mobbing basicNova360° pulse around you, hits 3, even behind you
Big Bang / GenesisSmite (Faith 30)Wall-piercing 5-target nuke, no line of sight needed — highest faith scaling in the game
HealRevitalizeHeals party and sears enemies in the same pulse, classic Cleric style
Holy SymbolDivine Blessing (Faith 11)+EXP buff that party members share at half strength — costs 0 SP
TeleportBlink (Magic 9)Phase through walls/floors, 3 SP flat — mandatory splash
Bless / defensive buffsBurst Shield, VanguardShield that reflects 5× damage; party damage-absorb bubble
Resurrection (almost)Divine Protection (Faith 25)Cancels the next killing blow on the whole party — pre-emptive res
MP Eater / InfinitynoneSPR raises MP + regen breakpoints instead; Focus weapons add MP regen
no analog — classless bonusTaunt + Shadow TwinFree cross-tree buffs no MapleStory Bishop could touch: an auto mob-gatherer and a clone that recasts your Smite at ~48% — see Skills

Good to know before you queue

The Steam Launch — why "day one" actually means day one

Soul's Remnant didn't appear from nowhere on August 13 — it ran a decade of invite and Patreon playtests, every one of them temporary. Knowing that history explains the economy you're stepping into.

The era timeline

EraWhenFate
2022 Playtest2022wiped
Season 1 (first Godot build)Dec 2023 – Jan 2024wiped
Summer Playtest (trading & channels added)Aug 2024wiped
Christmas Playtest (backpack slot debuts)Dec 2024wiped
Playtest O → Next Fest → final playtestMar 2025 – Jul 2026wiped
Steam Early AccessAug 13, 2026 →permanent

The developer's own words, July 2026: "With the early access launch, will there be any data wipes still? No! There will be NO MORE WIPES once early access launches, and your progress will be kept." The last playtest closed in early July; launch day repeated it: "finally launching! And with no more wipes!!"

What that means for you, economically

Practical launch-window notes

The Build — a Bishop with extra steps

Identity: SPR-main faith caster. AoE mobbing with Nova → Smite, party EXP via Divine Blessing, heals and death-prevention in group content. Solo-viable, party-desired.

Stats — what the six numbers do

StatGovernsThis build
SPRFaith damage, slight magic damage, max MP, MP-regen breakpointsMain stat — dump here
CONMax HP, HP regen, Defense, slight melee & faith damageSecondary — ~1 point in 4
INTMagic damageOnly if you splash magic nukes seriously
LUKCrit rate (~0.75%/pt up to 60, diminishing past ~90), slight range dmgSkip — faith kit converts crit poorly
STRMelee damageSkip (that's the paladin build)
DEXRange damageSkip
The allocation rule: you get 5 stat points per level. Community launch-week consensus is a ~3:1 SPR:CON split (≈25–30% into CON) — even 5 CON visibly grows your HP bar and adds +1 DEF. Raise the CON share if you're dying in 20+ content; a dead Bishop buffs nobody.
Respec safety net: stat resets are free under level 10, then cost escalating Soul Crystals, limited to once per real-life hour. Experiment early, settle by ~15.

Weapon identity: the Focus

Weapons don't lock skills — they decide which attack stat your gear feeds. Eleven weapon lines exist; three matter to us:

WeaponScalesBonus linesVerdict
FocusMagic + Faith (dual)MP Regen, Elemental PotencyThe build's weapon. Both damage stats you touch, plus caster-support extras
CrossFaith onlyAttack Speed, DamageSlightly higher faith attack per tier (+10–15 vs +7–11 at Stone) — pure-faith purist option
Magic WandMagic onlyAttack Speed, DamageOnly if you drift into a mage instead

Also real: Holy Arrow weapons (Range+Faith — the "priest-archer" line), Shields (Melee+Faith paladin line), Orbs (global attack, jack-of-all). If you ever want the melee-faith paladin variant, that's Shield + Cross skills — a different site's problem.

Element — your "Holy" doesn't exist, so pick one

There is no Holy element. Seven elements exist, and your element comes from your weapon, not your skills — changeable later via Transmutation (Alchemy 15). Two character stats govern them: Elemental Chance (how often a proc fires, base 15%) and Elemental Potency (how hard it hits, base 50%).

Your build cares about elements more than any other build in the game. Nova gains +40% Elemental Potency at max level, the Faith passive adds +19% Potency / +11% Chance by 99, and Elemental Charge adds +157% Chance for zero skill points. Stacked, that's roughly 183% Chance — meaning every single hit procs your element. The numbers in the table below stop being occasional bonuses and become part of your basic damage.

All seven, in full (effects quoted at 100% Potency)

ElementWhat a proc doesVerdict for a Bishop
Normal+80% damage on the proccing hit. No rider, no conditions.The best single-target proc in the game and the default choice for bosses. Boring, huge, never wrong.
GhostHaunted: 120% damage over 2.5s and pulls other enemies toward the target. Two Haunts active at once; spreads to another monster if retriggered. On death, half the per-tick damage transfers onward. Stacks infinitely on normal monsters.The grinding king. A free mob-gatherer on a 2D platformer is worth more than raw percentages — it does Taunt's job passively. But it resets every 6s on bosses (and on Mighty monsters, which count as bosses), so it's the wrong pick for boss nights.
IceFrozen for 6s, slows. Each stack makes the target take +10% damage, max 3 stacks (+30%). When a Frozen monster dies, up to 2 nearby take 6% of its max HP per stack.The party element. That +30% damage-taken debuff benefits everyone hitting the target, which is exactly the support identity. The on-death splash also chains nicely through packs.
WaterSlight slow, and instantly restores your HP and MP — plus up to 2 other players inside the radius.The sustain pick, and the answer to MP pressure. With Elemental Charge draining 12 MP/tick, a Water weapon can fund your own toggles while healing the party passively. Caveat: multi-hit skills share one burst rather than proccing per hit.
FireInitial target +50%, up to 2 nearby take +25%, and the initial target burns for 36% over 3s.Solid all-rounder — decent single-target and spread. Never the best at either, never bad.
LightningChains to up to 4 nearby enemies: 65% to the first, then −40% per bounce (500 → 325 → 130 → 52). The initial target takes zero bonus damage.Read that last clause carefully — it's purely a clear-speed element and does nothing single-target. Great over dense packs, actively the worst choice against a boss.
MetalEnemy loses −3 DEF per stack; you gain +3% damage reduction per stack. wiki contradicts itself on the cap — one line says max 5 stacks (−15 DEF), another says 10 stacks (−10 DEF, +30% DR).The only defensive element. Its DEF shred stacks with Armor Pen echoes, and the self-DR is real mitigation for Dark Fire's HP drain. A niche but coherent tank-Bishop pick.
Picking one, practically: Ghost while levelling and grinding (the pull is a free gather), Normal for bosses and the Abyss (+80% flat beats every rider), Ice if you party seriously (the debuff multiplies your whole group), Water if MP or survival is your bottleneck. Lightning only if you exclusively farm dense packs; Metal only if you're building tanky. And since transmutation is repeatable, this is a reversible decision — keep two weapons if you can afford it.
Two things that make this easier than it looks. First, monster elemental weaknesses aren't active — the game has a complete resistance matrix built but disabled, with the developers' own note that you "can use whatever element you want without worrying about dealing less damage." So there is no wrong element for a zone, only a wrong element for a situation. Second, transmute before socketing Souls: every echo already on the weapon inflates the transmutation cost by 30%.

For future-proofing, the disabled chart reads: Fire beats Ice, loses to Water · Ice beats Ghost, loses to Fire · Ghost beats Metal, loses to Ice · Metal beats Lightning, loses to Ghost · Lightning beats Water, loses to Metal · Water beats Fire, loses to Lightning · Normal is resisted by Ghost and Metal. If that system ever switches on, Ghost and Metal become the defensive picks and Normal gets worse.

The real constraint: buff slots, not SP

Party buffs cost 0 SP but you can only run 2 active buffs at once (3 after the level-60 "Unlocking Potential" quest — post-50 goal). The whole support game is choosing which two: Divine Blessing (EXP) is near-permanent; the second slot flexes between Dedication (heals/shields +25%+), Elemental Charge, Vanguard, or Divine Protection before dangerous pulls. A 5th-line aura echo can add +1 Buff Slot — that's the endgame support chase item.

Skills — the Faith tree, in full

How skills actually work here (read this once, save hours)

  • Press K → drag skills from the tree into your Active Skills bar. No trainers, no skill books.
  • Unlocking costs materials (Dull Life Essence, Soul Crystals, later Dungeon Crystals) and is permanent — materials are never refunded. Unlock deliberately.
  • SP is a shared pool cap across all active skills, not per-skill currency. Lower a skill or shelve it and you get every point back instantly and free. Respeccing your SP layout is trivial; only the unlock materials are sunk cost.
  • SP income (wiki figure): 1/level, +1 extra every 5 levels, +1 more every 10. Skill levels cap at 20; skills also gain their own mastery EXP through use, and raising a skill's level costs essences/souls.
  • The "Faith Lv X" requirements below refer to the Faith passive, which levels itself to 99 just by using faith skills — it lags a bit behind character level, so unlock levels are approximate milestones.
  • Buffs cost 0 SP (max 2 running, 3 after lv 60). Macros: 5 slots × 6 skills. Loadouts save equipment+skills+macros (swap costs Soul Crystals).
  • The Faith passive itself pays out: +1% Elemental Potency per 5 levels, +1% Damage Reduction per 6, +1% Elemental Chance per 9.

The leveling build is not the final build

Here's the uncomfortable truth about pure faith: every Faith damage skill worth the name unlocks at Faith 30+ (Smite 30, Dark Fire 35), and Nova is the slowest basic attack in the game (1.7s vs 0.4–1.4s elsewhere). Nobody in the meta grinds 1–30 on Nova alone — and thanks to two hybrid basics, you don't have to leave the faith identity to fix it.

The trick: Shield Bash (Melee 5 + Faith 5) and Holy Arrow (Range 5 + Faith 5) are hybrid basics that scale off your Faith attack — full damage in your SPR gear — while the melee/range damage they deal levels the Melee and Range passives. Those passives are the door to two free buffs every serious faith build runs:

SkillReqCostWhat it does for a Bishop
Holy ArrowRange 5 + Faith 50 SP +1/lvYour real leveling basic: a blessed homing arrow that chains between targets, 1.4s CD, full Faith scaling (75%+45%/lv on both lines). Tap for ⅓ damage, full draw for all. +3% Elemental Chance every 3rd level.
Shield BashMelee 5 + Faith 51 SP +1/lvLunge that bulldozes mobs into a pile — a mob-gatherer that feeds Nova and (later) Smite. Faith scaling 100%+50%/lv. +12 Max HP per level as a perk. One point is enough.
Taunt BUFFMelee 110 SPAuto-roars every 3s: forces mobs to attack (= gather on you, exactly where Nova hits), and every monster hit stacks Berserk: +global damage, Speed and Defense. The budget Gravity Well, free forever.
DashRange 82 SP flatI-framed dash through terrain — you pass Range 8 on the way to bigger things anyway. Pairs with (not replaces) Blink.
Heaven ArrowRange 281 SP +1/lvA halo fires 25 homing arrows while you keep fighting or running. Carries Faith sub-scaling (8.5%+8.5%/lv). The white rain you see in every faith farming video.
Shadow Twin BUFFRange 300 SP (toggle)The endgame engine: a shadow clone repeats every skill you cast at 7.2%+2.4%/lv — ≈48% of your damage at Lv 18, so it near-doubles Smite. Bonus: if a blow would kill you, the twin dies instead and you live at 1 HP. Leveling it costs materials, never SP.

The mechanic that makes this mandatory, not optional. Skills gain their own Skill EXP by being used — but each type levels differently: damage skills only level on the last hit, healing skills level by healing, and buff skills level only by hitting enemies with a physical skill while the buff is active.

Read that last one again. Without a physical attack on your bar, your buffs cannot level at all — Divine Blessing, Taunt and Shadow Twin would sit frozen at their activation level forever. Holy Arrow and Shield Bash aren't just faster leveling; they're the only way a faith build grows its buffs. (Also worth knowing: a support in a party of heavy DPS will struggle to level damage skills, since those need last hits — and skills stop earning EXP once they have enough to level until you actually spend it in the crafting menu.)

The proof it works: the highest-level faith build on record — a Lv 95 "Faith build training at Deep Cave 9" video from the late-2025 playtest era — is exactly this shape: a glass-cannon SPR caster (416 HP / 1,681 MP!), paired damage numbers at ~50% (that's a maxed Shadow Twin echoing every cast), Smite's wrath-sigil plus Heaven Arrow's holy rain on rotation, and a stack of buffs anchoring a party-EXP feed. No text guide documents a pure-faith archetype yet — the closest published archetype is the melee-faith "Paladin" — which makes this hybrid-faith path the closest thing to a real Bishop meta.

Buff-slot math, revisited: Taunt and Shadow Twin are buffs, so they compete with Divine Blessing for your 2 slots (3 after lv 60). Practical rotation: leveling solo = Divine Blessing + Taunt · duo = Divine Blessing + Armor Link · bossing/late farm = Shadow Twin + Taunt (drop Blessing only when EXP stops mattering more than speed) · post-60, three slots = Blessing + Taunt + Shadow Twin, the full Lv-95-video loadout.

Core kit — attack & heal AOE CORE

SkillReqCDFaith scalingTargetsWhat it is
NovaFaith 11.7s160% +80%/lv3Your mobbing basic: 360° pulse that hits everything in a circle including behind you. Grows +8% Elemental Potency every 4 levels. Free to activate (0 SP base).
Burst ShieldFaith 45.0s100.8% +32.7%/lv32.5s shield on you + nearby party: next hit reduced 30%(+2.5/lv) and the prevented damage is reflected five-fold, splashing nearby mobs. Defense that farms.
RevitalizeFaith 108.5s559.5% +260.8%/lv (heal & dmg)self + ~2 alliesThe Heal: one pulse heals the most-wounded party members and sears enemies inside it. Also restores %max HP/MP. Huge scaling — a main damage button, not just triage.
SmiteFaith 3012s635.5% +441.1%/lv5The Big Bang. Wrath falls on the 5 nearest enemies through walls and floors, no line of sight. Highest faith scaling in the game. The build's identity button from 30 on.
Dark FireFaith 35toggle57% +28%/lv per tick, 2×/sec4Grind aura: damage circle that ticks twice a second and gains +3% damage per enemy inside (max +15%). Costs 5% max HP + 7% shield per second but can never kill you. Turn it on, hold a spawn point.

Party buffs — the support toolkit SUPPORT (all cost 0 SP)

SkillReqDurationEffect
Divine BlessingFaith 11126s +6/lvHoly Symbol lives. +2.5%(+1.75/lv) EXP, +1.5%(+1.5/lv) Skill EXP, +2.37%(+0.79/lv) Faith damage. Party members near you share the EXP bonuses at half strength. Effectively permanent uptime — recast on cooldown forever.
Divine ProtectionFaith 2524s +4/lv (≈2min CD)Everyone's first killing blow is cancelled, leaving ~13%(+5.2/lv) HP instead. Pre-cast before boss mechanics and risky night pulls.
Armor LinkFaith 12persistent while togetherBond one partner: they take 35% less damage (45% at 100 CON) — you take it for them; half of every heal you receive flows to them. The duo-leveling skill.
Elemental ChargeFaith 28toggle (MP-regen drain)+100%(+3/lv) Elemental Effect Chance, every proc adds bonus elemental damage; party in range gets half the chance. Pairs absurdly well with a Lightning or Water Focus.
VanguardMelee 12 + Faith 8toggle bubbleParty inside your bubble takes ~21%(+1.25/lv) less damage (you absorb it); mobs inside take ~4%(+1.55/lv) more from you. For tanky-Bishop variants.
Life LineFaith 25 + Range 25pair bondShare stats with a partner; if they'd die they survive at 15% HP and you lose half your max HP. Deep-duo insurance (needs Range investment).
Divine BenevolenceMelee 22 + Faith 22stanceWhen you get hit, the party heals for 7%(+0.95/lv) of the blow. Martyr stance for melee-hybrid supports.

Solo amplifiers

SkillReqEffect
DedicationFaith 29Passive stance: everything you heal or shield is +25%(+5/lv) stronger. The healer multiplier — near-mandatory second buff slot in group content.

Worth splashing from Magic AOE

SkillReqSPWhy
BlinkMagic 93 flatTeleport, including straight up/down and through walls. Unlock: 10 Dull Life Essence. Non-negotiable — 3 SP forever, never level it further. Get your Magic passive to 9 early by weaving Magic Burst into grinding.
Soul BombMagic 83 +1/lvProximity-mine AoE that carries real Faith sub-scaling (+65%/lv) — the best magic splash for a SPR build filling Smite's 12s cooldown.
Gravity WellMagic 352–3 +1/lvVacuums mobs and crushes them 3×/sec — but Taunt + Shield Bash already gather for free, and Magic 35 is a whole third passive grind. Skip unless you're deep in Magic anyway.
FamiliarMagic 260 (buff)The Rabbit familiar vacuums soul drops and finds extra Soul Crystals — real farm income, but it eats a buff slot and needs Magic 26. Late luxury.
Mana ShieldMagic (buff)0Halves HP damage by redirecting to MP — your SPR MP pool is huge. Solo-grind buff-slot option.

Since the hybrid path levels your Range passive anyway (see above), the Range+Faith actives — Holy Field, Heaven Arrow, and Medishot (Range 12 + Faith 16, a heal-seeking projectile) — come nearly free. Magic stays a 3-SP Blink splash unless you deliberately build toward Familiar or Gravity Well.

SP order, 1 → 50 — the hybrid-faith path

WhenDo this
Lv 1–4Unlock + raise Nova. Cast constantly — everything below is gated on passives that only level through use.
Melee/Range/Faith 5Activate Holy Arrow (0 SP) and Shield Bash (1 SP). Holy Arrow becomes your main basic — it chains, it's faster than Nova, and it scales off Faith. Bash to pile mobs, Nova the pile. All three passives now level together.
Faith 4Burst Shield at 1 point — utility now, reflect-farming later.
Range 8Dash (2 SP flat, i-frames) — free stopover on the road to Shadow Twin.
Melee 11TAUNT (0 SP). Your mob-gatherer for the next 90 levels. Melee passive can retire here — Shield Bash keeps it ticking anyway.
Faith 10–11Revitalize, then Divine Blessing (0 SP — free EXP and free Skill EXP, which speeds every passive grind on this table). Recast forever.
Magic 9 (optional)Blink (3 SP) if you weave Magic Burst into your grinding; Dash covers mobility until then. Magic Burst's MP-regen perks are their own argument.
Faith 12 / duoArmor Link if you level with a friend.
Range 18 + Faith 23Holy Field (0 SP base) — radiant AoE zone + 40% slow, dual Faith scaling. Your Range investment starts paying dividends.
Faith 25–29Divine Protection → Elemental Charge → Dedication as they unlock (all cheap/0 SP).
Range 28Heaven Arrow — 25 homing arrows with Faith sub-scaling, fires while you do other things.
Faith 30SMITE. Everything into Smite. Drain Nova and Holy Arrow down (free) and feed the +441%/lv curve.
Range 30SHADOW TWIN (0 SP toggle). Every Smite now casts twice. Level it with materials as they come — each level is +2.4% echo.
Faith 35Dark Fire for stationary grinds; off vs bosses that punish the HP drain.
Slack SPRevitalize → Holy Field → Heaven Arrow levels. Soul Bomb if you went the Magic route instead of Range.
Dark Fire at Faith 35 is the last thing you will ever learn. The highest unlock gate in the entire game — across all four trees — is passive level 35. There is no Faith 40, 50 or 60 tier; the tree simply ends. Passives keep climbing to 99 but pay only in stats, and for Faith that's +1% Elemental Potency per 5 levels, +1% Damage Reduction per 6, +1% Elemental Chance per 9 — reaching +19% / +16% / +11% at 99.

So the entire second half of the game is depth: pushing skills toward level 20, chasing the third buff slot at 60, and grinding gear tiers and echoes. If you were waiting for a capstone skill to arrive, stop waiting and go level Smite instead.

What maxing a skill actually costs

Skill levels are the strongest damage lever in the game (see Theorycraft) and priced accordingly. From the Dark Fire cost table:

LevelCost
2–8A few dozen to ~125 Dull essences plus small Soul Crystal fees — trivial
9+ 1 Dull Dungeon Crystal (Dull crystals carry skills to level 9)
11–14200 → 925 essences per level, plus Blue Crystals and Ambitious Souls; costs roughly 2.5× per level
15500 Radiant essences + 30,000 SC + 1 Radiant Dungeon Crystal
16800 Radiant essences + 1 Radiant Crystal + 3 Transcendent Souls
172,000 Radiant essences + 1 Radiant Crystal
18–20undocumented — the wiki's data blocks are empty. Extrapolating the curve, expect several thousand Radiant essences each.

Levels 15→17 alone cost about 3,300 Radiant essences, 90,000 Soul Crystals, 3 Radiant Dungeon Crystals and 3 Transcendent Souls. Radiant Dungeon Crystals are the real bottleneck — one per level from 15 up, obtainable only from dungeons or the auction house, and you need one more for the level-60 buff-slot quest. Plan around crystals, not essences.

Remember: SP reshuffles are free — the "order" above is about unlock materials (permanent) and passive-level gates, not point regret. When Smite arrives at Faith 30, just drain Nova down and pour everything into Smite. Try that in MapleStory.

The Loadout Board — your bar at every level

The road to Smite is ~30 levels — and the meta doesn't walk it on Nova alone. This board runs the hybrid-faith path: Holy Arrow and Shield Bash carry the early game (in full SPR scaling) while quietly leveling the Melee and Range passives toward Taunt and Shadow Twin. Drag the slider (it syncs with the Roadmap slider); green pips mark what changed since the previous stop.

My level Lv 1
Reading the board: skill levels cap at 20 pips. Copy the shape, not the totals — the two sources on SP income genuinely disagree (the official wiki says 1/level plus bonuses at every 5th and 10th; the community guide says 2 points every 4 levels and 3 every 12, roughly half as much). The board uses the wiki figure, so if your real pool is smaller, keep the same priority order and just trim the tail — rebalancing costs nothing. "Faith 25/30/35" unlocks track the Faith passive, which lags your character level slightly; the board budgets for that lag.

Roadmap — 1 to 99

The world fans out from Spawn in a level-banded ring: Outskirts (1–10) → Plains (11–17) → Beach (18–21) → Savannah (22–26) → Misty Forest (27–30) → Sulfuric Plains (31–35) → Lost Plains (37) → Forest (40+) — and Forest 1 warps straight back to Plains 1, closing the loop. Caves hang underneath the Outskirts; Deep Caves, Ocean, Desert and Snowy Mountain are your 50+ future.

The launch-week speed route. The fastest documented start isn't a grind spot, it's a quest chain: do every quest in each area, back to back, until you reach Troppo territory (Seashell Cove, ~level 20 mobs) — roughly 90–120 minutes — then farm there for 10–15 minutes. One creator hit character 24 with a mastery at 30 in about 4 hours that way, on a level-6 weapon the whole time. Two things make it work: quest givers now sit in each area rather than back at Spawn (so you never backtrack), and every biome has an easily-missed field quest giver — Plains 1, Around the Seashore, the start of Savannah. Look for them. Levels 10–15 are the slow patch; push through.
Where am I? Lv 1
1–5
OUTSKIRTS

Tutorial & first Slimes

Do the Shepherd tutorial (drop through platforms with ↓+jump, learn a skill with K, spend stat points with O). Then Slimes (lv 1, 6 EXP) and Jels (lv 5, 20 EXP) in Outskirts West/Northwest and Flower Field. Grab everything on the Quest Master's board at Spawn — the quest spine carries you more than grinding does.

Faith note: unlock Nova immediately — its 360° circle already out-grinds everything at this bracket.

5–9
OUTSKIRTS S/SE

Pin Pins → Slips → Hoppers

Rotate south: Pin Pins (7) in Outskirts South, Slips (8) at the Pond, Hoppers (9) in the SE. Run the Exploring the Outskirts daily chain while you're there (ends with 2 Ambitious Souls). Detour into the Caves for Glowsnails (10) if you want early Yellow Shards.

Unlock Burst Shield at Faith 4. Start weaving Magic Burst casts — you want that Magic passive at 9 soon for Blink.

9–10
THE BARRIER

The Shepherd's Barrier — your job advancement

At 10, the Shepherd in Outskirts Northwest sends you into Slime Garden Normal (the "???" sign, Behind The Garden). Clear it and the barrier drops — the whole world opens. Rewards along the way: a free Normal Dungeon Pass, 500 EXP, 500 Soul Crystals.

This is the closest thing the game has to a job advancement — treat it with the same ceremony.

10–13
PLAINS 1–2

Cloudsheep fields + Slime Garden reruns

Cloudsheep (12) in Plains 1–2 are your first flat, dense AoE field — Thin the Pasture (100 sheep) pays 4,400 EXP. Dungeons I (clear any Normal dungeon) pays 8,000 EXP — rerun Slime Garden while you hold passes. Unlock Revitalize (Faith 10) and Divine Blessing (Faith 11) — your EXP buff is online for the next 40 levels.

Kmitty's quest chain opens at 10 (Spawn, top-right): 8 steps, 500→35,000 EXP. Villager daily requests unlock at 12.

13–17
PLAINS 3–4

Black Cloudsheep

Black Cloudsheep (16, Lightning element) in Plains 3–4. Tag the Goddess Statue in Plains 3 — your warp network begins (100 SC per warp beats walking). The Plains Dungeon entrance is here too; you'll be back at 20.

17–20
BEACH

Snappers & Crushers

North through Outskirts North to the Beach: Snappers (18) then Crushers (20). Shiny Thing Hunt (120 Snappers) pays 8,800 EXP; the Around the Beach chain adds 25,000 more. Keep Crusher Shell Pieces (14.29%) — Kmitty's chain wants them (9,000 EXP). At 20: Plains Dungeon Normal and your first Red Aura (dungeon Silver Chests).

Beach Shepherd PQ (Secret Cove, lv 10+, party of 4–6) becomes worth queueing — Bishop heals shine in stage 5.

20–26
SAVANNAH

Licki → Bananek → Citruslime

Through Seashell Cove into the Savannah: Lickis (22), Bananeks (23), then Citruslimes (25) in Savannah 2–3 and Windy Savannah. The Licki kill quest pays 15,700 EXP. Slime-family mobs on open ground = Nova heaven.

Unlock Divine Protection at Faith 25. Alchemy 15 should land around here — transmute your Focus (Lightning to farm, Water to support).

26–30
MISTY FOREST

Monoghouls in the mist

Monoghouls (27, Ghost element) in Misty Forest 1–2 — Souls in the Mist (200 kills) pays a fat 32,100 EXP. Push to Misty Forest 3 for Sadlings and Dark Pumpkins (~29–30) when comfortable.

Faith 28–29: Elemental Charge and Dedication complete your support kit. At 30: SMITE. Drain SP from Nova and feed the nuke. Cave Trial Normal also opens (Deep Cave 5 — Ferryman ride costs 5,000 SC each way).

30–35
SULFURIC PLAINS

Stinky Sheep

Stinky Sheep (32, 6,070 HP) in Sulfuric Plains 1–2. Sheep pack density + Smite-through-walls + Dark Fire (Faith 35) = your first real farm loop. Run Cave Trial Normal for Dungeon Crystals and the Dark essence shop.

35–40
LOST PLAINS

Rainbow Cloudsheep

Rainbow Cloudsheep (37, 14,044 HP) in Lost Plains — Burn It All (300 kills) is a monster 114,000 EXP payout that will basically carry this bracket. Slime Garden Hard opens at 40 (Dungeons II: 50,000 EXP).

40–50
FOREST

Ferni → Soultree

Forest 1 (tag its Goddess Statue — it links straight back to Plains 1): Fernis (40, An Honest Hunt: 300 kills → 50,000 EXP + Otto's Honest Shop), then Soultrees (42, 25,543 HP) in Forest 2–3. Weave in: Daily Hunt 2× coupons, Abyss Trial floor pushes (12,000+ EXP per milestone), Slime Garden Hard reruns. Plains Dungeon Hard at 50 caps the journey.

From here the world stops being a ring and becomes a chain — see below.

43–49
OCEAN

Sweel → Giga → Bubble Snake

Through the Swamp from Forest into Ocean 2 (Goddess Statue + the Tailor). Sweel (44, 36k HP), Giga (46) across all four Ocean maps, Bubble Snake (48, 50k HP). The Tailor's zone chain here is a colossal EXP jump: Settle the Current (500 Gigas) pays 410,000, Open the Path (500 Bubble Snakes) 490,000, The Last Tangle (500 Sweels) 350,000.

Ocean 1 is a single-mob map (Giga only) — the cleanest AoE routing in the bracket. Gigas also drop the lv-48 Deep-tier gear.

49–57
DESERT

Cactus → Rokkik → Slabbit

Ocean 4 links to Desert 4 (statue + Quest Master). Cactus (50, 60k HP) and Rokkik (52, Metal) in Desert 3–4, then Slabbit (54, 93k HP) in Desert 1–2. The two published zone quests here are the largest in the game: Clear the Sand Path (600 Cactus) 700,000 EXP and Among the Ruins (600 Rokkik) 817,000 EXP.

Also here: Plains Dungeon Hard opens at 50, and Desert 1–2 hide the Sandy Cave and Desert Hideout (Lost Bard, lv 95 — do not wander in early).

57–64
SNOWY MTN

Slibbit → Blizzy → Snowball

Reached from Misty Forest 2, not from the Desert — an easy connection to miss. Snowy Mountain 1 has a statue and the Ferryman. Slibbit (58), Blizzy (63, 195k HP), Snowball (66) across SM2–4.

Level 60 — the third buff slot. Start "Unlocking Potential" from the Quest Master. Three stages: talk to the Tailor → gather 200 each of all 7 base essences (1,400 total) → clear Plains Dungeon Hard and bring the Smith 3 Transcendent Souls, a Radiant Dungeon Crystal and 500,000 Soul Crystals. Per Theorycraft, a third multiplicative buff is worth roughly +30% damage — the single biggest upgrade available in this bracket. Start hoarding essences at 50.
64–72
ROCKY PATH

Rokkak → Cat Golem → Cat Guardian

Rokkak (67, 328k HP), Cat Golem (69) and Cat Guardian (72, 490k HP); Rocky Path 3 has a statue. Gold Ore spawns here and needs Mining 60 — if you've kept mining up, this is where it pays for the Radiant-tier weapon crafts. Slime Garden Extreme opens at 70, and the Scythe Ticket instance is recommended at 65.

Wiki data flags Cat Golem's attack as 37,266 — identical to its own MP and 38× the higher-level Cat Guardian. Almost certainly a typo, but approach politely.

68–78
DEEP FOREST

Shroomie → Tallshroom → Fernek

Three villagers relocate out here — Jeweler (Deep Forest 1), Kmitty (Deep Tree Way) and Shopkeeper (Deep Forest 2) — so it's a genuine second hub. Lost Peak has the statue. Mining yields Dreamstone and Dream Fragments (the Mystical-tier weapon material at 72).

Deep Forest 1 also opens onto the Giant Tree — Scythe Reaper's arena (level 210). Look, don't touch, until you have a raid's worth of friends.

78–84
DEEP OCEAN

Soulfish → Ancient Soulfish

Lost Peak drops you into Deep Ocean 4 → 3 → Deep Ocean 1 (statue). Soulfish and Upsivase throughout; Ancient Soulfish (82) in Deep Ocean 1–2 is the faith endgame farm — it drops the level-84/90 Faith-line weapons. Mining here gives Ocean Heart, Ocean Shard and Arcane Crystal for the Arcane tier at 78. Plains Dungeon Extreme opens at 80.

Deep Ocean 1 also fronts the Great Trench — Reaperfish (165), the second-easiest world boss.

84–93
DEEP DESERT

Saowl → Blaze → Phantom

Deep Ocean 2 connects to Desert Coast (statue), then Desert 5 and 7. Saowl (86, and Desert Coast is a single-mob map), Blaze and Haunted Flame (88, Fire), Phantom (92, Ghost). Cave Trial Extreme opens at 90.

Don't walk the long way. Desert 8 is an empty connector map with a Goddess Statue that links Desert 2 (level 55) directly to Desert 7 (level 85). Tag that statue early and the whole deep-desert bracket is one warp away.
93–99
DEEP CAVES

The last grind — Deep Cave 9

The Deep Caves are two difficulty bands wearing one name: the mid-caves are level 32–42, then Deep Cave X and Hall Of Might jump to 95 and Deep Cave 9 is map level 100 — the highest field map in the game. It holds exactly one monster type, Lost Ruins (level 100), and that combination of single-mob and above-level is precisely why the game's highest-level recorded faith player farmed there.

It's also the best-paying farm in the game for what you now need: the zone yields Radiant Ghostly and Radiant Cave essences — the exact tier that skill levels 15+ consume — and mines Black Diamond, Darkshard, Starmetal and Obsidium, the level-90 and 96 weapon and armour materials. Skill materials and gear materials from one map.

Getting there: the Ferryman in Cave 3 ferries you to Deep Cave 5 for 5,000 Soul Crystals each way — or carry a Return Crystal, which the wiki recommends instead. Also out here: Hall Of Might (Shadow Golem, level 120, single-mob) and the wandering Puppet Reaper at night.

Two honest gaps for the 50+ half. First, the wiki publishes no EXP values for any monster above about level 5 and its grinding table is entirely commented out — so nobody can tell you EXP-per-hour or time-to-level, and anyone who does is guessing. Second, the zone kill-quest chain simply stops after the Desert: there are no published zone quests for Snowy Mountain, Rocky Path, Deep Forest, Deep Ocean or the deep Desert, so from roughly level 57 onward your EXP comes from grinding, dungeons, the Abyss and dailies rather than quest turn-ins.

Monster reference, 1–50

MonsterLvHPATKElementWhere
Slime1208NormalOutskirts W/NW/E, Flower Field
Jel58311NormalOutskirts, Caves 1–3
Pin Pin716113Normal/FireOutskirts S/SW/SE/E
Slip823714NormalOutskirts Pond
Hopper930715NormalOutskirts S/SE/SW
Glowsnail1044317Ghost/LightningCaves 1–3, Glowsnail Cave
Cloudsheep1262220NormalPlains 1–2
Black Cloudsheep161,05631LightningPlains 3–4
Snapper181,51037WaterBeach maps
Crusher201,92743WaterBeach, Seashell Cove
Troppo222,61851WaterSeashell Cove
Licki222,34551Fire/LightningSavannah 1–2, Windy Savannah
Bananek232,70254NormalSavannah 1–3
Citruslime253,42565NormalSavannah 2–3
Monoghoul274,54172GhostMisty Forest 1–2
Stinky Sheep326,07089NormalSulfuric Plains 1–2
Rainbow Cloudsheep3714,044144NormalLost Plains
Ferni4021,223171NormalForest 1, 3
Soultree4225,543191Normal/GhostForest 2–3

Per-monster EXP values are still blank on the wiki (game is days old) — HP/ATK are confirmed. Watch for Mighty (rare elites, which count as bosses mechanically) and Shiny monsters (starry particles, up to 87× player EXP) — never skip a Shiny.

Monster reference, 44–100

MonsterLvHPATKElementWhere
Sweel4436,931213WaterOcean 2–4
Giga4636,387236WaterOcean 1–4 (Ocean 1 = single-mob)
Bubble Snake4850,642261WaterOcean 2, 4
Cactus5060,882287NormalDesert 3–4
Rokkik5266,002316Normal/MetalDesert 2–4
Slabbit5493,880346NormalDesert 1–3
Slibbit58147,446388IceSnowy Mountain 1–2
Blizzy63195,004590IceSnowy Mountain 2–4
Snowball66253,002683IceSnowy Mountain 3–4
Rokkak67328,955787—Rocky Path 1–2
Shroomie68———Deep Forest 1–3
Cat Golem69372,657bad dataNormalRocky Path 2–3
Tallshroom71———Deep Forest, Lost Peak
Cat Guardian72490,499980NormalRocky Path 3
Soul Squid80——Ice/Ghost/WaterSquid Den (hidden, single-mob)
Ancient Soulfish82———Deep Ocean 1–2 — drops lv84/90 Faith weapons
Saowl86——NormalDesert Coast (single-mob), Desert 5, 7
Blaze / Haunted Flame88——FireDesert 5, 7
Phantom92——GhostDesert 7
Lost Bard95——Ice/GhostDesert Hideout (hidden, single-mob)
Lost Ruins100——Ghost/MetalDeep Cave 9 — single-mob, highest field map
Shadow Golem120——Ghost/MetalHall Of Might (single-mob)

HP and ATK stop being recorded past roughly level 72 — the wiki has the levels and locations but not the stat blocks. Single-mob maps are called out deliberately: with no published spawn layouts anywhere, a map with exactly one monster type is the most reliable AoE routing signal you have.

Dungeons & group content

ContentWhereTiers (rec. lv)Notes
Slime GardenBehind The Garden (Outskirts NW, "???")N 10 / H 40 / E 70Your barrier-breaker; boss room features Angeling
Plains DungeonPlains 3N 20 / H 50 / E 80Grassy→Stone essence exchange shops
Cave TrialDeep Cave 5N 30 / H 60 / E 90Ferryman ride 5,000 SC each way; Dark essence shop sells all Souls/Gems
Beach Shepherd PQSecret Cove10–99, party 4–65 stages: seashells → platforming race → slime-herding quiz → barrel puzzle → Gloopy. 30-min limit, costs a Normal pass
Abyss TrialBehind The Grave (Caves)endgame towerWeekly floor-push, 1–8 players — see Features

The quest EXP spine

QuestKillEXP
Thin the Pasture (Plains 1)100 Cloudsheep4,400
Dungeons I (any Normal)—8,000
Shiny Thing Hunt (Beach 3)120 Snappers8,800
Cat Slime quest (Savannah 1)150 Lickis15,700
Souls in the Mist (Misty Forest 1)200 Monoghouls32,100
An Honest Hunt (Forest)300 Fernis50,000
Dungeons II (any Hard)—50,000
Burn It All (Lost Plains)300 Rainbow Cloudsheep114,000
Kmitty chain (8 steps, from lv 10)fetch/kill mix500→35,000
Level up! I–V (lv 5/10/15/20/25)—200→15,000 SC

EXP levers — stack them all

World bosses — night only

BossWhereGimmick
Scythe ReaperGiant Tree (Forest)5 slash patterns, enrages at 40% and 20%
Seeker Reaper "Chompy"Pyramid (Desert)Seeking chomps + Mini Seekers
ReaperfishGreat Trench (Ocean)Underwater; Ravenous Charge
Puppet Reaper "Pea"Deep Caves2-phase hand + string-linked Ghost Puppets

All four spawn only at night (7pm–5am world time) and return as the Abyss floor-99 gauntlet. Reaper-variant mobs list at lv 120–210 — a spectator sport at our bracket, but Scythe Reaper's tree is in your 40+ neighborhood: go watch one die.

Gear Progression

Gear tiers unlock every 6 levels (tier N = level 6×N). Everything is craftable, everything drops (rarely) from bracket-appropriate mobs, and tier-1 pieces are sold by Spawn villagers. No set bonuses exist — mix slots freely.

Buy, craft, or farm? READ FIRST

Three ways to get any piece, and the right answer changes with your level. The mechanic that decides it:

An echo line's maximum value is capped by the item's level. A perfect Ruby roll on level-30 gear is often worse than a mediocre Gray roll on level-70 gear. Since a new tier arrives every 6 levels, anything you're wearing in the mid-game is scaffolding — you will bin it shortly. Do not pour Souls, Gems or crafting effort into gear you'll replace in an hour.
RouteWhat you getWhen it's right
Buy (auction house or player stalls)Someone else's finished roll — you can see exactly what you're getting, including echoes already on itAlmost always, through the mid tiers. Fastest, and Focus/Priest demand is a fraction of sword demand so caster gear is cheap. Walk the Market Hub stalls before the AH — players routinely list good gear under value.
CraftA blank item you push toward max via the card minigame, with a shot at echoes on topAt the tiers you'll actually keep — and when your profession level exceeds the recipe's, because that specifically raises your echo chance.
Farm (monster drops)A random roll, at brutal rates — most tier gear drops at 0.01–0.04%Never as a plan. Treat drops as a bonus while you're grinding for other reasons.

So should you craft your own?

Two things make crafted gear genuinely better than bought gear — but only if you're set up for them:

The cost is profession level and materials. Craft requirements sit roughly 3 levels below the item's level for weapons (a Petrified weapon at 30 needs Weapon Smithing 27) and 3–5 below for armour. If you're not already near that, buying is strictly faster.

The practical rule: buy through the middle, craft at the plateaus. Gear tiers arrive every 6 levels, but upgrade slots only jump at specific points — and those are the pieces worth building rather than renting:
Weapons5 slots at 486 at 607 at 848 at 96
Cloth armour4 at 48–545 at 60–846 at 907 at 96

Below level 48, buy or take whatever drops and spend nothing on it. From 48 onward start crafting deliberately, and from 60 — where weapons hit 6 slots and cloth hits 5 — a well-crafted, well-gemmed piece will carry you for a long stretch. The endgame pieces at 84/90/96 are worth real investment because that's where the echo ceiling and the slot count both peak.

If you're on the Holy Arrow line (Range + Faith) rather than Focus, you're on the same path the only published launch-week faith build used — it's fully viable, and it makes Holy Field, Heaven Arrow and Medishot cheap since you're levelling Range anyway. Just know what you've chosen: your damage is split across two attack stats, so Focused Mind is a trap for you (it boosts your highest stat but penalises the other by 30%), and you'll want percentage echo rolls over flat ones — the launch-week build's own advice was "you want percentage levels, you don't want any flat levels."

Aug 16 patch "Pure ranged combat skill damage" was buffed 20% — but the wording matters and isn't defined. If "pure ranged" means Range-only skills, your Range+Faith hybrids (Holy Arrow, Heaven Arrow, Holy Field) are excluded and nothing changes for you. If it covers anything Range-tagged, they gained a fifth of their damage. Worth watching your own numbers — nobody has clarified it.

And plan your exit at 48. Two things age this weapon: its built-in Elemental Chance line goes dead once Elemental Charge (Faith 28) saturates your proc chance — while the Cross's Faith Attack Speed and the Focus's MP Regen stay valuable forever — and Smite/Revitalize/Nova read only the Faith half, where the single-stat Cross carries ~25% more at every tier. It's also the expensive crafting class (~33% more ingots than Cross or Focus, every tier). At Deep 48, audit your rotation: if Heaven Arrow and Holy Field genuinely carry weight, stay the course toward Messenger at 84; if you mostly press Smite, migrate to the Cross.

Weapon — the Focus ladder CORE

FocusLvFaith+Magic AtkExtraSlotsHow to get
Stone Focus6+7–11—22,000 SC shop · Weapon Smithing 3 · Jel/Pin Pin drop
Copper Focus12+11–15—3WS 8: 15 Copper Ingot + 20 Dull Life Essence
Quartz Focus18+15–21—3WS 15: 20 Refined Quartz Ingot · Cloudsheep drop
Iron Focus24+21–27—4WS 19: 15 Iron Ingot · Snapper drop
Petrified Focus30+27–33+1 MP regen4WS 27 · Citruslime/Monoghoul drop
Stinky Focus36+33–39+1 MP regen4WS 33 · Dark Pumpkin drop
Eerie Focus42+39–45+1–3 MP regen4WS 39: 35 Malachite Ingot
Deep Focus48+45–51+2–4 MP regen5WS 45: 40 Cobalt Ingot · Giga drop
🔸Repressive Focus54+51–59+2–5 MP regen5WS 51: 45 Bismuth Ingot, 130 Life Essence
🔸Sharp Focus60+59–66+3–5 MP regen6WS 57: 50 Titanium Ingot, 180 Raging Essence
🔸Radiant Focus66+66–74+3–6 MP regen6WS 63: 55 Gold Ingot, 250 Eternal Essence
🔸Mystical Focus72+74–81+4–6 MP regen6WS 69: 60 Mithril Ingot, 10 Dream Fragment
🔸Arcane Focus78+81–89+5–7 MP regen6WS 75: 65 Arcane Ingot, 15 Ocean Shard
⭐Divinity FORM CHANGE84+89–107+6–8 MP regen · +8–20% Elem Potency7WS 81: 70 Eternal Ingot, 20 Moon Shard
⭐ Psyche84+89–107+6–8 MP regen · +2–9 CON7WS 81: 70 Eternal Ingot, 20 Moon Shard
⭐Radiant Divinity90+107–116+7–9 MP regen · +12–25% Elem Potency7WS 87: 90 Star Ingot, 10 Black Diamond
⭐Inverse Divinity96+116–126+8–10 MP regen · +15–30% Elem Potency8WS 93: 120 Obsidium Ingot, 20 Bloodstone (craft only)

"Form Change" is just the level-84 tier name, not a mechanic — it's simply where generic names give way to uniques, where a 4th stat line appears, and where slots reach 7. Level 96 "Inverse" weapons are the only 8-slot items in the game. Of the two lv-84 Focuses, Divinity is the caster pick — its Elemental Potency compounds with Nova's perk, the Faith passive and Elemental Charge. wiki note the data module records Radiant Focus at level 60, which collides with Sharp; its craft level of 63 and every other weapon line confirm 66 is correct.

If you go pure SPR, the Cross beats the Focus. This is worth knowing before you invest 90 levels. Cross is single-stat, so it out-raws Focus on Faith Attack at every tier — at level 96 it's +138–149 vs +116–126 — and it carries a Faith Attack Speed line, which matters enormously given cooldowns only come from weapons and auras. Decisively: the lv84+ Cross uniques (Faith → Radiant Faith → Inverse Faith) are the only equipment in the entire game with a % Faith Damage line (+2–5%, +3–7%, +4–9%).

So: Focus if you genuinely use both Magic and Faith (Soul Bomb, Flame Barrage, Mana Shield's magic side); Cross if your damage is purely SPR — which by level 90 most faith builds are. The Focus's MP-regen line is the counter-argument, since it funds Elemental Charge's 12 MP/tick drain.

Armor — Priest & Scholar cloth

Two caster families, both crafted via Armor Crafting or bought at tier 1 from the Tailor: Priest (Robe/Bottom/Hood/Shoes — Defense + Max MP + HP regen) and Scholar (Robe/Pants/Hat/Shoes — Defense + Shield). Sixteen tiers, one every 6 levels, all the way to 96:

Lv612182430364248
TierGreenCottonCoconutYellowGlowingSilverleafFernCoral
Lv5460667278849096
TierCactusIceRedEonArcaneHistoricEternalRaging

Upgrade slots on cloth: 4 at 48–54, 5 at 60–84, 6 at 90, 7 at 96. For scale, the level-96 Raging Priest Robe is a different species from the Coral one you'll wear at 48.

The +6 treadmill — every transition, rated

Weapons, cloth and rings all tick on the same 6-level cadence, but the tiers are not equal — most are pure stat bumps, and a handful actually change what your gear is. Here's every transition with an honest verdict:

LvWeapon · ClothWpn slotsCloth slotsWhat actually changesVerdict
6Stone · Green22First real gear; tier-1 sold by Smith/TailorBuy from shops
12Copper · Cotton3~2Weapon +1 slotPass through
18Quartz · Coconut3~2Numbers onlyPass through
24Iron · Yellow43+1 slot on both weapon and clothDecent stop
30Petrified · Glowing43⭐ Weapon gains its 3rd stat line (Focus: MP regen; Priest bottoms pick up HP regen here too)Real upgrade
36Stinky · Silverleaf4~3Nothing structural — same slots, same lines, ~+6 attack. The cheapest tier to pass through in the whole ladder.Buy cheap, invest zero
42Eerie · Fern4~3Weapon's 3rd line widens (e.g. Focus MP regen 1→1–3)Pass through
48Deep · Coral54⭐⭐⭐ +1 slot on both — the first keeper tier. Full modding sequence becomes worth it; Coral Priest Robe adds a real Max MP lineTHE stop. Craft this one.
54Repressive · Cactus54Numbers onlySkip if 48 is well-built
60Sharp · Ice65⭐⭐⭐ +1 slot on both — and it coincides with the 3rd buff slot quest and the White Aura. The whole build steps up at onceSecond keeper
66Radiant · Red65Numbers (Gold Ingot era begins — Mining 60 pays off)Pass through
72Mystical · Eon65Rare materials begin (Dream Fragment)Pass through
78Arcane · Arcane65Numbers (Ocean Shard)Pass through
84Form Change · Historic75⭐⭐⭐ Named uniques, a 4th stat line, 7 slots. Your line's pick: Messenger (+CON)Endgame begins
90Radiant FC · Eternal76Cloth +1 slot; Hearts Aura lands hereStrong stop
96Inverse FC · Raging87Maximum slots in the game; weapons are craft-onlyThe ceiling

Slot counts marked ~ are inferred from the confirmed pattern (the wiki records cloth slots at 6/24/30/48+ but not every tier between). The through-line: slots jump at 24, 48, 60, 84/90 and 96 — everything else is rent. Craft and mod at the jumps; buy the cheapest listing at every tier in between. Ring tiers tick on the same cadence (Jeweler makes one ring per 6 levels), so grab the matching ring only at the same stops.

⭐ At level 35, here's your exact next move. The 36 transition (Stinky Holy Arrow + Silverleaf Priest set) is — honestly — the least interesting tier in the ladder: same 4 slots, same stat lines, roughly +6 attack. So treat it accordingly:
  • Buy the cheapest Stinky Holy Arrow and Silverleaf pieces listed — don't craft them (Holy Arrow's class costs ~33% more ingots, wasted on a pass-through tier), and put nothing into them beyond a cheap element transmute (before any souls, as ever).
  • Everything you already own that isn't tier gear survives this transition untouched: your SPR/Faith-AS aura, Cross Earrings, rings, bag.
  • Bank everything else for 48. Deep Holy Arrow is the first keeper — 5 slots, the full gem-then-souls sequence, and by then you'll have made the Cross-vs-Holy-Arrow call. Weapon Smithing 45 is the craft gate; if yours is near, start levelling it now (Barrier Forge pays WS EXP directly).
  • The lv-35 face/hat options (Goggles, Wolf Ears) change nothing — Cross Earrings remain best-in-slot.
Confirmed sampleLvStatsSlots
Green Priest Hood6+0–1.5 DEF, +2–3 Max MP2
Green Scholar Robe6+3–4.5 DEF, +5–6 Shield2
Yellow Scholar Hat24+3–4.5 DEF, +9–11 Shield3
Glowing Priest Bottom30+4.5–6 DEF, +1–2 HP regen3
Coral Priest Robe48+13.5 DEF, +1–2 HP regen, +23–28 Max MP4

The other slots — where the sleeper items live

SlotPickWhy
FaceFlower Tiara (lv 15)+0–5 to EVERY attribute (only SPR/CON matter to you — call it +3/+3 realistically), +0–12% Speed, +0–5% Jump, +2–12 DEF, 5 slots. General 0: 60 herbs + 10 Refined Fiber. It's tradable — check the AH before farming flowers, and gather opportunistically rather than making a dedicated trip. Worth it mainly because the face slot is empty until 25–30 and the Speed/Jump compounds on a platformer.
RingRing of Light (lv 20)+INT, 5 slots, and it literally lights up the map — a lantern for Caves and night grinding. Jeweler 5: 20 Yellow Shards (Glowsnails!) + 5 Fireflies.
BackpackSmall Bag (10,000 SC)25 inventory slots and bags roll echoes — Damage Balance on a bag is a top DPS line. Endgame: Void Bag, 49 slots, 1.5M SC from Kmitty's post-questline shop.
✨AuraRed Aura (lv 20)From dungeon Silver Chests or 30 Abyss Essence at the Ferryman. Auras + weapons are the only slots that roll Attack Speed; aura 5th lines can roll +Skill Points / +1 Buff Slot — the support chase item. Ladder: Red 20 → Yellow 30 → Blue/Gray 50.
🎭Face extrasCross Earrings (25), Angry Face (30), Goggles (35)Gevil sells the 30/35 pieces at Spawn for hefty SC.
The face slot is a permanent dead end — and that's actually useful to know. Only five face items exist and nothing above level 35. Which means Cross Earrings (level 25) stays best-in-slot for a faith caster at level 99: it's one of only two items in the entire game carrying an SPR line (+2–8), plus +9–15% Elemental Chance. The only trade-off is its low item level capping its echo ceiling, so it's a stat-line-versus-echo-quality call against Angry Face's +6–12% Global Damage. Same story with hats: the unique-hat line stops dead at Top Hat / Flames (50), so past 50 your head slot is a crafted Priest Hood or Scholar Hat.

Endgame rings and auras

LvRingSlotsLvAura
48–60Ruby → Sapphire → Amber550Blue / Gray Aura
66–84Dreamcatcher → Arcana → Star Bounding → Eternal Oath660White Aura
90Blood Ring / Ring of Chaos770 / 80Cold / Purple Aura
95Reaper Ring790Hearts Aura

Aura stat lines are completely undocumented on the wiki (every aura page is a red link), but the ladder is confirmed — and per Theorycraft, the aura is your single most valuable slot regardless of its base stats.

What to chase on a ring

Rings work like auras: the Stat line is rolled from a pool and permanent for that copy, so it's a shopping criterion. Top-end rings (Blood / Chaos / Reaper, all identical pools) show what the ceiling looks like:

PriorityLineWhy
★★★Elemental Potency up to +31–35%The biggest source in the game. With Elemental Charge running you're past 100% Chance, so every hit procs — which turns Potency into a flat multiplier on all your damage.
★★Damage Balance +10–14%Raises your minimum roll — smooths Smite's damage swing
★★Max HP · Defense +100–150 · +24–37Genuinely needed once Dark Fire is burning 5% HP per second
★Echoes Find · Soul Crystal Find +20–23%Farming-loadout lines, not damage
✗Elemental Chance +16–18%The trap. It reads perfect for a faith build and is near-worthless — Elemental Charge alone saturates you past 100%.
✗Crit Rate · Crit DamageFaith has no crit scaling (unless you run Arrow Infusion, which converts crit into elemental)
✗Speed · Jump · AccuracyMovement and misc
Two structural limits. No ring rolls SPR or Faith Damage as a Stat — but both are in the echo pool, so judge the Stat line for Elemental Potency and hunt SPR / % Faith Damage / Bonus Damage on the echoes. And rings can never roll Attack Speed — that exists only on weapons and auras, so don't go looking for it here.

Worth knowing at low level: Ring of Light (20) carries 5 upgrade slots, unusually generous for its tier, and lights dark areas — which stops being a novelty in the Deep Caves. Its own Stat is a weak +0–1 INT.

Modifying gear — the complete workshop manual

Three verbs, all done from your inventory or the Alchemy window — none of it is hidden behind an NPC:

VerbHow you physically do itWhat it changes
SoulDrag the Soul from inventory onto the itemAdds or rerolls echo lines. Unlimited uses — but post-launch applying a Soul now also costs Soul Crystals, so heavy rerolling has a running cash cost on top of the souls themselves.
GemDrag the Gem onto the itemPermanent +1 to a line, and the item's name gains a (+1). Each gem consumes one upgrade slot — finite, and lost when you replace the item.
TransmuteAlchemy window (needs Alchemy 15) → slot the weapon → pick element → pay Matters + a matching essence + SCThe weapon's element. Weapons only — armour and auras have no element. Can't re-pick your current element; Dark items excluded.

First thing, always: hover the item and count its echo lines. Bought and dropped gear often comes with lines already rolled — and every decision below branches on how many there are.

Order matters more than anything else here. The steps below are a sequence, not a menu. Out of order, the same materials buy you half as much — this is the most common way players burn their early economy.

The sequence, with the why

  1. Transmute the element first (weapons). Every echo already on the weapon raises transmutation cost by 30% — four lines makes it roughly double. Element before any echo work, always.
  2. Gems before Souls. A Mystic Gem gives +1 to a randomly chosen existing echo line. With exactly one line present, every gem is a guaranteed hit and all your slots funnel into that stat; on a filled item it's a 1-in-4 or 1-in-5 lottery. The bonus is position-locked and survives every later Soul reroll — which is the whole trick: gem while the item is nearly bare, then build lines around the investment. (If your item already has 3+ lines, skip gemming it unless a Primordial/Turbulent pass first turns one line into something worth locking in.)
  3. Build line count with the cheapest Soul that does the job. Energetic fills to 2 lines, Ambitious to 4, Transcendent to 5 — and once an item is at that count, the same soul rerolls those lines instead. That dual behaviour is the engine of everything below.
  4. Refine with Turbulent, not Primordial. Turbulent rerolls a line's value and can't change what the stat is; Primordial rerolls which stat a chosen line is. When a line is right but low, Turbulent is risk-free; Primordial is for converting a junk line, accepting you might land on different junk.
  5. Lock last. An Eternal Soul protects one line for the next 5 soul uses (max 2 locks). Expensive — see the positional trick below for when you don't need it at all.
The free lock — positional soul strategy. Souls reroll the first N lines by position: Energetic touches 1–2, Ambitious 1–4, Transcendent all 5. So:
  • A keeper line in slot 5 is only ever touched by Transcendent → once you're at five lines with your best roll last, churn lines 1–4 with Ambitious forever, zero risk, zero Eternal Souls.
  • A keeper in slots 3–4 is safe from Energetic → on a 4-line item, churn the first two cheaply.
  • Corollary: reroll early, not late — a bad line on a 2-line item costs an Energetic (5 essence) to spin; the same bad line on a 5-line item costs a Transcendent (100) and risks the rest.

Reference — every Soul and Gem

SoulWhat it doesExchange price
EnergeticFills to 2 echo lines, then rerolls those 25 essence
AmbitiousFills to 4, then rerolls those 460
TranscendentFills to 5, then rerolls all 5100
ChaoticRandomizes one of: a main stat's value, an echo line, or the element (the only non-Transmutation element reroll)120
TurbulentRerolls the value of one random line — stat identity safe150
EternalLocks one line for 5 Soul uses, max 2 locks180
TransitiveMoves all echoes onto another item of the same slot type — destroys the source; gem bonuses don't transfer; values rescale to the target's level (quality tier carries)210
PrimordialRerolls which stat a chosen line is—
GemEffectExchange price
Nurturing (green)+1 to a random base stat line. No fail chance.7 (15 at Slime Garden — don't)
Mystic (blue)+1 to a random echo line — position-locked, survives rerolls10 (20 at SG)
Calamity (red)Gamble — outcomes include destroying the item, but also +upgrade slots and free enhancements. The game's only destruction mechanic.15 (20 at SG)

Where the materials actually come from

SourceWhat it supplies
Any monsterSouls and Gems drop rarely from everything, scaling with monster level — same global pool as Dungeon Passes. Grind high, get more.
Dungeon essence exchangesThe prices above, paid in that dungeon's essence. Gems cost double at Slime Garden — buy at Plains or Cave Trial. Souls cost the same everywhere.
Beach Shepherd PQThe single best early pipeline: 25% Energetic Soul per clear, and 14.3% each for Nurturing, Mystic and Calamity Gems. If you're PQ-ing with friends anyway, your modding budget builds itself.
Outskirts daily chainEnds in 2 Ambitious Souls — repeatable.
Abyss TrialWeekly Gold Chests: Chaotic at floor 30/50, Transcendent at 60–80, Eternal at 90, 3× Transitive at 99. Plus the Ferryman's shop (Mystic 40, Ambitious 80 Abyss Essence).
AlchemyCrafts Souls directly at higher levels (Energetic craftable from Alchemy 15 — expensive, treat as overflow, not supply).

⚒️ Worked example — a level-30 Holy Arrow, today

Say you're level ~30 on the Range+Faith path with a Petrified Holy Arrow (4 upgrade slots) and the Glowing Priest set. Here's the exact play:

  1. Count its lines. A bought weapon usually has 1–3 echo lines already.
  2. Transmute before anything else (if you have Alchemy 15 — if not, this is the reason to rush it). Ghost for grinding: the Haunted pull gathers mobs into your Nova/Smite for free. Re-transmute to Normal later for boss nights — every echo you add between now and then makes that swap 30% pricier, so decide your element now.
  3. One good line already? (% Faith damage, % Range damage, Elemental Potency, any Attack Speed, Bonus Damage — percentage rolls over flat, always.) If yes and it's line 1–2: spend a couple of Mystic Gems from PQ drops — guaranteed hits while the line count is low. If its lines are junk: Energetic-spin them first (5 essence a spin), gem after.
  4. Fill to 4 lines with Ambitious from the Outskirts daily. Stop there — the 5th line isn't worth a Transcendent on a weapon you replace at 36.
  5. Nurturing Gems into any leftover slots — a free +1 to Range/Faith attack, no risk.
  6. Hard stops: no Transcendent, no Eternal, no Transitive, and never Calamity — this weapon has six levels to live. Everything expensive goes in the bank for Deep tier at 48.

Same logic, cheaper, for the Glowing Priest set: Energetic spins for a Defense/Max MP/HP-regen line if a piece came blank, nothing else. And when you do hit 84: the Holy Arrow uniques are Messenger (+CON) and Smite (+LUK) — take Messenger; CON feeds faith damage and HP, while LUK is crit, which faith doesn't scale.

✨ Aura modding — the full treatment

The aura deserves its own manual because it's the highest-leverage slot in the game and the easiest to ruin by investing at the wrong time.

First, two things the tooltip won't tell you.

1. "Stats" and "Echoes" are different sections and different rules. The Stats block is rolled when the item is created and is then fixed for that copy forever — Souls never touch Stats. Only Nurturing Gems (+1 to its value) and Chaotic Souls (randomize its value) affect that block, and neither can change which stat it is. The Echoes block below is the rerollable part.

⭐ The consequence for auras: two auras of the same name and level can carry completely different Stat lines — one Yellow Aura rolls +9.9% Jump, another rolls +8.7% SPR. Since you can never reroll it, the Stat line is a shopping criterion, not something you fix later. For a faith build, SPR is the jackpot (no ring in the game rolls it), and Jump is dead weight. Read the Stats block before you buy — it's the one part of the item you're stuck with.

2. There is no reset. Nothing in the game wipes an item clean. You can only add lines or reroll existing ones — so "make it what I want" isn't a setting, it's rerolling until RNG obliges. That's why which item you do it on matters more than anything else on this page.

Worked read: a real Yellow Aura

Actual level-30 aura, in-game tooltip:

ShownWhich blockWhat you can do
+9.9% Jump (gold orb)Stat❌ Permanent for this copy. No soul changes it — a great roll on a stat you can't use. Another Yellow Aura might roll SPR instead; that's a different item to go and find.
+8.6% Elemental Potency (gray)Echo 1✅ Rerollable — and a genuinely good line for this build
+4.4% Echoes Find (green)Echo 2✅ Rerollable — a farming stat
Upgrade slots 3 / 3GemsAll three unused — a used slot adds "(+1)" to the item's name, so a plain name means untouched

What each tool would do to that exact aura: Energetic fills to 2 — already there, so it rerolls both lines. Ambitious keeps them and adds two more (to 4). Transcendent opens line 5, the only place the exclusives live. Mystic Gem is a coin flip between the two echoes. Nurturing Gem would guarantee +1 Jump — a wasted slot.

The Nurturing Gem rule, both ways round. Nurturing hits a random Stats line — and auras carry exactly one. So it is always a guaranteed +1, which makes it either the best or the worst gem you can use, decided entirely by what that one Stat rolled:
  • Stat is +SPR → every Nurturing is a guaranteed +1 to your main damage stat. Fill all slots with them.
  • Stat is +Jump (or anything you don't use) → every Nurturing is a guaranteed wasted slot. Use Mystic Gems instead, and use them while the echo count is low.

⛔ The one-line trap: an aura sitting at exactly 2 echoes will have both rerolled by an Energetic Soul, because Energetic "fills to 2" and it's already there. If one of those two is a Faith Attack SPD roll you paid for, Energetic destroys it. Use Ambitious instead — below 4 lines it adds rather than rerolls — and then stop, because a second Ambitious rerolls positions 1–4 and your keeper is in that range.

Verdict: spend nothing. Elemental Potency at 8.6% on a level-30 item versus +31–35% for the same line at level 90 is the whole argument. Wear it, bank the souls.

So: shop for the Stat line, then the Attack Speed. A Yellow Aura carrying +SPR and a Faith Attack SPD echo is worth buying outright even at a low tier — and that's not a contradiction of "don't invest in low auras," because buying costs Soul Crystals, which regenerate, whereas investing means burning Transcendent and Eternal Souls, which don't. Skip the RNG with money; save the scarce materials for the level-90 aura.

Worked comparison at level 30: an aura with +8.7% SPR / +12.6% Faith Attack SPD / +9.7% Echoes Find beats one with +9.9% Jump / +8.6% Elemental Potency (gray) / +4.4% Echoes Find so decisively it's worth six figures of Soul Crystal. The Attack Speed alone is ~12% more Smites, Revitalizes and Novas forever.

wiki gap Every aura page on the wiki is a red link with no stat lines recorded anywhere, so this comes from in-game tooltips. Observed Yellow Aura (lv 30) Stat rolls so far: +Jump and +SPR — confirming the Stat block is a rolled pool rather than a per-aura constant. Attack Speed note: it applies by a skill's category tag, so Faith Attack SPD speeds Smite, Revitalize and Nova, but likely not Holy Arrow if that skill is Range-tagged.

Same as other gearDifferent
Souls and Gems work identically — same drag-on, same positional rules, same one-line gem trickNo element — nothing to transmute, so step 1 vanishes and the sequence starts at Gems
Echo values cap by item levelThe aura's echo pool is unique — lines no other slot can roll (below)
Max 5 lines, no duplicate statsgap Aura upgrade-slot counts are undocumented — check your own aura's tooltip before budgeting gems for it

What can roll on an aura, and what you're hunting:

LineWhy it matters
Attack Speed (any of the 5 types)Auras and weapons are the only two slots that roll it, and both can roll multiple types at once — the wiki's own phrasing is "at least two lines of Attack Speed no matter your build," and that a good aura can cut cooldowns "to half or even more." For you: Faith AS (Smite, Revitalize), Range AS (Holy Arrow, Heaven Arrow), Global AS (everything).
+1 Buff Slot 5th line onlyThe chase item of the entire build. Buffs multiply, so a slot ≈ +30% damage — a fourth slot on top of the level-60 quest's third is the biggest single upgrade that exists.
+Skill Points 5th lineFree skill levels, and skill levels are the steepest damage curve in the game.
Generic poolDamage %, elemental lines, stats — fine fillers while you fish for the above.

The finished-aura recipe (what "done" looks like): five lines — two or three Attack Speeds + a 5th-line exclusive, ideally the buff slot. The path there is the standard sequence with no transmute step: get the aura → Energetic/Ambitious to 4 lines hunting AS rolls → Transcendent to open line 5 → keep Transcendent-spinning until the 5th line is an exclusive worth keeping → then the slot-5 free lock applies in reverse: your exclusive sits at position 5, so… it's the one line Transcendent always touches. This is the one place Eternal Souls are genuinely for — lock the 5th-line exclusive (and your best AS line), then spin the rest.

AuraItem lvAbyss EssenceVerdict
Shepherd's Aura?Beach PQ drop, 4.5%Your realistic first aura — free from the PQ you're already running. Wear it, invest nothing.
Red / Yellow20 / 3030 / 45Wear if found (dungeon Silver Chests). Echo ceiling too low to fund.
Blue / Gray5068 / 101First tier where a good roll has real numbers. Still not the investment target.
White / Cold / Purple60 / 70 / 80152 / 228 / 342Investment-worthy if Hearts is far. White 60 lines up with your third buff slot quest.
Hearts90513The endgame target. Highest echo ceiling → save the full sequence, the Transcendent spins and the Eternal locks for this one.

The aura timeline, then: Shepherd's/Red now for free → don't spend a single soul on any aura until at least Blue/Gray 50 → run the full 5-line hunt on the highest tier you can afford, which is where your banked Abyss Essence goes. Traps: Dark Auras (Berserker/Thievery/Reaper, from minigames) cannot roll aura echoes at all — rarer, and worthless for this; and a 5-line Yellow Aura is a museum piece, not power. One honesty note: the 5th-line exclusives are documented in wiki source that's currently commented out — treat "+1 Buff Slot exists" as very likely but not yet re-verified in the live client. If you roll one, you've settled it.

Your modding roadmap, stage by stage

Character stageWeaponAuraBank
Now (~30)Transmute Petrified Holy Arrow → Ghost; Mystic gems if it has one good early line; Ambitious to 4 lines; Nurturing the spare slotsWear Shepherd's/Red free, invest zeroEverything ≥100 essence; all Abyss Essence
36–42Replace at each tier; transmute each (cheap while echo-less), Energetic spins onlyYellow if a Silver Chest coughs one upKeep banking; PQ gems accumulate
48 — Deep (5 slots)First keeper. Full sequence: transmute → gem the good line while count is low → Ambitious to 4 → Transcendent to 5 → keeper in slot 5 → churnBlue/Gray 50 becomes wearable-worthyRadiant essences begin to matter
60 (6 slots · 3rd buff slot)Sharp-tier rebuild, same sequence, more slotsWhite 60 — first investment aura if Hearts feels far; start the AS-line huntTranscendents for the aura hunt
84–90 (7 slots)Messenger (the CON unique) → full treatment incl. Eternal locks; later Transitive a perfected low piece upHearts 90 — the real one. 5-line hunt for AS ×2–3 + buff slot; Eternal-lock the exclusive—

Reading results: item-name outline Gray → Green → Blue → Purple → Red = overall echo strength; each line's orb Gray → Green → Blue → Gold → Ruby = that line's quality tier. Quality tier is what a Transitive Soul preserves when migrating — values rescale to the target's level. And the ceiling rule one last time: item level caps every line's maximum, which is why this whole page keeps telling you to save the good materials for the high-level bases.

Milestone purchases — the non-tier items

The treadmill above covers tier gear; these are the one-off items that don't replace themselves every 6 levels:

LvGetHolds until
~10Small Bag (10,000 SC) — inventory + a Damage Balance echo homeVoid Bag (100 Dungeon Essence — never pay the 1.5M SC)
15Flower Tiara — AH first, else craft (General 0)Cross Earrings at 25
20Ring of Light (5 slots, lights caves) · first Red Aura from dungeon Silver ChestsRing: tier rings at 48+ · Aura: a good rolled one (SPR Stat + AS echo — see aura modding)
25Cross Earrings — one of two SPR items in the gameLevel 99. Nothing above 35 exists for the face slot.
~30+A well-rolled aura off the AH (Stat = SPR, echo = Faith/Global AS) whenever one appears cheapWhite 60 / Hearts 90 via Abyss Essence
50Top Hat / Flames if cheap — joint-highest unique hats, 8 slots on Top HatCrafted Priest Hood at 60+ if you prefer stat lines

Echoes — the potential system

Echoes are the random bonus lines on gear — MapleStory potential, wearing a different hat. No duplicate stats on one piece, each equipment slot draws from its own pool, and drops and crafts roll them automatically. The final line unlocks slot-exclusive echoes — that's where the treasure is.

How many lines, 4 or 5? Sources genuinely disagree. The wiki describes 5 (and the Transcendent Soul's own text says it "adds a line until the item has 5"), but the party quest's in-game riddle answers 4, and launch-week players describe filling gear with 2 Energetic + 2 Ambitious souls for four lines total. Best guess: four ordinary lines plus a fifth exclusive slot, or the quiz is legacy content. Plan for four and treat a fifth as upside until you can count it in your own client.

"Speed" is not Attack Speed — and the difference is expensive

These are two completely separate echo lines and confusing them is the most common way to waste a roll:

  • Speed — your movement speed. Rolls on almost any slot, pairs with Jump, and does nothing whatsoever for your damage. (It's what the Flower Tiara, the Fishing passive and the guild Agility perk give you.)
  • Attack Speed — cooldown reduction on your skills. There are five separate stats: Melee, Range, Magic and Faith attack speed, plus Global Attack Speed. This is the one that matters, and it only rolls on weapons and auras.

A third trap: a weapon's flat Global Attack stat is not Global Attack Speed. Different stats, similar names. And note attack speed applies by a skill's category tag, not by what the skill scales off — several faith skills are tagged Range, so check each one before buying speed for it.

Which echoes to chase — ranked

Every slot draws from its own pool, and the full pool is large (~50 lines). Here's how it sorts for a faith caster whose damage is gated by cooldowns and buff multipliers:

S-tier — reshape the build

EchoWhere it rollsWhy it's top
+1 Buff SlotAura, 5th line onlyBuffs stack multiplicatively, so a fourth slot on top of the level-60 quest's third is worth roughly +30% damage — more than any weapon tier. Rarest and best line in the game. How to actually hunt it: Aura modding.
Attack SpeedWeapon + Aura onlyCuts every cooldown. Both slots can roll all five types at once, and the wiki suggests a good aura alone can halve cooldowns. Smite on a 12s timer is your whole damage profile.
Extra Skill PointsAura, 5th lineFree skill levels — and skill levels are the steepest damage curve in the game (see Theorycraft).

A-tier — always good

EchoWhy
Elemental PotencyThe one most people get wrong. Once Elemental Charge is running you're already at ~183% Elemental Chance — every hit procs — so extra Chance is worthless and Potency becomes a straight damage multiplier. Stack Potency, not Chance.
Faith Damage (%)Direct multiplier on everything you do. Note the flat and percent versions are separate lines; percent scales better.
SPR (flat and %)Your main stat, and gear is one of the only places to get it outside level-ups.
Bonus DamageFlat damage added after the formula, once per cast — so it rewards low cooldowns and fast basics like Nova.
Damage BalanceRaises the floor of your damage range. Called out on the wiki as the best DPS line for bags specifically.
On-hit MP RegenThe structural answer to Elemental Charge's 12 MP/tick drain — this is what lets you run a third toggle.
Armor PenFlat defence reduction; stacks with the Metal element's DEF shred.

Situational — good in the right slot

EchoWhen
Echoes FindImproves echo quality/quantity on items you craft as well as find — and all endgame gear is crafted. Farm-set staple.
Drop Rate · Soul Crystal FindIncome lines. Put them on a dedicated farming loadout, not your damage set.
Skill DurationGenuinely strong for Holy Field, Messenger and Medishot — dead for Smite and Nova.
Skill RangeBigger Smite and Holy Field footprints. Underrated for AoE routing.
Damage Reduction · Max HP · DefenseSurvivability, and specifically what keeps Dark Fire's self-damage sustainable.
MP Regen · Max MPBuff and toggle upkeep.
EXP · Skill EXPLevelling accelerators, worthless at cap.
Knockback ResistQuietly useful on a platformer where being punted off a ledge costs a Smite cast.
Gathering / crafting linesFrenzy %, rare-node %, and "+turn" / "+reroll" for weaponsmithing, jewelry and armormaking — see Life Skills. Put these on a life-skill loadout.

Skip for this build

Speed · Jump (movement only) · Elemental Chance (saturated by Elemental Charge) · Crit Rate / Crit Damage (faith has no crit scaling — unless you run Arrow Infusion, which converts crit into elemental) · Melee / Range / Magic damage lines (unless you're genuinely hybrid) · Light Radius (nice in Deep Caves, that's all) · Accuracy · Shield · Knockback · HP-on-hit · and Pierce, which is flagged in the game data as not implemented.

Slot cheat-sheet. Echo pools are tracked per slot — Hat, Top, Bottom, Shoes, Face, Ring, Cape, Aura, Weapon and Bag. Practical consequences: Attack Speed and buff/skill-point exclusives live only on weapon and aura, so those two slots are your entire damage-ceiling budget; Damage Balance goes on the bag; rings roll the elemental lines at the highest values (+31–35% Potency at the top end); and everything else is where you park survivability and farm stats.
Dungeon Passes roll echoes too — passes with Monster Level and Spawn Rate lines juice a run's EXP/drops, and Double Trouble doubles difficulty and rewards. Hoard spicy passes for coupon windows. (Time Trial and Darkness lines exist for the brave.)
Dark Items (purple box — Old Sickle, Soul Stealer Staff, Dark Auras…) take no Souls and no Echoes, scale with your level instead, and can't be transmuted. Fun novelty, wrong tool for an echo-driven build.

Theorycraft — the maths that decide your damage

Dug out of skill-page templates and the developers' own probability spreadsheets. If you read one section on this page twice, make it this one — two of these findings change how you spend everything.

How a hit is actually calculated

Every skill carries two independently authored numbers: a flat Power value (Nova 19 +9.5/lv, Smite 42 +21/lv) and a Scaling percentage against your damage stat (Smite: Faith 635.5% +441.1%/lv). They aren't derived from each other. A hit resolves as roughly Power + (Scaling × your damage stat), rolled inside a min–max band — which is what Damage Balance tightens by raising the floor.

⭐ Skill levels dwarf gear

Each skill level adds 40–70% of the skill's base value, and cooldowns don't change with level. Compounded to level 20, a maxed skill is roughly 8–14× its level-1 version. Smite goes from 635% to about 9,016% faith scaling across five targets, through walls.

No realistic gear upgrade competes with that. When you're deciding between farming a weapon tier and farming Dungeon Crystals to push Smite another level, push the skill. This is why Dungeon Crystals sell at a premium — and why the Dull (to level 9) and Radiant (to 15+) crystals are worth more of your dungeon time than the gear that drops alongside them.

⭐ Buffs multiply — which makes buff slots your scarcest resource

Two separate skill descriptions confirm damage buffs "multiply with other active buff bonuses" rather than summing. At skill level 20 with three slots running, that's 1.174 × 1.240 × 1.600 = 2.33 — +133% faith damage, where simple addition would give +101%.

So the +1 Buff Slot echo on an aura isn't a nice-to-have — it's the single biggest damage upgrade available to this build, and it only exists on the aura's exclusive line. Everything in the Endgame section about saving Abyss Essence for the highest-level aura you can reach follows from this one multiplication.

The buffs, with real numbers (all at skill Lv 20)

BuffNumbersVerdict for a Bishop
Divine Blessing+17.4% Faith damage, +37.5% EXP, +30% Skill EXP · 240s duration on a 5s cooldownPermanent. The duration so far exceeds the cooldown that it's effectively always on. Never unslot it while levelling.
Mana Shield+24.0% Faith damage · +7.5 MP/tick · shield scaling with INT · halves incoming HP damage and bills it to MPMandatory, despite being a Magic buff. Magic passive 10 is trivial since passives self-level. It turns your huge SPR mana pool into an effective second health bar — and it's the mechanical reason a faith caster wants some INT.
🧠 Focused Mind+60% to your highest damage stat, −30% to the othersThe biggest damage buff in the game — if you're mono-stat. For pure SPR running Nova/Smite the penalty costs nothing. It's a trap on the hybrid path: Shield Bash and the melee-faith skills scale equally off Melee and Faith, so it cuts half their damage by 30%.
🌙 Blue Moon90% damage reduction for 11.3s, 50s cooldown that Attack Speed cannot reduce (−22.5% for allies)A hard 22.6% uptime defensive window. No gear ever improves it, so plan boss mechanics around the cycle rather than hoping to shorten it.
Elemental Charge+157% Elemental Effect Chance · costs 12 MP/tickPushes you far past 100% chance, so every hit procs — see the element note below.
Divine ProtectionBlocks one lethal hit · 100s duration / 120s cooldownNear-permanent party insurance at max level.
The MP tick economy. At level 20 the draining toggles cost real regen: Elemental Charge −12.0/tick, Focused Mind −3.85. Against that you have Mana Shield +7.5 and the Magic passive at 99 +8. Net: you can sustain Elemental Charge plus one other drain, not three. Want a third? Add a Water-element weapon, on-hit MP-regen echoes, or weave the Magic Burst basic attack (its perks are MP regen).

Attack Speed lives in exactly two slots

Only auras and weapons can roll Attack Speed echoes. Hat, top, bottom, shoes, face, rings, cape, bag — all contribute exactly zero cooldown reduction. For a build whose damage is gated by Smite's 12-second cooldown, your entire cooldown budget comes from two items, and both can roll every Attack Speed type at once.

Category tag vs scaling — the hybrid trap

Attack Speed applies by a skill's combat category, not by what stat it scales off. The game proves the distinction: Onslaught scales off all four damage types, but only Melee Attack Speed reduces its cooldown, because Melee is its category tag.

That matters enormously on the hybrid path. Skills carrying Range scaling alongside Faith — Holy Arrow, Holy Field, Medishot, Messenger, Flare Arrow — may be filed under Range, in which case your Faith Attack Speed does nothing for them. unverified the wiki doesn't expose these tags cleanly; check the skill's own tooltip in-game, which has a combat-category field.

But this matters less than it sounds, because cooldown reduction is worth most on long cooldowns. Even if your basic attack gets nothing, Faith AS still lands on everything that actually gates you:
SkillCooldownWhat 20% AS saves
Divine Protection120s~24s — the biggest single win
Smite12s~2.4s per cast
Revitalize8.5s~1.7s
Nova1.7s~0.3s
A 1.4s basic attack1.4snegligible either way
Global Attack Speed is the hybrid's real answer — it applies to every category at once and sidesteps the tagging question entirely. Weapons and auras can roll all five AS types simultaneously, so prioritise Global and treat category lines as a bonus.

Three unknowns to hold loosely: the cooldown-reduction formula is unpublished, so 20% Attack Speed does not necessarily equal 20% shorter cooldowns (the numbers above are illustrative, not derived); no cap or breakpoints are documented; and whether AS affects cast/channel time as opposed to cooldown is unrecorded — which matters for chargeable skills like Holy Arrow. What is stated is that a good aura can cut cooldowns "to half or even more." One hard exception: Blue Moon's cooldown cannot be lowered by Attack Speed at all.

Elements: the twist nobody mentions

Monster elemental weaknesses do not currently exist. The wiki has a full element-versus-element chart built — and commented out, with the note that element damage is not in the current build. So there is no resistance chart to play around and no "wrong" element for a given zone. Pick an element for its proc effect alone (Lightning to chain, Water to heal, Fire to spread), exactly as the Build section recommends.

And if you run Elemental Charge, stop rolling Elemental Chance. At +157% chance every hit already procs, so additional Chance echoes are worth literally nothing — stack Elemental Potency instead, which scales how hard each proc lands. Nova at level 20 hands you +40% Potency for free, and the Faith passive at 99 adds +19% more.

Echo drop odds — why you build 5-line gear instead of finding it

From the developer's own probability sheet, the chance a drop or craft at a given level carries N echo lines:

Item/monster level1 line2345Any echo at all
1028.5%5.5%2.1%0.5%0.05%36.6%
3038.5%9.2%4.3%1.2%0.1%53.3%
5048.3%14.2%8.3%2.8%0.3%73.8%
7256.7%20.2%15.8%6.5%0.9%100%
10044.0%19.0%22.9%12.1%1.9%100%

⭐ Two Soul and Gem tricks worth real money

1. Souls reroll by POSITION — so slot 5 is a free lock. Energetic touches lines 1–2, Ambitious touches 1–4, Transcendent touches all 5. That means a keeper line sitting in slot 5 is only ever touched by Transcendent: once you're at five lines with your good roll last, you can churn everything else with Ambitious Souls indefinitely and never risk it — no Eternal Souls required. Same logic one tier down: a keeper in slot 3–4 can be churned with Energetic. Eternal Souls (5 protected uses, 2 locks max) are for when your keeper is stuck in slot 1.

2. Gems before Souls, always. A Mystic Gem adds +1 to a randomly chosen existing echo line — so on an item with exactly one line, every Mystic Gem is a guaranteed +1 to that line, and all your upgrade slots funnel into it. Gem first while the item is bare, then Soul it up to fill lines 2–5; the Mystic bonus is position-locked and survives the rerolls. Do it the other way around on a filled 5-line item and each gem has a 1-in-5 chance of landing where you want — a fivefold loss of value. Best known target for the trick: the level-50 Top Hat — 8 upgrade slots and zero stat lines.

Small confirmed facts that change decisions

What genuinely isn't published anywhere — treat any number you see for these as someone's guess: the Attack-Speed-to-cooldown formula and its cap, the SPR→faith-damage conversion rate, HP/MP gained per stat point, crit damage multipliers, the defense mitigation curve, and Calamity Gem outcome odds (the dev's sheet for it exists but is an empty template).

Endgame & Party Content

There are no raids and no leaderboards in Soul's Remnant. The largest group in the game is eight, and the de-facto raid is the bottom of the Abyss. What the endgame actually consists of: a weekly tower, three dungeons at three difficulty tiers each, four world bosses that only exist at night, and one party quest.

The support case, stated plainly. This game has no forced trinity — but read the reward model: Silver Chests, Wooden Chests, Gold Chests, essences and EXP payouts are all per-member and none are damage-weighted. A healer seat costs the party nothing in loot. Meanwhile deaths are brutally punishing (3 strikes then ejection; in the Abyss a death also rewinds you up to 9 floors against a clock that doesn't stop). Prevention beats throughput. The single measurable cost of playing support: the post-boss Soul Crystal bonus is split by damage contribution — you get a smaller slice of one bonus currency, and nothing else.

Abyss Trial — the weekly tower

Behind The Grave, hosted by the Ferryman. Entry costs one Tear of the Abyss and only the party leader's is consumed — so a support who tags along pays nothing. Party 1–8.

Floor slotWhat's there
X1–X8Wave floors. Each opens with one lone Slime — killing it spawns the real wave. Exactly one wave per floor (unlike dungeons).
X9Boss floor.
X0Break room — safe. Potion shop, weekly-reward sign, a memory collectible, the Gold Chest, and portals onward/out.

The clock is the real boss. You get 10 minutes per 9-floor set to reach and kill the X9 boss. Hit 00:00 and the Abyss claims your entire party. Critically: dying does not reset the timer, and a death sends you back to the previous break room — so one death deep in a sector means re-running up to nine floors on the same clock. That's usually a run-ender.

You get 3 respawns; the 4th ejects you to Spawn. (The wiki contradicts itself here — three content pages say 3 per player, the Beginner Guide says 3 shared per party. Per-player is better supported; if it turns out to be shared, a dedicated healer becomes far more valuable.)

Elevator checkpoints are the progression spine. Reaching a break room permanently unlocks the elevator to it — next run you start from the deepest one you've touched. And the payoff mechanic the wiki endorses outright: a Gold Chest pays out every floor you've ever unlocked, all at once. Once you have deep checkpoints, enter, walk to floor 10, open the chest, and collect the whole week's haul without descending. Do this every week.

Weekly Gold Chest rewards

FloorRewardFloorReward
10Abyss Essence ×2060Transcendent Soul ×1
20Abyss Essence ×3070Transcendent Soul ×2
30Chaotic Soul ×180Transcendent Soul ×3
40Abyss Essence ×5090Eternal Soul ×1
50Chaotic Soul ×299Transitive Soul ×3 + Pathfinder Hat

Rewards rotate weekly — ask the Ferryman "What rewards await this week?" before committing. The Pathfinder Hat is completely undocumented beyond "floor 99 guarantees one."

Why deep floors matter: they're the Echo-rerolling economy. Floors 60–99 are the only reliable weekly source of the top-tier Souls, and the endgame gearing loop runs on them — Transcendent (fill an item to 5 echo lines) → Eternal (lock your 2 good lines) → Transcendent again (safely reroll the rest) → Transitive (migrate a perfected roll onto a higher-level item). Note Transitive destroys the source, requires the same equipment category, doesn't carry gem upgrades, and rescales values to the target's level — so you can bank a perfect low-level piece and move it up, but never buff low gear with high gear.

Floor bosses — and why they hit harder than the floor number suggests

FloorBossLevelKit
9Angeling20 +11Summons Jels, heals itself, projectiles
19Deviling—Summons Shadow Sprites, projectiles
29Goldling—Summons Gilded Slimes; spinning coins that explode on touch or on a timer
39Big Slime45 +6Goo-puddle projectiles, telegraphed charges that occasionally defy gravity
49Blorp80 +31Summons Blorpghouls (Lv 52, 64,824 HP each); heavy goo projectiles
59+Genuinely undocumented — the wiki has nothing on floors 59/69/79/89. Community/Discord territory.

Every documented Abyss boss is a summoner, and they all out-level their own floor — Blorp sits 31 levels above floor 49. Since fighting above-level monsters means you deal less and take more, X9 floors spike far harder than the waves before them, and the gap widens with depth. Adds plus chip damage on multiple targets is exactly the scenario where Revitalize is load-bearing rather than decorative.

Practice tip: Angeling and Big Slime also roam the overworld as Visitor bosses (Plains 2 and Forest 1) with the same core kits — learn floors 9 and 39 for free out there.

How a Bishop actually plays the Abyss

Wave floors (X1–X8) — your job is tempo, not healing. Nothing about healing beats a clock; clear speed does. Pre-cast Divine Blessing and buffs in the break room, never on the timer. Then it's Taunt to gather the wave into one clump and Smite/Nova to delete it. Burst AoE beats sustained damage here because there's only ever one wave per floor.

Boss floors (X9) — your job is death prevention. A death costs the party a respawn and up to nine floors of re-running on a clock that never stopped. Preventing one death is worth more than any damage you could have contributed. Divine Protection before the pull, Revitalize on cooldown through the add waves, Burst Shield on whoever's tanking.

Floor 99 is all four world bosses back to back, then your leader empowers one for a final rematch. That's the closest thing to a raid this game has.

The Abyss Essence shop — and the aura insight

Abyss Essence drops from any monster inside the Trial. The Ferryman's shop sells consumables cheap (Chocolate 2, Health Potion 3, Mana/Return Crystal 4, Tear of the Abyss 25, Mystic Gem 40, Ambitious Soul 80) — and the entire aura ladder:

AuraItem levelCostAuraItem levelCost
Red2030White60152
Yellow3045Cold70228
Blue5068Purple80342
Gray50101Hearts90513
Do not waste essence on cheap auras. Echo line values are capped by item level, so the Lv-90 Hearts Aura isn't a cosmetic upgrade over the Lv-20 Red — it's a strictly higher echo ceiling. Save for the highest-level aura you can reach. This matters more for us than for anyone else: auras and weapons are the only slots that roll Attack Speed (which lowers all your cooldowns — the wiki suggests a good aura alone can halve them), and the aura 5th-line pool is where +1 Buff Slot and +Skill Points live. A buff-slot roll directly solves the 2-slot cap that constrains this entire build. Trap to avoid: Dark Auras from minigames cannot roll aura echoes at all.

Dungeons at Hard and Extreme

DungeonNormalHardExtremeReal minimum entry
Slime Garden104070Hard at 25, Extreme at 55
Plains Dungeon205080Hard at 35, Extreme at 65
Cave Trial306090Hard at 45, Extreme at 75

You're blocked from any dungeon recommended more than 15 levels above you — hence the real minimums above. What actually scales with tier: essence payout is linear (Normal 1 of each, Hard 2, Extreme 3), monster levels track the tier band, and drop tables shift Dull → plain → Radiant. World Boss Tickets have been reported dropping in Cave Trial Extreme.

Warning — Cave Trial Normal is not tuned for level 30. Launch-week players report the final room containing two elementals at level 105; a level-33 player had every single attack miss. The community reads this as untuned rather than bugged, and the wiki has struck through the level-30 recommendation. Bring a group, or postpone it.

Dungeon Pass echoes — your difficulty and loot dials

EchoEffect
Monster LevelThe key line. Raises monster level (all stats up) and increases the chance monsters drop Souls or equipment with good echoes. Difficulty knob and loot-quality knob in one.
EXPMore Player EXP and Skill EXP
Item DropsBetter drop chances
Monster Spawn RateMore monsters in every room, boss room included
Maze Dungeon RoomsGuarantees more rooms (no effect in minigames)
Monster Size / Damage / SpeedBigger, harder-hitting, faster — pure difficulty
DarknessFog around your character; more darkness, less vision

Separately, Bonus Events sometimes float above a dungeon entrance: an hourglass (Time Trial — clear before the timer for bonus rewards) or a sword (Double Trouble — monsters twice as hard for double EXP and drops). Passes can also gain echoes via Alchemy and be combined into higher tiers. Some of this is commented out of the live wiki — possibly stale.

Reading a dungeon like a veteran

Dungeon Passes — the real bottleneck

Every dungeon, every minigame and the party quest costs one pass, and they are the thing that most limits how much group content you actually run. Here's the complete picture.

There is exactly one repeatable source: killing monsters. Passes aren't on any individual monster's drop table — they sit in a universal pool that scales with monster level. In the wiki's own words, "the higher a monster's level, the higher the chance it has to drop these." So there is no secret pass-farming spot; the rule is simply the highest-level monster you can kill quickly.

Hard and Extreme passes drop directly too, so higher tiers are not gated behind combining. Players describe the ordering plainly: "the hard ones are rarer than the normal ones and the extreme ones are even rarer than those." Hard passes are reported dropping from around level-40 monsters onward, which fits the level-scaling rule.

On frequency, no percentage exists anywhere. The best qualitative read from someone with hundreds of hours: "they're not like rare, but also they don't drop super often." One newer player measured 2 passes in 7 hours. Budget somewhere in between.

Every guaranteed pass in the game

SourcePasses
Level up! I (reach level 5)1 Normal
The Shepherd's Barrier (reach level 10)1 Normal
Kmitty III · Kmitty VII1 + 2 Normal
The Abyss VI (reach floor 60)2 Normal
Lifetime total7, all Normal

That's it. No quest anywhere gives a Hard or Extreme pass, no daily or repeatable quest gives passes at all, and no vendor sells them — every shop and exchange inventory in the game was checked. Passes are confirmed tradeable between players and storable in your stash, so buying or borrowing one is legitimate. They almost certainly don't stack, since each carries its own echo roll.

How to maximise your drop rate

  1. Grind the highest-level monsters you can kill fast — that's the whole mechanic.
  2. Push Research to level 4 (20 essences) on that monster for +10% drop chance.
  3. Always clear Darkness Crystals — and since the Aug 16 patch each player clears their own. Ignoring yours for 50 kills hard-stops your drops, and clearing it can roll +10% Item Drops for 10 minutes.
  4. Level Jeweler — a permanent +0.8% Item Drops every 14 levels.
  5. Stack Item Drop echoes on a farming loadout.
Myth worth dispelling: don't stack LUK for drops. You'll find alpha-era videos saying "luck increases item drop rates" — that's where the belief comes from — but the game's current stat documentation lists LUK as crit rate plus a little Range damage, nothing more. Use Item Drop echoes and the Jeweler passive instead, which are unambiguous.

Two things the game doesn't tell you

The combine mechanic is undocumented. The wiki says in a single sentence that passes "can have Echoes added via Alchemy, and can be combined into higher-tier Dungeon Passes" — and that sentence has never been expanded since the page was created. The ratio, the input count, the level requirement, the cost, where you even do it, and what happens to echoes on the inputs are all unpublished. Five separate investigations — the wiki's own data modules, community sites, Steam, and two YouTube sweeps totalling 80+ hours of captions — have found zero players describing it. Treat it as either unimplemented or gated behind something nobody has reached. Alchemy does have a documented tier-conversion system for essences (Dull → normal → Radiant), so a similar shape is plausible, but nobody has published the recipe. If you work it out in-game, you'll know something the internet doesn't.

And ignore the "rarity 1–3 / 4–6 / 7–9" table you'll find elsewhere. It survives only inside an HTML comment describing a legacy system, and the developer's own archived item database from that era lists a single untiered "Dungeon Entrance Ticket". The three named tiers were added to the wiki on launch day. What actually determines a dropped pass's tier isn't documented. One popular fan site reproduces that stale table verbatim — it's a scrape of the wiki including its hidden comments.

But it wasn't invented. In the January 2024 playtest the offering slot took any item, with its rarity setting the difficulty — there's video of a player entering a dungeon by offering iron ore. The wiki editors then commented the section out, which suggests it was removed before launch. Worth a 30-second test in your own client: if non-pass offerings still work, the entire pass economy changes.

Spending them well

World bosses — you never out-level them

BossLevelWhereNotes
Puppet Reaper "Pea"160Deep CavesStart here. Simplest pattern — but its Ghost Puppets are level 180, higher than the boss itself, so the add-killer has the dangerous job. Wiki prescribes a 3-role split: aggro holder / puppet killer / puppet wrangler.
Reaperfish165Great Trench (underwater)Ravenous Charge; summons Mini Reaperfish that fire projectiles
Scythe Reaper210Giant Tree (Forest)5 slash patterns, enrages below 40% and 20%. The hard tier.
Seeker Reaper "Chompy"210Pyramid (Desert)Its Mini Seekers are only level 70 — killing the anchor is vastly cheaper than fighting the body. Rewards stacking: "move to dodge in the same direction."

Level 160–210 against a player cap of 99. That deficit never closes — you cannot out-gear a world boss, you out-execute it. Which is good news for a support build: your value (death prevention, add control, keeping people stacked) doesn't scale down as the party gears up.

And there's a hard 22-minute clock. They spawn only at night (7 PM in-game), and if they aren't dead by sunrise they vanish and drop nothing for anyone who fought them. Their maps are completely safe during the day.

Beach Shepherd — the only party quest in the game

Secret Cove · levels 10–99 · party of 4–6 required (stage 4 needs four bodies) · 30-minute limit · costs a Normal Dungeon Pass, whose echoes modify the EXP payout. The wiki claims its EXP rate beats grinding, and lower-level members get a much larger share — so run it early.

StageWhat to do
1. SeashellsKill everything; each monster drops 1 Seashell (expect 22). They're tradeable and the leader must hold all of them before talking to Shepherd.
2. PlatformingSkills are disabled and Speed/Jump forced to base. Pure parkour — but one player clearing it opens the door for everybody. Send your best platformer and have the rest of the party wait at the bottom.
3. QuizAnswer by killing slimes down to a two-digit number: Platform 1 = tens, Platform 2 = ones. Both platforms always spawn exactly 9. Count your kills instead of the survivors — equip Ninja Throw (single-target) and unequip your weapon so element procs don't overkill. Four correct answers to clear.
4. BarrelsIt is the Kerning City barrel puzzle, unchanged — any old KPQ guide applies, except these barrels aren't numbered. Three members stand on three of six while the leader tests the combination. Work it systematically: everyone on the top three, then walk the right-hand player down one barrel at a time (1·2·3 → 1·2·4 → 1·2·5 → 1·2·6), then move the second player and repeat.
5. GloopyGiant blue slime, lobs water and slime globs. The arena has no side walls — don't plan on wall-jumping out of a corner. This is the easy Gloopy; the version in Shepherd's Pet Problem is drastically nastier.
The published answer key has known errors. A launch-week player found the wiki's answer for the map-count question was flatly wrong (it said 9; the correct answer was 10) and warns that others may be too. Treat the list below as a starting guess, try your own count first, and remember a wrong answer just respawns the slimes.

Answers seen so far: Outskirts maps 09 · Small Health Potion 60 · Small Mana Potion 85 · founded 16 · villagers in Spawn 06 · Kmitty 01 · Magic level for Gravity Well 20 · monsters in stage 1 22 · max echoes 04 · members for a Lv-5 guild 04. One reward roll per clear: 25% Energetic Soul, 14.3% each for the three Gems, then 4.5% each for Ambitious Soul, Shepherd's Aura, Shepherd's Ring and three cosmetics.

Party mechanics worth knowing

What doesn't exist

No raids (8 is the max group size anywhere). No leaderboards or PvE rankings — the closest progression markers are your deepest Abyss checkpoint and your guild level. No PvP, none planned. Three event maps exist: Mountain Challenge and Tropical Road are parkour events that disable skills and buffs entirely to level the field (so your build is neither an advantage nor a handicap), and Fishing Contest is presumably life-skill based. All three are essentially undocumented.

Life Skills — the second progression track

Three gathering skills, eight crafting professions, all capped at 99, all leveled by doing, all free to keep active (0 SP). Every one is unlocked by talking to a villager at Spawn, and every one pays a passive combat bonus just for leveling it — life skilling is stat progression here.

The roster

SkillUnlock fromPassive bonus while levelingThis build cares because
HerbalismShepherdHP/MP regen every 19 lvlsHerbs feed Alchemy; lv 15 unlocks Nature's Veil (15s invisibility that persists while gathering)
MiningShepherd+1 Light Radius / 15 lvlsIngots feed every Focus you'll ever craft
FishingKmitty+1 LUK / 10 lvls, +6% Speed / 305× the gathering EXP of herbs/ore; Glowfish for the Food Stall minigame
AlchemyShop Keeper+1 Max HP / 4 lvls, +1 Max MP / 6The priority. Potions, Return Crystals, essence conversion — and lv 15 = Transmutation
🍳CookingShop Keeper+1 Knockback Resist / 19 lvlsMeals with crafting echoes; food = villager gift fuel
⚒️Weapon SmithingSmith+2% Damage Balance / 15 lvlsYour Focus ladder, tiers 2–8
🧵Armor CraftingTailor+1 Defense / 15 lvlsPriest/Scholar cloth every 6 levels
💍JewelerGevil+0.8% Item Drops / 14 lvlsRing of Light at Jeweler 5; the drop passive is a farm stat
🪑ArtisanTailor+1% Echoes Find / 8 lvls (!)The echo-quality passive; furniture later
🔨GeneralGeneral NPC—Campfires and the Flower Tiara live here, at level 0
Transmutationvia Alchemy 15—Weapon element swaps (see Gear)
🏪Merchant——Your personal market stall, 4% fee vs the AH's 5%
Do this on day one: every villager offers a starter quest for their skill, and each one grants "sufficient Skill EXP to level the skill several times." Take all twelve before anything else — it's free multi-level progress across every profession, and it costs you nothing but a lap around Spawn.

The breakpoints that actually matter

Gathering skills aren't a smooth grind — they have three hard unlock levels that change how fast you gather forever. Rush to them.

LvSkillUnlockWhat it does
10MiningProspectorRaises the chance of special nodes (increased yield)
10HerbalismBotanistSame, for foraging and harvest nodes
10FishingAnglerRaises the chance of special catches
15HerbalismNature's Veil15s invisibility that persists while gathering — strip nodes in lethal zones. Overworld only, no boss maps or dungeons.
15AlchemyTransmutationChange your Focus's element (see Gear)
20Mining / HerbalismPickaxe / Sickle FrenzyThe big one. Gathers can erupt into an all-or-nothing three-line input for massive yields. Miss it and you forfeit everything.

There is no Fishing frenzy. Yield scales on two axes at once — rarity and stack size — so gathering accelerates as you level. Push through the early levels rather than spreading effort thinly across all three.

Gathering technique

The reveal-cast covers the entire map, not a radius. Both Herbalism and Mining reveal every node on the map in one cast, so where you stand when you cast is irrelevant. The optimal loop is: enter map → cast once → sweep every node → rotate to the next map or channel. Don't wait around for respawns.

The arrow minigame rows are yield multipliers, not flavor. Interacting with a node (Space) offers one or more rows: 1×, 2×, or 3× quantity. Longer input strings for bigger rows. Always take the highest row you can reliably execute — that choice is your gathering rate.

  • Normal arrow → press the direction shown
  • Purple arrow → press the OPPOSITE direction
  • Faded arrow → press nothing, skip it

Strings run to about 8 inputs. The failure mode is almost never speed — it's misreading a purple or faded arrow. Train yourself to read colour before direction.

Fishing is a tracking game, not a timing tap: cast, wait for the yellow ! (there's an audio cue, so you can look away), press again, then keep the fish inside the gray box with ←→. Three stats make it easier — Fishing Bar Size (bigger box), Fishing Catch Rate, and Double Catch Chance (a free second catch).

Crafting: the card game, properly explained

Equipment professions craft through a card minigame — draw 3, play 1 (costs a Turn) or reroll. Two rules decide whether you're good at it:

1. Rerolls are free. Rerolling replaces the card set without consuming a turn. There is never a reason to end a craft holding unspent rerolls — this is the single most under-used lever in the game.

2. Percentages close the gap, they don't multiply. A "+50%" card moves the line 50% of the distance between current and maximum. So +2.0 on a 10.0-max line becomes +6.0, and +9.0 with a +75% card becomes +9.8. Percentage cards are strongest early, when the gap is widest. And because values always round up — including whole-number lines — even a tiny late gain still ticks a line upward, which is how you actually cap one.

CardEffectRarity
PolishBump every main stat by 15 / 30 / 50%Common → Mythic
SharpenBump the listed stat by 25 / 55 / 70%Common → Mythic
Imbue EchoAdd 1 random EchoCommon
Wild RerollRandomize a random main stat's valueCommon
Nurture / Mystify+1 to a listed stat / Echo — does not consume a slotRare
Lucky StrikeBump a random main stat by 55%Rare
Echo Trade−35% to all main stats, but add 2 random EchoesRare
Targeted EchoAdd a listed Echo (item dependent)Rare
Targeted / Total RerollRandomize one / every main stat valueRare
ScrapDestroy the item, refund 50% of materialsRare
Soulbet50% to max one main stat — 50% to DESTROY the itemMythic
Patient Forge+2 extra turnsMythic
Echo DevotionSacrifice one Echo to boost the listed stat by 80%Mythic
Double Imbue / Mystery StrikeAdd 2 random Echoes / bump listed stat by a mystery amountMythic
Boundless Forge+3 extra turnsLegendary
Triple ImbueAdd 3 random EchoesLegendary
Mastercraft / ApotheosisMax out the listed stat / max out EVERY main statLegendary

Play order that wins

  1. Burn every reroll — they cost no turn.
  2. Take turn-adders on sight. Boundless Forge (+3) and Patient Forge (+2) compound: more turns also means more chances to draw Legendaries.
  3. Front-load percentage cards while the gap is wide. Polish beats Sharpen on multi-stat items; Sharpen wins on single-stat ones.
  4. Finish with flat and max cards — Nurture (+1, free slot-wise) and Mastercraft. Combined with round-up, this is what actually caps a line.
  5. Echo Trade is a turn-one card only. −35% of a low number is cheap; −35% of a finished item is a disaster.
  6. Apotheosis is an instant take. Soulbet is a coin-flip that can destroy the item — spam crafts only, never your Focus.
Two quiet multipliers: crafting below your profession level gives a higher chance of echoes on the result — so craft down for quality and use Auto Craft when you only want XP (XP is a fixed per-recipe value, unaffected by how well you play). And Alchemy has no minigame at all — everything is instant, which makes it both the fastest profession to level and the only semi-idle one.

Maker's mark: everything you craft carries your character name permanently, through every trade and shop listing. Small thing, but on a server this size it's a real reputation — be the Bishop who sells Focuses.

Cooking is the force multiplier KEY

Cooking looks like the least useful profession and is actually the engine behind every other one — it's the only source of the consumable buffs that speed up all the rest. Food uses its own card pool, and its maths are inverted (cooking items count as already at maximum, so cards calculate off current value).

Cooking for…Cook this
Any XP grindChoice Wanderer's Spice → Skill EXP Gain, plus a duration extender
Gathering sessionsChoice Forager's Garnish → Special Node Chance / Frenzy Node Chance
Crafting sessionsChoice Artisan's Garnish → More Turns / More Rerolls
Villager giftingTailored Recipe (+30% hearts) + Generous Portion

Duration cards stack the loop: Slow-Cooked +25%, Preserved Feast +50%, Eternal Repast +70%. One warning the wiki makes explicitly — food buffs are timed and can expire mid-craft, so eat immediately before you start the activity, not before you walk to the station.

⭐ The fastest way to level a profession isn't crafting

Minigames pay profession EXP directly, as a completion choice, scaled to your current level and the difficulty tier — and this is documented nowhere on the profession pages themselves. Seven of the nine professions can be levelled this way without gathering or crafting a single item yourself.

Barrier Forge is the standout: one clear pays out at two NPCs, so you take Weapon Smithing EXP from the Smith and Armor Crafting EXP from the Tailor in the same run.

MinigameNeedsEXP you can claim
Barrier ForgeMiningSmith → Combat / Mining / Weapon Smithing · Tailor → Combat / Armor Crafting both, per run
Kmitty's Food StallFishingCombat / Fishing / Cooking
Shepherd's Pet ProblemHerbalismCombat / Herbalism · and the Shop Keeper always pays Alchemy EXP, scaled by how few Black Potions you brewed

Only Jeweler and Artisan can't be levelled this way — those two must be hand-crafted. Difficulties: Normal (rec. 15) · Hard (rec. 45, needs level 30+) · Extreme (rec. 75, needs level 60+). Gathering inside a minigame also pays normal gathering EXP, so a Barrier Forge run levels Mining twice over.

They're also the best bulk-material source in the game. Silver Chests scale hard with difficulty: Normal gives Copper/Iron Ore and Dull essences ×10 at 20% each; Hard gives Malachite/Cobalt/Titanium and full essences; Extreme gives Gold/Mithril/Obsidian Ore and all seven Radiant essences ×10 at 20% each. That matters twice over — Radiant essences are the scarcest thing in the economy, and Obsidian Ore appears on no map in the game data, making Extreme Barrier Forge its only recorded source.

Spam recipes — what to make at each stage

The wiki's recipe pages render blank, but 561 recipes exist in the underlying data. Here's the cheapest thing to mass-produce per profession:

ProfessionThe grind item
Alchemy
start here — instant crafts
The "3 wood + fruit + plant" essence family, one per band: Lv 7 Dull Life Essence (Apple + Cotton Ball + Oak Wood ×3, all 100% gather rate on Plains 1–4) → Lv 15 Dull Nurturing (Seashore) → Lv 25 Dull Raging (Sulfuric Plains) → Lv 30 Dull Historic (Savanna) → Lv 38 Dull Eternal (Misty Forest). One map, herbalism only, no combat needed. Also at Lv 5: a 1 full Essence + 100 SC → 2 Dull duplicator for burning surplus.
CookingLv 18 Fish Sauce — Salt ×1 + Trout ×1. Two items, the cheapest recipe in the game, and the Trout half feeds Fishing at 5× EXP simultaneously. Salt is the universal reagent (in 8 of 8 known recipes): Mining Lv 2, 34.8% on every Outskirts map, forever.
JewelerGrind Rods — one material, 5 units, roughly 10× cheaper than rings — and make a single ring per 6-level gate. The cleanest tree in the game: rings land exactly every 6 levels, rods 3 levels before each.
Weapon SmithingCheap-class one-handers only: Sword, Bow, Focus, Javelin, Wand, Spellblade, Cross, Kunai. Never Orb, Shield or Holy Arrow — they cost ~33% more ingots for identical essence cost, at every one of 14 tiers.
Armor CraftingAlways the highest-tier Shoes you can make. The tree runs a strict 4-level cycle (Hat → Shoes → Pants → Robe) and Shoes are the cheapest slot in all 18 cycles; a Robe costs roughly double.
Artisanno recipes exist — the word appears four times in the entire wiki. Its +1% Echoes Find per 8 levels is real, but nobody has documented how to level it.
One formula worth memorising: everything in this game runs on a 16-tier spine — ores, herbs, fabrics, ingots, rods, rings, weapons and armour all share it, one tier every 6 levels. The wiki records only two gathering level gates in total (Gold Ore = Mining 60, Salt = Mining 2), but Gold Ore lines up exactly with the Amber Ring at Jeweler 60, which gives you mining requirement ≈ (tier − 1) × 6 for the whole ladder.

Proficiency gear — and where it actually comes from

Proficiency is the "hidden levels" stat that lets you gather above your nominal skill level. The answer to where it comes from is specific: Dark life-skill gear, obtainable only from minigames. Three complete five-piece sets exist:

SetPiecesDrops fromRate per piece
MiningPickaxe · Hat · Shirt · Pants · ShoesBarrier Forge3.0% Normal
4.0% Hard
5.0% Extreme
FishingRod · Fisher Hat · Shirt · Pants · BootsKmitty's Food Stall
HerbalismHerb Basket · Hat · Coat · Skirt · ShoesShepherd's Pet Problem

Each piece rolls independently, so roughly a 15% chance of some piece per Normal chest and 25% at Extreme. As Dark Items they need no level requirement, at least one stat line scales with your player level so they never fall off, and they take Gems but no Souls or Echoes. Gathering Proficiency raises the tier of reward a node can give you; crafting Proficiency grants extra Turns and Rerolls in the card minigame. The individual item pages don't exist, so exact values per piece are unrecorded.

The one loop that does everything: run Barrier Forge / Kmitty's / Shepherd's at the highest difficulty you can enter, take the profession EXP every clear. That single activity levels the skill, supplies the bulk materials, and drops the Proficiency gear — which then makes all your ordinary gathering better. If you only do one life-skill thing, do this.

Villagers

Bonding with villagers mails you free crafting materials every day — the Quest Master's Nature Essences are the exact material that levels combat skills. It's a big enough system to have its own section: see Villagers.

Group minigames — and the fact that you pick the payout

MinigameNeedsEXP you can chooseWhat happens
Kmitty's Food StallFishing 15Combat / Fishing / CookingFish Glowfish, cook at three stations, fill orders — each order spawns a wave. The Stuff Oven and Grill burn if unmanaged; the Sushi Table can't burn — give it to whoever is also fighting.
Shepherd's Pet ProblemHerbalism 20Combat / Herbalism + AlchemyBrew three colour-combo potions, then fight Gloopy. Alchemy EXP scales with how many Black Potions you avoided — the one case where execution quality pays skill XP.
Barrier ForgeMining 20Combat / MiningMine Barrier Ore, turn it in, then defend the core through 3 repair cycles
The Forgenone—Solo-able. 5 waves from 4 entry points; the Forge Crystal survives 10 hits. Pure material farm.
Why these matter more than they look: they're the only content that pays Cooking and Alchemy EXP without consuming materials — both professions are otherwise gated by what you can afford to burn. Food Stall is the best known Cooking XP source and Pet Problem the best known Alchemy XP source, purely because you choose the payout. Party 2–6, everyone needs the relevant gathering skill, entry costs a Dungeon Pass. Tiers: Normal 15 · Hard 45 · Extreme 75.

Pet Problem potion recipes (all use 6 flower heads): Red 6R · Blue 6B · Green 6G · Yellow 3G+3R · Pink 3R+3B · Azure 3B+3G · White 2B+2R+2G. Vials process instantly and can't be emptied — a wrong potion makes Gloopy stronger. His Cannonball must be jumped, not walked out of.

Research — the collection log that pays

Research Essence drops from monsters and gathering nodes; press B to spend it. Creators call it "probably the most important thing in the game" and they're right — the bonuses are permanent and stack with everything else.

Research levelEssences investedUnlocks
11Monster registered; kill counts tracked
25HP bars, stats and element typing visible
310Full loot list revealed split disputed
420+5% EXP and +10% drop chance from that monster — and this is the cap

This table reconciles two sets of numbers that look contradictory in the wild: the wiki quotes essence counts (1/5/10/20) while players quote research levels (1–4), and level 4 is the current maximum. Creators disagree slightly on exactly which bonus lands at 3 versus 4 — but they agree on the destination, so just take your main grind mob to rank 4 and you'll have everything. Research works on life-skill resources too (1 essence registers a node), and the same window tracks villager bonds. Boss research is a different scale — one creator estimates running a dungeon "like 100-plus times" to max a boss.

Which skills pay a Bishop the most

PrioritySkillWhy
1FishingWins on every axis at once: 5× the XP of herbs or ore per gather, +1 LUK every 10 levels (the densest stat interval in the game), and +6% Speed every 30 — and movement speed accelerates every other gathering skill you own.
2Alchemy+1 Max HP every 4 levels — the tightest interval anywhere — plus Max MP, and no minigame at all (everything is instant), which makes it far and away the fastest profession to level. Level 15 unlocks Transmutation — and, per three independent players on video, also gates disassembly ("you need alchemy 15 to disassemble this"). That second gate isn't in the wiki's data at all, but it's well attested in the live game, and it makes Alchemy 15 a hard requirement rather than a nice-to-have.
3Artisan+1% Echoes Find every 8 levels (+12% at cap) — a permanent loot-quality multiplier on everything you find and craft.
4Herbalism + MiningThe passives are weak, but Lv 10 and Lv 20 unlock Special Nodes and Frenzy, and they feed Alchemy and your Focus ladder. Cast the reveal on every map you pass through.
5Weapon Smithing / Armor CraftingKeep just ahead of each 6-level gear tier (WS 8 by lv 12, WS 15 by 18…). WS also pays +2% Damage Balance per 15 levels.
6Jeweler / CookingJeweler +0.8% Item Drops per 14; Cooking's passive is weak but its consumables multiply everything above.
There is no true AFK life-skilling. Every gather needs directional input, every craft needs card selection — the design is deliberately input-gated, and Darkness Crystals cut off EXP and drops entirely if ignored for 50 kills. Alchemy's instant crafting is as close to idle as this game legitimately gets.

Aug 16 patch The anti-cheat, RMT and botting systems were all updated, and a visible ban wave followed. Third-party input automation was always risky; treat it as actively dangerous now. Two players have publicly claimed bans while using the game's own built-in macro system — unverified, and quite possibly they were doing something else as well, but enough that you should not leave a macro running unattended. Press it yourself.

Villagers, Hearts & Bonds

Ten villagers live at Spawn: Smith, Tailor, Shop Keeper, Gevil, Quest Master, Auctioneer, Shepherd, Mysterious Man, Kmitty and the Ferryman. Bonding with them is not flavour — it's a daily materials pipeline, and one of them mails you the exact resource that levels your combat skills.

How hearts work

SourceValueNotes
Relationship dailies+500 eachUnlock at player level 10. 3 random per day, so up to +1,500/day — by far the biggest source, and they cost you no items.
Gifts+150 to −305 gifts per day total, across all villagers. The limit rises as you level, but the breakpoints are undocumented.
Special questsup to +1,500Rare. Most quests give zero hearts. The only documented one is Kmitty's "Cats?! Those Are ROCKS." at +1,500.
Gift tierFavoriteLoveLikeNeutralDislikeHate
Hearts+150+80+30+10−15−30
Do the dailies before you worry about gifts. One relationship daily is +500 hearts and needs nothing from your inventory. Five perfect gifts are +750 — but five neutral ones are only +50. Gifting is worth it when you know a preference and worthless when you're guessing.

Bond levels

Bond123456–10
Hearts needed6001,0001,5002,0002,500unknown
Cumulative6001,6003,1005,1007,600—

Max bond is 10, but thresholds past 5 are literal placeholders in the wiki — nobody has published them. The heart bar resets to zero each bond level, so it shows progress within the level rather than a running total. Hover it to see where you are; the Research window (B) sorts villagers by your highest bond.

The only thing bond levels actually give you is better daily mail. That's worth stating plainly, because it's easy to assume otherwise: there are no bond-gated emotes, discounts or titles, and the shop and life-skill unlocks people attribute to bonding are gated by questlines or simply talking to the villager instead. Bond for the mail, not for imagined perks.

Who to bond first

PriorityVillagerDaily mail
1Quest MasterNature Essences — the exact material combat skills consume — scaling ×5 → ×10 → ×15 → ×25 across bonds 1–4
2Auctioneer350 Soul Crystals a day, flat, from bond 1
3Smith · TailorIngots · Fabrics — free crafting-XP feedstock for Weapon Smithing and Armor Crafting
4Kmitty · Shepherd · GevilFish · herbs · mining materials
5Shop Keeper · Mysterious Man · FerrymanPotions and assorted odds
The Quest Master snowballs on his own. Of the 24 relationship dailies in the game, 8 belong to him — a full third of the pool — so with three random picks a day he'll passively outpace everyone. He is also the only villager with a documented Hate item, so the one thing to get right is not undoing that progress (below).

What "daily mail" actually is

Once you reach bond level 1 with a villager, they start sending you a package of items every day, for free, forever — delivered to your in-game mail. Each villager sends things from their own specialty, and both the quantity and the tier improve as the bond deepens. You do nothing to earn it beyond having bonded once; it simply accrues. Over weeks it's a substantial passive income of exactly the materials you'd otherwise farm.

This is also, mechanically, the entire reward for bonding — so this table is the bond reward table:

VillagerThemeBond 1Bond 2Bond 3Bond 4
Quest MasterNature EssencesDull Nature Essence ×5×10×15×25
AuctioneerSoul Crystals350 SCno data
SmithIngotsCopper or Refined Quartz Ingot ×5Iron Ingot ×5Petrified Ingot ×5Stinky or Malachite Ingot ×5
TailorFabricsCoconut or Cotton Fabric ×5Yellow Fabric ×5Glowing Fabric ×5no data
KmittyFishClam or Shrimp ×3Trout ×3Starfish ×3no data
ShepherdHerbsRed Herb ×5Blue Herb or Copper or Apple ×5Pineapple or Aloe Vera ×5no data
Shop KeeperPotionsSmall Health Potion ×5 or Speed Potion ×1 see noteSmall Health Potion ×10no data
Mysterious ManAssortedBlue Herb ×2Red Shard ×3no data
GevilMiningQuartz ×5no data
FerrymanAssortedLemon ×2no data

Bond 5–10 mail is undocumented for every villager, and most villagers trail off after bond 2 or 3 — only the Quest Master and Smith are recorded as far as bond 4. Expect the pattern to continue (bigger stacks, higher tiers) but nobody has published it. wiki error the Shop Keeper's entry lists Small Health Potion twice; the second slot is almost certainly Small Mana Potion.

Read the table as a shopping list and the priority becomes obvious. The Quest Master is the only villager whose mail scales fivefold across the documented range — and Dull Nature Essence is the exact material combat skills consume, which you will need by the hundred. The Auctioneer just hands you money with a wonderfully awkward note attached: "L-leftover from a listing. Take it... please." Everyone else mails crafting feedstock worth having but not worth chasing.

⭐ Which gifts to give — the honest answer

Almost nothing is documented. Across all ten villagers the wiki records exactly 12 gift preferences in total, and the tables are blank tabs rather than missing pages — Shepherd has no gift data whatsoever, and only one villager's Favorite tier is known. Anyone publishing a full gift chart right now is inventing it. Here is everything that's actually confirmed:

VillagerFavorite +150Love +80Like +30Neutral +10Dislike −15Hate −30
KmittyGlowfish——Bowtie——
Smith—Malachite IngotStinky Ingot———
Mysterious Man—Turbulent SoulBlack Calamari—Banana Bread—
Quest Master————Bowtie, DangoLight Essence
Auctioneer——Chocolate———
Tailor——Glowing Fabric———
Ferryman——Dark Essence———
Shop Keeper · Gevil · ShepherdNo preferences documented at all.

Never give Light Essence to the Quest Master (−30, the only documented Hate in the game) — he's your top bond priority. And watch the Bowtie trap: Kmitty's questline has you collecting Bowties, which she's merely Neutral on and the Quest Master actively dislikes.

How to work out a preference yourself

Since the tables are mostly empty, the practical move is to read the villager's reaction — each one has a distinct line per tier, so a single test gift tells you where an item sits:

VillagerWhat they say, and what it means
Smith"Pretty good." = Love · "Not bad." = Like · "Mhmnn-" = Neutral
Quest Master"Thank you, this will be useful." = Like · "Thank you." = Neutral · "Thank... you?" = Dislike · "I appreciate the thought but... I would prefer you not giving it to me next time." = Hate
Auctioneer"Th-thank you. Really. This is... nice to hold." = Like · "Oh. Um. Thank you. I-I'll find a spot for it on a shelf." = Neutral
Tailor"Thank you dear~" = Like · "Oh, thank you." = Neutral
Kmitty"Omg... Kmitty's favorite!!! No way...!!! 0w0" = Favorite
Mysterious Man"Heh. Nice find. Got any more like this?" = Love
Ferryman"A fair gift, and welcome. You have my thanks, traveler." = Like
Shop Keeper · GevilOnly their Neutral lines are known — "Oh thank you kindly!" and Gevil nods. "Thanks for thinking of me."

Spend a few of your five daily gifts on cheap materials in each villager's own theme — ingots for the Smith, fabrics for the Tailor, fish for Kmitty — and read the line. The pattern in the confirmed data is that villagers like the material class they deal in, which also means their own daily mail partly feeds their own gifts.

Two loops you can buy your way through. The Ferryman sells Chocolate for 2 Abyss Essence — and Chocolate is the Auctioneer's Like (+30), making it the cheapest repeatable heart source documented. Better still, the Mysterious Man sells Turbulent Soul, which is his own Love (+80) — you can literally buy his affection back from him.

Cooked food is the ceiling play

A common misconception worth correcting: food is not a universal favorite. What food has is an inherent gift bonus that stacks on top of the normal preference tier — and villagers have separate food preferences on top of their item preferences. Cooking items also enter play "already at maximum value, including hearts gained from gifting," so the bonuses multiply from the top rather than from a low roll.

That makes the theoretical maximum: a cooked dish that is also that villager's favourite food, carrying the Tailored Recipe card (+30% hearts, and you pick the villager) plus Generous Portion. The catch — no villager's favourite food is documented anywhere, and Generous Portion's magnitude isn't stated. See Life Skills for the cooking cards.

Unknowns worth not guessing about: bond thresholds 6–10, the gift-limit progression past 5/day, the daily reset time, and whether hearts decay or a bond can be lost — the wiki says nothing either way on that last one, so don't assume you're safe from Dislikes.

Economy — Zero to Rich

Read this first: nobody can tell you what things sell for. There is no price API, and of 477 items in the game's data only 30 carry shop prices — all of them level-1 and level-6 starter gear. Every "X sells for Y" claim online is someone's memory. What is exactly documented is the other side of the ledger: every cost, fee and sink. So this section works backwards from what people are forced to buy. Your only real price oracle in-game is the Auction House Price History tab (day/week/month/year graphs) and the Recent Average shown when you list — check it before pricing anything.

The one thing to understand: the skill ladder is the economy

71 of the game's 81 skills share one identical upgrade cost table, and it is brutal. Taking a single skill from level 1 to 17 costs roughly:

Per skill, Lv1 → Lv17A realistic 6–8 skill build
193,200 Soul Crystals
3,300 Radiant essences
3 Radiant Dungeon Crystals
4 Transcendent Souls
1.16M – 1.55M Soul Crystals
~20,000+ Radiant essences
18–24 Radiant Dungeon Crystals
~25 Transcendent Souls

That table is also your sales catalogue. Everyone who plays this game eventually needs those four things, in those quantities, and most of them are gated behind content newer players can't reach. Sell the bottleneck.

Radiant essences are the scarcest thing in the game. They drop at 5.56%, and the only monsters with mapped locations that drop them — Blorpghoul (52) and Cursed Cloudsheep (85) — are both inside Plains Dungeon Hard. You need 3,300 per skill. If you want one sentence of financial advice for this game: get to level 50, farm Plains Dungeon Hard, and sell the surplus.

Zero to rich, by bracket

1–20
QUEST

Quest — do not grind

Grinding pays around 0.6 SC per kill at Slime level. Meanwhile the Quest Master's "Level up!" chain pays 200 → 1,000 → 2,500 → 6,000 → 15,000 SC for simply reaching levels 5/10/15/20/25 — 24,700 SC total for things you were going to do anyway.

  • Learn all life skills on day one — each is a free quest from a villager and comes with a starter quest worth several skill levels.
  • Get Alchemy to level 2 and craft your own Return Crystals (3 Blue Shard + 1 Firefly) instead of paying 400 SC each, forever.
  • Bank in the Magic Storage Chest — it's shared across all your characters.

Realistic bankroll at level 20: ~15,000–25,000 SC, nearly all from quests.

20–50
DAILIES

Lock in the daily floor, start selling essences

The Auctioneer's bond mail (350 SC/day) plus three relationship dailies at roughly 400–750 each gives you about 1,850 SC per day for ~20 minutes' work, before any grinding at all. That's the floor everything else sits on.

  • Sell dull essences. You generate them constantly and everyone above you needs hundreds. The two best published rates in the game are Crusher (lv 20, 25%) and Stinky Sheep (lv 32, 40%).
  • Always run dungeons in a party — every member gets their own Silver Chest, so loot scales with party size while costing one pass each.
  • Push Research level 4 (20 essences) on your farm mob for +10% drop chance.
  • Join a guild, but buy Tier I perks only (300 SC/hr) — see the break-even table below.
50–80
THE MONEY MAP

Plains Dungeon Hard, repeatedly

This is where income changes character. Plains Dungeon Hard is the only mapped source of Radiant essences, which every player above level 50 needs by the thousand. Farm it for yourself and for the market.

  • Level 65 — World Boss tickets. The Scythe chest alone pays 3,500 SC at 96.9%, plus 5 guaranteed Radiant Life Essence, a guaranteed Mystic Gem and a guaranteed Calamity Gem.
  • Abyss Trial: push to floor 40+ once, then harvest 100 Abyss Essence + a Chaotic Soul weekly from a single short run, forever (see Endgame for the gold-chest trick).
  • Budget for the level-60 quest: 500,000 SC plus 1,400 essences. Start banking at 50.
80–99
SELL THE WALL

Sell what everyone below you is blocked on

Extreme dungeons pay 3 of each essence per clear and the best Dungeon Crystal rate in the game. Your inventory is now other people's progression: Radiant Dungeon Crystals (3 per skill, per player, forever), Radiant essences, Transcendent Souls, and Auras — the only slot besides weapons that rolls Attack Speed, and the only one that rolls bonus Skill Points.

Abyss floors 90–99 pay an Eternal Soul and 3 Transitive Souls weekly. Consider a Market Hub stall — 4% fee instead of 5%, and a subscription takes you from 10 listings to 25.

⭐ Arbitrage: five ways the game overcharges you

TrapWhat to do instead
Void Bag for 1,500,000 SC from KmittyIt also costs 100 generic Dungeon Essence. At Extreme rates that's 34 clears. The two NPC anchors imply a 75× spread on the same currency — this is the single biggest overpay in the game.
Buying gems at the Slime Garden exchangeGems cost double there — Nurturing 15 vs 7, Mystic 20 vs 10, Calamity 20 vs 15. Buy at Plains or Cave. Souls are priced identically everywhere, so farm whichever dungeon you clear fastest for those.
Gevil's Santa Hat at 100,000 SCKmitty sells it for 20,000.
Ferryman round trip, 10,000 SCPay 5,000 in, then leave with a 400 SC Return Crystal (or a free crafted one).
500 SC World-Map warpsWalk to a Goddess Statue and hop for 100 SC, or use a Return Crystal.
The sleeper flip: Transitive Souls transfer echo quality and rescale the values to the receiving item's level. That means a low-level item carrying 4–5 ruby-quality lines is worth far more than its level suggests — it's endgame feedstock. New players routinely vendor or disassemble exactly this. Buy it from them.

Fees and the big sinks

Fee ladderCost
Direct player trade0%
Merchant stall (Market Hub)4%
Auction House5%
SinkCostSinkCost
Return Crystal400Ring of Power / Magic / Swiftness50,000 ea
Statue hop / Map warp100 / 500Goggles (Gevil)100,000
Guild creation1,000Backpack (Gevil)150,000
Small Bag10,000Angry Face (Gevil)750,000
Ferryman → Deep Cave 55,000 each wayLevel-60 quest500,000
Skill upgrade, Lv14+30,000/levelVoid Bag1.5M or 100 DE

Guild costs escalate viciously — upkeep runs 3,000/week at level 5 but 240,000 at level 11 and 900,000 at level 13, and missing upkeep drops the guild a level. Upgrades reach 18,000,000 by level 14. Also note NPC prices aren't flat: items with echoes cost more.

Guild Soul Crystal perk break-even. The tiers cost 300 / 1,000 / 2,500 / 5,000 SC per hour for +5/+10/+15/+20% Soul Crystal find. So they only pay for themselves if you're earning 6,000 / 10,000 / 16,667 / 25,000 SC per hour respectively. Tier IV is a money-loser for almost everybody — buy Tier I early, and don't upgrade until you've actually measured your income.

Launch-economy read

No observed price data exists anywhere, so this is reasoning rather than reporting. Structurally scarce right now: Radiant Dungeon Crystals (gated behind level 50–90 dungeons that almost nobody can run yet, and everyone hitting skill level 15 needs three), Radiant essences, Dull Dungeon Crystals (the level-9 skill wall arrives within hours for everyone while dungeon-capable players are rare — sharp, early, short-lived demand), Dungeon Passes, and Auras. The likely trajectory: Soul Crystal faucets are uncapped while the big sinks are one-time, and crystal supply is hard-gated by dungeon clears — so expect materials priced in Soul Crystals to rise steadily as the population reaches 50+. Buy materials early, sell them later.

Guilds & Perk Priority

Guild perks are the only permanent buff source outside your own gear, and they're also a recurring drain on your wallet — which is why choosing wrongly costs more here than anywhere else in the game.

The thing everyone confuses: there are two completely separate costs.
CostWho paysWhat it buys
Unlock / upgrade
5,000 → 20,000 → 90,000 → 400,000 SC
Guild Fund (leaders and Jr. Leaders spend it)Makes a perk tier available to the whole guild. One-off, but takes 1h → 4h → 12h → 24h real time.
Activation
300 / 1,000 / 2,500 / 5,000 SC per hour
You, personallyTurns the perk on for you, for as long as you paid for. Every member pays their own.

So "which perk should we upgrade?" and "which perk should I run?" are different questions with different answers. Note the neat loop: a portion of what members spend activating perks flows back into the Guild Fund, so an active guild part-funds its own upgrades.

You will only ever run 5 perks at once. Active perk slots cap at 5 from Guild Level 4 — every level after that buys member capacity and higher tiers, not more simultaneous perks. So this isn't a collection game: pick five, and make them count.

Every perk, ranked for a faith build

PerkPer tierVerdict for a Bishop
★★★ Attack Speed+5 / 10 / 15% Global Attack SPDThe best perk in the game for you. Attack Speed otherwise only exists on weapons and auras — this is a third source. Crucially it's Global, so it ignores the category-tag problem entirely and speeds Smite, Revitalize, Nova and your Range-tagged hybrids alike.
★★★ Stats+2.5 / 5 / 7.5 / 10% of a guild-chosen statIf your guild sets the stat to SPR, this is a flat +10% to your main damage stat. Set it via Guild Menu N → Misc tab → "Guild stat boost". The catch is political: a mixed guild has to agree on one stat for everyone.
★★★ MP Regen+1 / 2 / 3 per tickDirectly answers this build's hardest constraint. Elemental Charge drains 12 MP/tick, and per Theorycraft you can only sustain about two draining toggles — +3/tick is a meaningful slice of a third.
★★ Skill EXP+2.5 / 5 / 7.5 / 10%Underrated. Skill levels are the steepest damage curve in the game (a level-20 skill is roughly 8–14× its level-1 form), and this is the stat that gets you there faster.
★★ Damage+2 / 4 / 6 / 8% Global DamageSimple, universal, always on. Nothing clever about it — it just works on everything you do.
★★ HP Regen+1 / 2 / 3 per tickBecomes real once Dark Fire is burning 5% of your max HP every second. Pairs with Priest-set regen lines.
★★ Agility+10 / 20 / 30% Speed and JumpLooks like fluff, isn't. The single best Abyss Trial perk — that mode is a 10-minute timer across 9 floors, and traversal is most of it. Also just makes the whole game less tedious.
★ EXP+2.5 / 5 / 7.5 / 10%Good while levelling, worthless at cap. Stack it with Divine Blessing and a 2× coupon for burst sessions.
★ Soul Crystals+5 / 10 / 15 / 20% SC FindThe only self-funding perk — see the break-even table below before you trust it.
★ Drops · Max MP · Max HP+2.5–10% · +5–15% · +5–15%Solid filler. Max MP helps toggle uptime; Max HP helps Dark Fire survive.
✗ Crit Rate+5 / 10%Skip. Faith has no crit scaling at all — unless you run Arrow Infusion, which converts crit into elemental.
✗ Defense · Knockback+2–8 DEF · +5/10 KBFlat values that fall off hard. Knockback resist would be useful; raw knockback isn't.
◆ Glow+33% Light Radius (single tier)Situational but genuinely nice: it counters the Darkness dungeon-pass echo and makes the Deep Caves — including Pea's map — readable.

Your five: what to actually run

SituationThe five
Levelling (you now)Attack Speed · Skill EXP · EXP · Damage · MP Regen — all at Tier I while they're 300 SC/hr
Farming / moneySoul Crystals · Drops · Attack Speed · Damage · Agility
Abyss / group contentAgility · Attack Speed · Stats (SPR) · MP Regen · HP Regen
BossingAttack Speed · Stats (SPR) · Damage · Max HP · HP Regen

When is a higher tier actually worth it?

Activation is charged per hour, so a tier upgrade multiplies your running costs — Tier IV is 16× the hourly rate of Tier I for, at best, 4× the effect. The Soul Crystal perk is the only one where the maths is objective:

TierCost/hourSC FindYou must be earning…
I300+5%6,000 SC/hr to break even
II1,000+10%10,000 SC/hr
III2,500+15%16,667 SC/hr
IV5,000+20%25,000 SC/hr — a trap for almost everybody
The other perks don't pay for themselves at all — Damage, EXP and Attack Speed generate no income, so you're buying speed with cash. That's fine, but be deliberate: Tier I at 300 SC/hr is cheap enough to leave running (roughly 7,200 SC for a full day), while Tier IV at 5,000 SC/hr is 120,000 SC a day — comparable to a serious gear purchase, every day. Treat III and IV as burst tools for a raid night or a coupon window, not defaults.

Guild levels, and the upkeep trap

Guild LvUpgrade costTimeMembers neededWeekly upkeep
21,0002 h1—
412,5004 h3—
530,0005 h43,000
675,0006 h57,500
7150,0008 h615,000
8300,00010 h7no data
11no data18 h10240,000
124,800,00020 h11no data
1310,000,00024 h12900,000
1418,000,00028 h13no data
Miss the weekly upkeep and the guild drops a level — losing member capacity and perk access with it. Upkeep runs at roughly 10% of that level's upgrade cost, which is survivable at level 5 (3,000/week) and genuinely dangerous by level 11 (240,000/week) and 13 (900,000/week). Don't level a guild past what its members can sustain; a stable level-7 guild beats a level-11 one that de-levels every fortnight.

Practical rules

Field Notes — technique the wikis don't carry

Everything below comes from launch-week creator footage rather than the wiki. Where a claim comes from the pre-Steam playtest era it's flagged, because balance moved at launch.

The single best trick found: skills level the tree of their icon colour

A cross-tree skill awards mastery XP to the tree matching its icon colour, not the section of the tree it's drawn in. One launch-week player demonstrates it with Dash Strike: it sits in the melee section, but its icon is orange, so casting it levels Range. He runs it deliberately to level three passives at once.

Why this matters enormously for us: the hybrid path needs Melee 11 for Taunt and Range 30 for Shadow Twin. Check the icon colours on Holy Arrow and Shield Bash in your own client and slot accordingly — a correctly-chosen basic attack can feed two or three passives simultaneously instead of one.

Macros are the biggest quality-of-life win in the game

The developer calls macros a designed feature, not a workaround: one key fires up to six skills back-to-back. A working launch-week faith layout looks like this:

KeyContentsPurpose
Macro 1Main attack + secondary attack + party buff + zone skill + Revitalize + Divine BlessingYour whole rotation on one button, hammered continuously — buffs re-apply themselves as they lapse
Macro 2Burst Shield + DashThe "oh no" button

Macros save per loadout, so you set them once. You get 5 macro slots × 6 skills each, and you drag the macro itself onto a hotkey.

Aug 16 patch Press your macros, don't automate them. The patch updated the anti-cheat, RMT and botting systems and a ban wave followed. Macros are an official, built-in feature and using them normally is fine — but two players have publicly claimed bans while using the in-game macro system (unverified, and they may well have been doing more than that). The safe line is simple: never leave a macro firing unattended, and don't pair it with any external automation.

Movement tech

Interface details worth knowing

Economy tricks

Proficiency — the hidden life-skill stat

Beyond your visible life-skill level, gear can carry Proficiency, which functions as hidden extra levels. The rank-1 fisher describes catching species several tiers above his nominal level 44 purely on stacked fishing proficiency: "all your fishing proficiency is basically extra levels towards your existing level."

Practical read: a dedicated gathering outfit isn't cosmetic — it changes what you can gather at all, which is where the money is. (He also notes guildmates enhancing proficiency stats and flags it himself as possibly a bug — don't build a plan around enhancement specifically.)

Corroboration: a real launch-week faith build

The only published faith build from the live game (level 27, launch week) runs a Holy Arrow weapon rather than a Focus — the Range+Faith line — and its progression matches this site's hybrid path almost exactly: level on Nova, unlock Burst Shield → Revitalize → Divine Blessing, then pick up a Range basic and Holy Arrow, then rush the party buff. Stats spirit-first with luck and constitution behind, and constitution rises in priority specifically once Dark Fire is running, because the toggle eats your health.

Two things worth stealing from it: he prizes percentage echo rolls over flat ones ("you want percentage levels, you don't want any flat levels"), and his linchpin is Bull's Eye — a buff that hands everyone near you crit, luck and dexterity. If you drift toward the Range side of the hybrid, that's a party-wide buff worth a slot. He also wanted Shadow Twin as his third buff, which is exactly where this build's roadmap ends up.

Where the real theorycraft lives: the most-viewed build video on YouTube contains no build at all — just a link to the official Discord. Patch notes are Discord-only too, and no creator has published an Abyss Trial or world-boss strategy since launch. If you want advanced material beyond this page, Discord is the higher-yield room.

Features You Won't Find in MapleStory

The night cycle

Night runs 7pm–5am world time — about 22 real minutes. Maps darken (players glow), the soundtrack changes, select maps turn genuinely dangerous, and all four world bosses only exist at night. Your Ring of Light stops being a joke item at exactly 7pm.

Darkness Crystals — the anti-AFK pact

While you grind, a Darkness Crystal periodically spawns nearby. Clear it (two arrow inputs) for a random 10-minute buff: +7% damage, +10% EXP, +10% Skill EXP, +10% drops, or +10% SC find. Ignore it for 50 kills and the game cuts you off entirely — zero EXP, zero drops. The grind is a conversation; keep answering.

Aug 16 patch Darkness Crystals are now per-player, not shared. Previously one party member could clear it for the whole map; now every player must clear their own to keep earning EXP and drops. In a party, that means everyone stops and does it — you can no longer have the support handle it for the group. The patch also added a tutorial explaining the system.

Villagers — bonds with benefits

Ten villagers run Spawn (Smith, Tailor, Shop Keeper, Gevil, Quest Master, Auctioneer, Shepherd, Mysterious Man, Kmitty, Ferryman). Gift them daily (favorites +150 hearts), run their 3 daily requests (+500 each, unlocked at lv 12), and bond levels 1–10 pay out daily mail of profession materials that scales with bond. Kmitty's questline ends in a private shop (Void Bag lives there) and a unique dungeon; the Ferryman's Abyss Essence shop sells every Aura tier.

Abyss Trial — the weekly tower

Endgame tower behind The Grave, hosted by the Ferryman. Entry: one Tear of the Abyss (Daily Hunt reward — only the leader's is consumed), 1–8 players, 10 minutes per 10-floor set, waves on X1–X8, boss on X9, break room every 10th floor with a shop, a weekly reward chest and — crucially — elevator checkpoints: reach a break room once and you can skip there forever.

Weekly gold chests: floor 10 = 20 Abyss Essence … floor 50 = 2 Chaotic Souls … floor 99 = 3 Transitive Souls + the Pathfinder Hat. Floor 99 is a gauntlet of all four world bosses, then the leader picks one to empower for a final rematch. Bishop value: Revitalize + Divine Protection through wave floors is exactly what parties shop for.

Ironman modes

Old-school-RuneScape-style self-found modes, toggled at the Deferri Crystal (below Spawn's bridge, behind a platforming challenge): solo Ironman (no trade, no outside party), Group Ironman (2–5, free interaction inside the group, auto-guild), and Hardcore variants with shared lives pools. De-ironman anytime — storage gets mailed to you.

Economy corner

Quality-of-life worth knowing

ThingDetail
Goddess StatuesTouch once to unlock, then warp between them. The Great Goddess Statue is your death respawn. Two different prices, both correct: 100 SC to hop statue-to-statue when standing at an activated statue, but 500 SC for the World Map's "Warp to Map" button from anywhere. Walk to a statue first and save 400.
Return Crystals400 SC (Shop Keeper) or Alchemy-crafted; ~1-minute one-way portal to Spawn your party can share.
CampfiresCraftable (General: 1 Red Shard + 5 Wood); HP+MP regen aura for everyone nearby. Can't place in dungeons/water.
Item lockingLock toggle prevents selling/enchanting a keeper; the Simple Cape you start with is untradeable anyway.
Setups & LoadoutsNumbered save profiles for equipment/stats/skills; full loadout swaps (equip+skills+macros) cost SC.
Commands/dps /find name /time /save /p /g /w — /time matters because of night.
Map searchM world map has a search bar that locates any monster or material by name. Use it constantly.

The business model, for the suspicious

Published policy: "Nothing in the cash shop gives stats or combat power." Subs ($2.49–$24.99/mo) add auto-loot range, auction slots and cosmetics; one-time buys are skins, dyes, inventory space, megaphones, emotes. Solo dev funded partly by Patreon (~€1,100/mo). Early Access plan: 6–12 months — more bosses, balance passes, full controller/Steam Deck at 1.0, possible housing. No PvP, none planned.

What's Coming — 2026 into 2027

There is exactly one official roadmap for this game, and it's the "How is the full version planned to differ?" block on the Steam page. Everything below is either from that, from the developer speaking on record, or clearly labelled as inference. No 1.0 date has ever been given.

Early Access target: 6 to 12 months. In the developer's words — "We estimate staying in Early Access for 6 to 12 months, depending on community feedback and how quickly we can refine and improve the content in the game. We want to take our time with development and get it right, rather than rush it." That puts 1.0 somewhere between February and August 2027. Given they've already slipped one date, plan around the later end.

The official 1.0 list — and how firm each item is

Planned for full releaseHow committed
More endgame content — additional bosses with unique mechanics, more areas for high-level playersCommitted
Balance passes on all four skill trees, plus further development of melee/ranged/magic/faith skillsCommitted
Full controller and Steam Deck support (controller partly shipped already)Committed
Deeper crafting, gathering and life-skill progressionCommitted
Quality-of-life — UI polish, clearer feedback, smoother tutorialsCommitted
More cosmetics and equipmentCommitted
Ongoing economy, drop-rate and balance tuning from live dataCommitted
Player housing · seasonal gameplay · entirely new areas"potentially"

That last row matters: all three sit inside the single hedging word "potentially" in the official text. They are the least-committed items on the list — even though two of them are revivals rather than inventions, which makes them feel more certain than the wording supports.

Housing and seasons are returning features, not new ones

This is the most interesting thing the research turned up. Housing already existed and was removed — the wiki states housing "is currently not available" and that the page will be updated "once it returns", and furniture still drops from dungeon Silver Chests today with no use whatsoever. A December 2024 playtest note even records the developer adding "a bug feature where everyone swapped houses." So the furniture piling up in your storage is a bet on a feature that has a track record of existing.

Likewise "seasonal gameplay" most likely means the return of Seasons — the game ran a numbered Season 1 back in Dec 2023–Jan 2024, before the wipe-free era.

The near-term bet: Christmas Den

The strongest unannounced signal is a level-35 seasonal dungeon called Christmas Den. It appears in the dungeon recommended-level list, has an empty wiki page, is absent from Steam's official "3 unique dungeons" count, and the game already carries Christmas skin variants on monsters plus a prior "Twelve Days of Chaosmas" event and a Christmas 2024 playtest. Nothing has been announced — but if you're reading this in December 2026, go look.

Confirmed not coming

Patch log

August 16 Update latest

The first — and so far only — post-launch patch notes published to Steam.

Balance: pure ranged combat skill damage +20% · Divine Thorn −15% · profession dungeon EXP now scales properly with ticket difficulty · reduced monster spawn rate in Sandy Cave.

Systems: Darkness Crystals are now per-player rather than shared (plus a tutorial) · dungeon timer stops once the boss dies and chests appear · 5-second confirmation delay on leaving a dungeon or disbanding a guild · leaderboards count EXP past max level · anti-cheat, RMT and botting systems updated.

Fixes: Focused Mind EXP curve · cursed throw spreading across the map for huge damage · disconnects when changing channels · Iron Man and general looting · fishing resource appearance rate · loadouts not saving.

QoL: other-player skill SFX slider, graphics presets, capes render behind hats, Grapple Strike is mouse-aimable. unlogged a separate build shipped on 14 August with no notes at all, so some changes are undocumented — enemies going invulnerable at 1 HP appears to have been quietly fixed.

What this means for the numbers on this page. The faith tree was not touched — Nova, Smite, Revitalize, Divine Blessing, Dark Fire, Elemental Charge, Divine Protection, Taunt and Shadow Twin appear in no patch note, and the game's skill data has had one trivial edit since launch. But any absolute damage figure for a pure-ranged skill is now 20% low, and Divine Thorn is 15% high.

Patch notes are inconsistent: the developer directs players to Discord for specifics, and one build shipped with nothing published anywhere. Since "balance passes on all skill trees" and "ongoing drop-rate tuning" are explicitly committed, treat every hard number here as a mid-August 2026 snapshot — and note the wiki hasn't absorbed this patch yet, so it's currently a pre-patch reference.

One footnote you may enjoy: the launch slipped from 5 August to 13 August specifically to avoid colliding with MapleStory Classic World's second test — the developer noting "we share a lot of the same playerbase as Classic World." Which is exactly why this site exists.

Checklist

Ticks save in your browser.

Dailies

Weekly

Build milestones

The long game — 50 to 99

Statues & unlocks

Resources

Data honesty: this game is days old. Everything numeric here is from the official wiki as of Aug 15, 2026; per-monster EXP values, the EXP curve, some upgrade tables and several armor-tier levels are still undocumented (armor tiers marked by the 6-level rule are inferred). Balance patches will move numbers — check the wiki's changelog before arguing in party chat. Known dead end: sro.wiki (expired domain — ignore Google results pointing there).