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, wield a Focus (the Magic+Faith weapon), and build your active-skill bar from the Faith tree. Nobody assigns you the role — you assemble it.
| MapleStory (Bishop) | Soul's Remnant | Notes |
|---|---|---|
| Magic Claw / mobbing basic | Nova | 360° pulse around you, hits 3, even behind you |
| Big Bang / Genesis | Smite (Faith 30) | Wall-piercing 5-target nuke, no line of sight needed — highest faith scaling in the game |
| Heal | Revitalize | Heals party and sears enemies in the same pulse, classic Cleric style |
| Holy Symbol | Divine Blessing (Faith 11) | +EXP buff that party members share at half strength — costs 0 SP |
| Teleport | Blink (Magic 9) | Phase through walls/floors, 3 SP flat — mandatory splash |
| Bless / defensive buffs | Burst Shield, Vanguard | Shield 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 / Infinity | none | SPR raises MP + regen breakpoints instead; Focus weapons add MP regen |
| no analog — classless bonus | Taunt + Shadow Twin | Free 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
- Death costs 8% of the current level's EXP and dumps you back at Spawn. Group instances give 3 in-instance respawns first.
- Night is real: 7pm–5am world time ≈ 22 real minutes. Maps darken, some get genuinely more dangerous, and all four world bosses only spawn at night.
- The game fights AFK grinding: a Darkness Crystal spawns while you grind — clear it with two arrow inputs for a random 10-minute buff (+10% EXP among others). Ignore it for 50 kills and you get nothing — no EXP, no drops.
- One shared world server with channels (CC to swap). Channel-changing currently strips buffs, including your 2× EXP coupon — don't CC mid-coupon.
- Monetization is cosmetic-only — Chaomoon's published policy: "Nothing in the cash shop gives stats or combat power." Subs add auction slots and auto-loot range, not power.
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
| Era | When | Fate |
|---|---|---|
| 2022 Playtest | 2022 | wiped |
| Season 1 (first Godot build) | Dec 2023 – Jan 2024 | wiped |
| Summer Playtest (trading & channels added) | Aug 2024 | wiped |
| Christmas Playtest (backpack slot debuts) | Dec 2024 | wiped |
| Playtest O → Next Fest → final playtest | Mar 2025 – Jul 2026 | wiped |
| Steam Early Access | Aug 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
- Nobody carried anything over. No playtest gear, no hoarded Soul Crystals, no pre-stocked Auction House. The richest player in the game has been rich since August 13 at the earliest — veterans carried over knowledge (routes, recipes, echo priorities), not wealth.
- The economy is days old and price discovery is live. AH price-history graphs barely have a week of data. Mid-tier crafts (each 6-level gear step) are in real demand from the leveling wave — a crafting Bishop can genuinely fund themselves right now.
- The leveling wave is compressed: launch-week reality is no-lifers at 45+ sharing maps with fresh characters (Steam threads are already complaining about overleveled players crowding low maps). Channel-hop when a spawn is contested.
- Real-money purchases started with EA — the community reads that as the strongest guarantee the no-wipe promise holds (the only open question anyone raises is EA→1.0, and the developer has given no indication of a reset).
Practical launch-window notes
- Servers are NA-only right now; the dev has said EU/Asia regions are planned "hopefully soon." Expect some latency if you're elsewhere.
- Launch-day login hiccups ("already logged in to a channel server") mostly cleared in the first days; hotfixes ship fast but patch notes live on Discord, not Steam — join it if you want the numbers behind each rebalance.
- Death-penalty exploiters and macro-AFKers are already being banned (7-day bans for mouse-macro grinding are confirmed in community threads) — the anti-AFK Darkness Crystal system isn't decorative.
- Population: ~2,800 peak concurrent in week one and climbing, Very Positive at 82%. Small enough that crafter reputation (maker's marks!) is a real thing, big enough that parties fill.
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
| Stat | Governs | This build |
|---|---|---|
| SPR | Faith damage, slight magic damage, max MP, MP-regen breakpoints | Main stat — dump here |
| CON | Max HP, HP regen, Defense, slight melee & faith damage | Secondary — ~1 point in 4 |
| INT | Magic damage | Only if you splash magic nukes seriously |
| LUK | Crit rate (~0.75%/pt up to 60, diminishing past ~90), slight range dmg | Skip — faith kit converts crit poorly |
| STR | Melee damage | Skip (that's the paladin build) |
| DEX | Range damage | Skip |
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:
| Weapon | Scales | Bonus lines | Verdict |
|---|---|---|---|
| Focus | Magic + Faith (dual) | MP Regen, Elemental Potency | The build's weapon. Both damage stats you touch, plus caster-support extras |
| Cross | Faith only | Attack Speed, Damage | Slightly higher faith attack per tier (+10–15 vs +7–11 at Stone) — pure-faith purist option |
| Magic Wand | Magic only | Attack Speed, Damage | Only 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 (Normal, Fire, Ice, Ghost, Metal, Lightning, Water) and they come from your weapon, not your skills — changeable later via Transmutation (Alchemy 15). The faith kit is heavily element-flavored: Nova adds Elemental Potency as it levels, Elemental Charge doubles proc chance for you and half for the party.
- Farming: Lightning — procs chain to 4 extra targets; on a 3–5 target AoE kit that's screen-clearing. Fire (spread + burn) is the runner-up.
- Support/party play: Water — procs slow enemies and heal you + 2 allies' HP/MP. A Water Focus makes even your damage heal the party. Extremely Bishop.
- Practical route: level with whatever element your Focus drops with, transmute at Alchemy 15 — and transmute before socketing Souls; every echo on the weapon inflates transmutation cost by 30%.
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:
| Skill | Req | Cost | What it does for a Bishop |
|---|---|---|---|
Holy Arrow | Range 5 + Faith 5 | 0 SP +1/lv | Your 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 Bash | Melee 5 + Faith 5 | 1 SP +1/lv | Lunge 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 BUFF | Melee 11 | 0 SP | Auto-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. |
Dash | Range 8 | 2 SP flat | I-framed dash through terrain — you pass Range 8 on the way to bigger things anyway. Pairs with (not replaces) Blink. |
Heaven Arrow | Range 28 | 1 SP +1/lv | A 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 BUFF | Range 30 | 0 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 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.
Core kit — attack & heal AOE CORE
| Skill | Req | CD | Faith scaling | Targets | What it is |
|---|---|---|---|---|---|
Nova | Faith 1 | 1.7s | 160% +80%/lv | 3 | Your 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 Shield | Faith 4 | 5.0s | 100.8% +32.7%/lv | 3 | 2.5s 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. |
Revitalize | Faith 10 | 8.5s | 559.5% +260.8%/lv (heal & dmg) | self + ~2 allies | The 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. |
Smite | Faith 30 | 12s | 635.5% +441.1%/lv | 5 | The 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 Fire | Faith 35 | toggle | 57% +28%/lv per tick, 2×/sec | 4 | Grind 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)
| Skill | Req | Duration | Effect |
|---|---|---|---|
Divine Blessing | Faith 11 | 126s +6/lv | Holy 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 Protection | Faith 25 | 24s +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 Link | Faith 12 | persistent while together | Bond 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 Charge | Faith 28 | toggle (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. |
Vanguard | Melee 12 + Faith 8 | toggle bubble | Party 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 Line | Faith 25 + Range 25 | pair bond | Share 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 Benevolence | Melee 22 + Faith 22 | stance | When you get hit, the party heals for 7%(+0.95/lv) of the blow. Martyr stance for melee-hybrid supports. |
Solo amplifiers
| Skill | Req | Effect |
|---|---|---|
Dedication | Faith 29 | Passive 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
| Skill | Req | SP | Why |
|---|---|---|---|
Blink | Magic 9 | 3 flat | Teleport, 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 Bomb | Magic 8 | 3 +1/lv | Proximity-mine AoE that carries real Faith sub-scaling (+65%/lv) — the best magic splash for a SPR build filling Smite's 12s cooldown. |
Gravity Well | Magic 35 | 2–3 +1/lv | Vacuums 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. |
Familiar | Magic 26 | 0 (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 Shield | Magic (buff) | 0 | Halves 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
| When | Do this |
|---|---|
| Lv 1–4 | Unlock + raise Nova. Cast constantly — everything below is gated on passives that only level through use. |
| Melee/Range/Faith 5 | Activate 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 4 | Burst Shield at 1 point — utility now, reflect-farming later. |
| Range 8 | Dash (2 SP flat, i-frames) — free stopover on the road to Shadow Twin. |
| Melee 11 | TAUNT (0 SP). Your mob-gatherer for the next 90 levels. Melee passive can retire here — Shield Bash keeps it ticking anyway. |
| Faith 10–11 | Revitalize, 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 / duo | Armor Link if you level with a friend. |
| Range 18 + Faith 23 | Holy Field (0 SP base) — radiant AoE zone + 40% slow, dual Faith scaling. Your Range investment starts paying dividends. |
| Faith 25–29 | Divine Protection → Elemental Charge → Dedication as they unlock (all cheap/0 SP). |
| Range 28 | Heaven Arrow — 25 homing arrows with Faith sub-scaling, fires while you do other things. |
| Faith 30 | SMITE. Everything into Smite. Drain Nova and Holy Arrow down (free) and feed the +441%/lv curve. |
| Range 30 | SHADOW TWIN (0 SP toggle). Every Smite now casts twice. Level it with materials as they come — each level is +2.4% echo. |
| Faith 35 | Dark Fire for stationary grinds; off vs bosses that punish the HP drain. |
| Slack SP | Revitalize → Holy Field → Heaven Arrow levels. Soul Bomb if you went the Magic route instead of Range. |
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.
Roadmap — 1 to 50
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.
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.
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.
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.
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.
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.
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.
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).
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).
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.
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).
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.
Post-50 preview: Deep Caves/Ocean/Desert brackets, Cave Trial Hard at 60, the level-60 quest that grants your third buff slot — and Giga farming for Deep-tier gear.
Monster reference, 1–50
| Monster | Lv | HP | ATK | Element | Where | |
|---|---|---|---|---|---|---|
![]() | Slime | 1 | 20 | 8 | Normal | Outskirts W/NW/E, Flower Field |
![]() | Jel | 5 | 83 | 11 | Normal | Outskirts, Caves 1–3 |
![]() | Pin Pin | 7 | 161 | 13 | Normal/Fire | Outskirts S/SW/SE/E |
![]() | Slip | 8 | 237 | 14 | Normal | Outskirts Pond |
![]() | Hopper | 9 | 307 | 15 | Normal | Outskirts S/SE/SW |
![]() | Glowsnail | 10 | 443 | 17 | Ghost/Lightning | Caves 1–3, Glowsnail Cave |
![]() | Cloudsheep | 12 | 622 | 20 | Normal | Plains 1–2 |
![]() | Black Cloudsheep | 16 | 1,056 | 31 | Lightning | Plains 3–4 |
![]() | Snapper | 18 | 1,510 | 37 | Water | Beach maps |
![]() | Crusher | 20 | 1,927 | 43 | Water | Beach, Seashell Cove |
![]() | Troppo | 22 | 2,618 | 51 | Water | Seashell Cove |
![]() | Licki | 22 | 2,345 | 51 | Fire/Lightning | Savannah 1–2, Windy Savannah |
![]() | Bananek | 23 | 2,702 | 54 | Normal | Savannah 1–3 |
![]() | Citruslime | 25 | 3,425 | 65 | Normal | Savannah 2–3 |
![]() | Monoghoul | 27 | 4,541 | 72 | Ghost | Misty Forest 1–2 |
![]() | Stinky Sheep | 32 | 6,070 | 89 | Normal | Sulfuric Plains 1–2 |
![]() | Rainbow Cloudsheep | 37 | 14,044 | 144 | Normal | Lost Plains |
![]() | Ferni | 40 | 21,223 | 171 | Normal | Forest 1, 3 |
![]() | Soultree | 42 | 25,543 | 191 | Normal/Ghost | Forest 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) and Shiny monsters (starry particles, up to 87× player EXP) — never skip a Shiny.
Dungeons & group content
| Content | Where | Tiers (rec. lv) | Notes |
|---|---|---|---|
| Slime Garden | Behind The Garden (Outskirts NW, "???") | N 10 / H 40 / E 70 | Your barrier-breaker; boss room features Angeling |
| Plains Dungeon | Plains 3 | N 20 / H 50 / E 80 | Grassy→Stone essence exchange shops |
| Cave Trial | Deep Cave 5 | N 30 / H 60 / E 90 | Ferryman ride 5,000 SC each way; Dark essence shop sells all Souls/Gems |
| Beach Shepherd PQ | Secret Cove | 10–99, party 4–6 | 5 stages: seashells → platforming race → slime-herding quiz → barrel puzzle → Gloopy. 30-min limit, costs a Normal pass |
| Abyss Trial | Behind The Grave (Caves) | endgame tower | Weekly floor-push, 1–8 players — see Features |
- Entry consumes a Dungeon Pass (rarity 1–3 Normal / 4–6 Hard / 7–9 Extreme). Passes roll their own echoes — Double Trouble = 2× difficulty, 2× EXP and drops.
- You can't enter content whose recommended level is 15+ above yours. Inside: 3 respawns, the 4th death ejects you.
- Random room types: Key Room (light red) → carry the Boss Key; Loot Rooms (yellow, 1–4 chests); Boss Room (bright red). Everyone gets a personal Silver Chest after the boss (Auras! Dungeon Crystals!) + essences + damage-share Soul Crystals.
The quest EXP spine
| Quest | Kill | EXP |
|---|---|---|
| Thin the Pasture (Plains 1) | 100 Cloudsheep | 4,400 |
| Dungeons I (any Normal) | — | 8,000 |
| Shiny Thing Hunt (Beach 3) | 120 Snappers | 8,800 |
| Cat Slime quest (Savannah 1) | 150 Lickis | 15,700 |
| Souls in the Mist (Misty Forest 1) | 200 Monoghouls | 32,100 |
| An Honest Hunt (Forest) | 300 Fernis | 50,000 |
| Dungeons II (any Hard) | — | 50,000 |
| Burn It All (Lost Plains) | 300 Rainbow Cloudsheep | 114,000 |
| Kmitty chain (8 steps, from lv 10) | fetch/kill mix | 500→35,000 |
| Level up! I–V (lv 5/10/15/20/25) | — | 200→15,000 SC |
EXP levers — stack them all
- Party bonus: kill EXP splits by damage, then bonus EXP is added per member — the single biggest lever in the game. Shrinks past a 10-level gap. As the Divine Blessing carrier, you are the party bonus.
- Daily Hunt (Quest Master, every 20h): 200 near-level kills → scaled EXP + a 2× EXP coupon (15 min) + a Tear of the Abyss. Pop the coupon on your densest grind — and don't change channel, it wipes buffs.
- Research tier 10 per monster: +5% EXP vs that species (tier 20: +10% drops). Feed Research Essence to your bracket's grind mob first.
- Darkness Crystal: +10% EXP for 10 min when cleared. Also mandatory (see Features).
- All multipliers stack multiplicatively with Divine Blessing. Coupon × party × research × crystal × Blessing is a very silly number.
World bosses — night only
| Boss | Where | Gimmick |
|---|---|---|
| Scythe Reaper | Giant Tree (Forest) | 5 slash patterns, enrages at 40% and 20% |
| Seeker Reaper "Chompy" | Pyramid (Desert) | Seeking chomps + Mini Seekers |
| Reaperfish | Great Trench (Ocean) | Underwater; Ravenous Charge |
| Puppet Reaper "Pea" | Deep Caves | 2-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.
Weapon — the Focus ladder CORE
| Focus | Lv | Faith+Magic Atk | Extra | Slots | How to get | |
|---|---|---|---|---|---|---|
![]() | Stone Focus | 6 | +7–11 | — | 2 | 2,000 SC shop · Weapon Smithing 3 · Jel/Pin Pin drop |
![]() | Copper Focus | 12 | +11–15 | — | 3 | WS 8: 15 Copper Ingot + 20 Dull Life Essence |
![]() | Quartz Focus | 18 | +15–21 | — | 3 | WS 15: 20 Refined Quartz Ingot · Cloudsheep drop |
![]() | Iron Focus | 24 | +21–27 | — | 4 | WS 19: 15 Iron Ingot · Snapper drop |
![]() | Petrified Focus | 30 | +27–33 | +1 MP regen | 4 | WS 27 · Citruslime/Monoghoul drop |
![]() | Stinky Focus | 36 | +33–39 | +1 MP regen | 4 | WS 33 · Dark Pumpkin drop |
![]() | Eerie Focus | 42 | +39–45 | +1–3 MP regen | 4 | WS 39: 35 Malachite Ingot |
![]() | Deep Focus | 48 | +45–51 | +2–4 MP regen | 5 | WS 45: 40 Cobalt Ingot · Giga drop |
The dream at the end of the road:
Psyche / Divinity (lv 84 uniques, +89–107 Faith & Magic, 7 slots). Buy each tier off the Auction House if you'd rather grind than craft — Focus demand is a fraction of sword demand.
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). Cloth tier names: Green (6) → Cotton (12) → Coconut (18) → Yellow (24) → Glowing (30) → Silverleaf (36) → Fern (42) → Coral (48).
| Confirmed sample | Lv | Stats | Slots | |
|---|---|---|---|---|
![]() | Green Priest Hood | 6 | +0–1.5 DEF, +2–3 Max MP | 2 |
![]() | Green Scholar Robe | 6 | +3–4.5 DEF, +5–6 Shield | 2 |
![]() | Yellow Scholar Hat | 24 | +3–4.5 DEF, +9–11 Shield | 3 |
![]() | Glowing Priest Bottom | 30 | +4.5–6 DEF, +1–2 HP regen | 3 |
![]() | Coral Priest Robe | 48 | +13.5 DEF, +1–2 HP regen, +23–28 Max MP | 4 |
The other slots — where the sleeper items live
| Slot | Pick | Why | |
|---|---|---|---|
![]() | Face | Flower Tiara (lv 15) | Budget king: +0–5 to EVERY attribute, +Speed/Jump/DEF, 5 upgrade slots, craftable at General 0 with 60 herbs + 10 fiber. Make one the day you hit 15. |
![]() | Ring | Ring 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. |
![]() | Backpack | Small 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. |
| ✨ | Aura | Red 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 extras | Cross Earrings (25), Angry Face (30), Goggles (35) | Gevil sells the 30/35 pieces at Spawn for hefty SC. |
Making gear stronger — Souls, Gems, and the One-Line trick
Souls (rare drop from any monster) reroll/add echo lines: Energetic (fill to 2 lines), Ambitious (to 4), Transcendent (to 5), Primordial (reroll a line's stat), Turbulent (reroll a line's value), Eternal (lock a line for 5 uses), Transitive (move all echoes to another item — destroys the donor), Chaotic (chaos).
Gems each consume one upgrade slot and add +1 to the item name:
- Nurturing (green): +1 to a random base stat line. Safe.
- Mystic (blue): +1 to a random echo line — and the boost sticks to the line position through rerolls. The One-Line trick: gem an item holding a single good echo line so every +1 must land on it, then Soul more lines afterward.
- Calamity (red): the gamble gem — outcomes range from +1 upgrade slot and free enhancements to destroying the item. The only destruction mechanic in the game; don't feed it your Focus.
Transmutation (Alchemy 15): change your weapon's element for tier-matched Matters + essence + SC. Every echo already on the weapon adds +30% cost — transmute first, enchant second.
Rarity display: item name outline Gray → Green → Blue → Purple → Red = overall echo strength; each line's orb Gray → Green → Blue → Gold → Ruby = line quality. Max line value scales with item level, so don't over-invest in lv-6 gear.
Shopping list by level
| Lv | Buy/craft |
|---|---|
| 6 | Stone Focus (2,000 SC) + Green Priest/Scholar set from the Tailor |
| 12–18 | Copper → Quartz Focus, tier cloth as slots allow; Small Bag as soon as 10,000 SC feels okay |
| 15 | Flower Tiara (craft it yourself, General 0) |
| 20 | Ring of Light, Cross Earrings, first Red Aura from Plains Dungeon chests |
| 24–30 | Iron → Petrified Focus (MP regen begins), Yellow → Glowing cloth; transmute element at Alchemy 15 |
| 30+ | Yellow Aura; start One-Line-tricking your Focus with Mystic Gems |
| 36–48 | Stinky → Eerie → Deep Focus, Silverleaf → Coral cloth; Blue/Gray Aura at 50 |
Echoes — the potential system
Echoes are the random bonus lines on gear — MapleStory potential, wearing a different hat. Up to 5 lines per item, no duplicate stats on one piece, each equipment slot draws from its own pool, and drops and crafts roll them automatically. The 5th line unlocks slot-exclusive echoes — that's where the treasure is.
Lines this build hunts
| Echo | Slots | Why |
|---|---|---|
| Attack Speed | Weapon + Aura only | Lowers all skill cooldowns — more Novas, more Smites, more heals. The premium farm line. |
| +1 Buff Slot | Aura 5th line | Three buffs before level 60. The single best support roll in the game. |
| +Skill Points | Aura 5th line | Free SP cap = fatter Smite. |
| Bonus Damage | various | Flat damage added per cast after the formula — loves fast, cheap casts like Nova. |
| Damage Balance | bags especially | Raises your minimum roll — "the best DPS line on bags." |
| Item Drop / Echoes Find | farm set | More souls, more drops, better echo quality on what drops. Farm gear pays for itself. |
| MP Regen | caster slots | Divine Blessing + Elemental Charge upkeep without potion anxiety. |
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
| Skill | Unlock from | Passive bonus while leveling | This build cares because | |
|---|---|---|---|---|
![]() | Herbalism | Shepherd | HP/MP regen every 19 lvls | Herbs feed Alchemy; lv 15 unlocks Nature's Veil (15s invisibility that persists while gathering) |
![]() | Mining | Shepherd | +1 Light Radius / 15 lvls | Ingots feed every Focus you'll ever craft |
![]() | Fishing | Kmitty | +1 LUK / 10 lvls, +6% Speed / 30 | 5× the gathering EXP of herbs/ore; Glowfish for the Food Stall minigame |
![]() | Alchemy | Shop Keeper | +1 Max HP / 4 lvls, +1 Max MP / 6 | The priority. Potions, Return Crystals, essence conversion — and lv 15 = Transmutation |
| 🍳 | Cooking | Shop Keeper | +1 Knockback Resist / 19 lvls | Meals with crafting echoes; food = villager gift fuel |
| ⚒️ | Weapon Smithing | Smith | +2% Damage Balance / 15 lvls | Your Focus ladder, tiers 2–8 |
| 🧵 | Armor Crafting | Tailor | +1 Defense / 15 lvls | Priest/Scholar cloth every 6 levels |
| 💍 | Jeweler | Gevil | +0.8% Item Drops / 14 lvls | Ring of Light at Jeweler 5; the drop passive is a farm stat |
| 🪑 | Artisan | Tailor | +1% Echoes Find / 8 lvls (!) | The echo-quality passive; furniture later |
| 🔨 | General | General NPC | — | Campfires and the Flower Tiara live here, at level 0 |
![]() | Transmutation | via Alchemy 15 | — | Weapon element swaps (see Gear) |
| 🏪 | Merchant | — | — | Your personal market stall, 4% fee vs the AH's 5% |
The minigames (yes, gathering has DDR)
- Herbalism/Mining: cast the skill to reveal every node on the map, then Space on a node opens an arrow-combo minigame — you pick which reward you get by entering the matching directional string. Purple arrows mean press the opposite; faded arrows mean skip. Special glowing nodes and a "Frenzy" state exist.
- Fishing: cast into water, wait for the yellow !, then keep the fish inside the gray box with ←→. Community wisdom: never hold a key longer than ~1 second. Spawn's pond: Clam 62.5% / Shrimp 21.9% / Trout 15.6%.
- Crafting (equipment professions): a card game — each turn draw 3, play 1 or reroll. Cards (Polish, Sharpen … Imbue Echo … Apotheosis) push the item's stat lines toward max; profession level adds turns and rerolls. Percentage boosts close the gap to max rather than multiplying — late cards on a near-done item are gold. Alchemy skips all this (instant Auto Craft).
- Maker's mark: everything you craft carries your name forever, through every trade. Build the brand: the server's Bishop who sells Focuses.
Group life-skill minigames LIFE
| Minigame | Needs | What happens |
|---|---|---|
| Kmitty's Food Stall | Fishing 15+ | Fish Glowfish, cook them 3 ways, serve the Lunch Rush — cooked fish attracts monsters |
| Shepherd's Pet Problem | Herbalism 20+ | Pick colored flowers, brew combo potions for Gloopy under monster pressure |
| Barrier Forge | Mining 20+ | Mine Barrier Ores through monster waves to repair Spawn's barrier |
2–6 players, everyone needs the relevant gathering skill, entry costs Dungeon Passes. Rewards: your choice of Battle or Gathering EXP, Silver Chests, and exclusive Dark equipment sets.
Research — the collection log that pays
Research Essence drops from monsters and gathering nodes; press B to spend it. Per monster: 1 essence = registered · 5 = HP bars + stats + element visible · 10 = +5% EXP vs that monster · 20 = +10% drop chance. Research your bracket's grind mob to tier 10 before settling in — it stacks with everything. Resource research (1 essence) reveals node data; the same window tracks villager bonds.
Life-skill plan for this build
- Alchemy to 15 fast — potions on demand, Return Crystals for free warps, then Transmutation for your element.
- Herbalism + Mining as you travel — cast the reveal on every new map; nodes en route are free materials and the passives are real.
- Fishing during Divine Blessing downtime — 5× gathering EXP and Kmitty hearts.
- Weapon Smithing/Armor Crafting to tier — level them just ahead of each 6-level gear step (WS 8 by lv 12, WS 15 by 18…).
- Artisan idly, forever — +1% Echoes Find per 8 levels is quietly one of the best passives in the game.
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.
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
- Auction House: buyout-only, 7-day listings, 5% fee, 10 slots, with price-history graphs (day/week/month/year) — check the graph before pricing your crafts.
- Merchant stalls: plant a personal shop at the Market Hub (4% fee, 72 hours, BBCode signage) selling your AH listings in person.
- Soul Crystals are the money; Souls and Gems are the enhancement sinks; disassembly (toggle) turns vendor trash into crafting Matters instead of pennies.
- Magic Storage Chest at Spawn is shared across your whole account — mule-free muling.
Quality-of-life worth knowing
| Thing | Detail |
|---|---|
| Goddess Statues | Touch once to unlock, then warp network at 100 SC/hop; confirmed at Spawn, Plains 3, Forest 1. The Great Goddess Statue is your death respawn. |
| Return Crystals | 400 SC (Shop Keeper) or Alchemy-crafted; ~1-minute one-way portal to Spawn your party can share. |
| Campfires | Craftable (General: 1 Red Shard + 5 Wood); HP+MP regen aura for everyone nearby. Can't place in dungeons/water. |
| Item locking | Lock toggle prevents selling/enchanting a keeper; the Simple Cape you start with is untradeable anyway. |
| Setups & Loadouts | Numbered 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 search | M 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.
Checklist
Ticks save in your browser.
Dailies
Weekly
Build milestones
Statues & unlocks
Resources
- Official site · Steam · Official wiki (wiki.gg) — the numbers source
- soulsremnant.wiki — unofficial guide site, launch-week build opinions
- Skills reference · Echoes · Abyss Trial
Nova
Smite (Faith 30)
Revitalize
Divine Blessing (Faith 11)
Blink (Magic 9)
Burst Shield,
Vanguard
Divine Protection (Faith 25)
Taunt +
Shadow Twin
Holy Arrow
Shield Bash
Dash
Heaven Arrow
Dark Fire
Armor Link
Elemental Charge
Life Line
Divine Benevolence
Dedication
Soul Bomb
Gravity Well
Familiar
Mana Shield




























