Mia’s Bing, Genius Inventor SS10 guide
Table of Contents
- Introduction
- Build Codes
- General Information
- Energy
- Slates (Statues of the New God)
- Dream Interpretation
- Belt Blends
- Activation Mediums
- Canvas Supports
- Hero Memories
- Weapon Sequences
- Crafting
- Timemark 1-8
- Skills
- Talent Tree
- Gearing
- Slates
- Kismets
- Prisms
- Campaign + FILTER
- Fire Burst vs Chain Lightning
- Treasure Troves
- Endgame Build Ideas
- Closing Notes
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Introduction
Mia’s Bing, Genius Inventor SS10 guide
Mia’s Bing, Genius Inventor SS10 guide
Hiiiiii I’m Mia Kitten, a streamer and youtuber. This is my guide to Bing 2/Erika 4/Bratty Bing.
I will be playing Bing 2 during the Overrealm season (and most likely for every season thereafter) and as the hero is not out yet this will mostly be a speculation guide and theory crafting guide. After the Overrealm season when we have more concrete information and I can test in-game, I will significantly improve this guide and test multiple endgame setups out. This campaign will mostly be structuring my plans for the coming season but the best thing to do is to follow my build codes and go from there.
Build Codes
Build Codes
Watch me playing live over on my twitch stream daily! I’ll be uploading these codes throughout the season as I reach certain important progression points please stay tuned <3
- Campaign done - qVC/HqZPEfCMkQAAAAAARw==
- T7 prog - xKkvLaZjEfCMkgAAAAAARw==
- Trav 7 - M6i55qZtEfCMkgAAAAAARw==
- 400-500m - 6X1GVKayEfCyOAAAAAAANA==
- Comfy T8 - WDLnmKbxEfCyOAAAAAAANA== (Using spell ripple prism in druid)
- 2b - JqpNX6epEfCTrgAAAAAAIA==
- 10b - 7wUy76fuEfCTrgAAAAAAIA==
- 130b - trfrFaj/EfC/IgAAAAAAIA==
- Tainted Flesh swap - Iu3QmqkZEfCcUwAAAAAAZg==
- 320b - 3igdL6oKEfCBQwAAAAAAcA==
- 2T 90% max res - btb89KxYEfC6RQAAAAAAFg==
- 8.5T - DhzFK62aEfCuRgAAAAAAPQ==
- 18T SS20/21 code - kCHFIK3REfCuRwAAAAAAPQ==
- Speed myapping deep space - OuvEja+MEfCBaAAAAAAAPQ==
- Eternity - Og2Ol7QNEfCjigAAAAAAKQ==
- Hardcore Event
- xWsNWbzBEfCmOQAAAAAAFg==
- Verdant Steps
- Initial swap - +cXtBbzfEfC8UwAAAAAAIA==
General Information
This entire section is just focused on explaining mechanics that might not be so obvious to a new player that don’t really get explained in too much detail in guides normally. This is just to help you catch up with terminology and understand what I’m referring to in various points of the guide <3.
Energy
What is Energy?
In torchlight you have access to active and passive skills that can both be supported by support skills. The way that you unlock more skill slots/More support slots is through a system called energy. Once you reach the 3rd act of the campaign or start doing timemark farming you’ll notice certain item types (Body/Helm/Gloves/Shoes/Weapons) drop with an energy roll on them which you can use to increase your total energy as well as each level up gives you more energy. You can see your total energy and how much you use in the top right of your skill menu by pressing K
Clicking on the energy button will open up your energy allocation where you can change how much energy is given to each skill
Slates (Statues of the New God)
What are Slates?
You can navigate to the slates pane by clicking P to open up your skill tree then clicking on Statue of the New God. So slates in this game also known as statues of the new god is a tetris like power system where you are at first given a 4x4 cube to place slates in at level 75 and then later on at level 90 it gets expanded to this shape. For now all that is important is that we fill the slots in, and we are generally looking for stats like purple damage%/int. You can tell the tier of a slate mod by looking at it. Blue is the lowest tier of rarity and rolls lower than purple. There is also an orange tier that may contain items that say (Max divinity 1). The orange tier is the highest tier a modifier can be, and if it says (max divinity effect 1) that means that equipping more than 1 of those slates will not give you its effect again, and similarly using items such as a prairie to copy the modifiers will not copy the max divinity 1. There can only be 1 of each type of orange modifier on the slate too. There is also a system in the game known as slate crafting. You can click on your slates and click on the craft button to open the menu for it. Then you need to use wedges to craft the slate. This is only possible on 4 slot slates that belong to a certain god (Not legendary slates). The magic and rare wedges will just brand the slate with Magic/Rare modifiers. The unifying wedge resets the entire slate back to nothing (it will not become tradeable). The cost of resetting does increase with each reset and it increases by a lot past the 3rd. The Transcendence Wedge (Legendary) is how we get orange modifiers on slates. You are also able to pair these with Divinity Pacts. When you use a certain god’s slate lets use god of deception, if you go into the slate crafting menu of your slate, there will be a button on the right side of the screen that says Affix List.
If you click on the left on legendary nodes you can see which modifiers can roll with each divinity pact. Here where it says Psychic if you use the psychic divinity pact only those modifiers can roll on the slate. There are also special slates such as Pedigree of The Goddess that can roll 1-2 Main Talents, prairie that can copy all modifiers, space rifts etc. You can just read what they do or ask if you’re unsure. The most common slate shapes are 4-mods, corners and starlights. Each god/goddess slate is a 4 mod because it uses 4 slots up, a corner uses 3 slots up and a starlight only uses 2.
Dream Interpretation
What is Dream Interpretation?
d If you head over to the NPC Patty and talk to her, you can select dream interpretation. Dream interpretation is a system where you use Dream Talkings to add “implicits” to your gear that also have a negative downside. You can only have 3 dream affixes equipped at a time. When using a dream talking, you will be given a list of 3 options to choose from to add a base affix to your item. And once you add it, you’ll be forced into a downside. If you’re unhappy with your downside and don’t want to keep rolling for new dream interpretations, you can also undo/restore your item to have NO dream affix on it. It’s also worth knowing that item level 100 gear needs x3 talkings to roll, and item level 86-90 need x2. These dream talkings come from the Dream mechanic
Belt Blends
What are Belt Blends?
If you head over to Jessomina and ask her to go to the cloud oasis then head to Pastor you can talk to him and apply a belt blend to your belt. Once you place in your belt you’ll be given a list of options to pick from and you need blending materials to apply belt enchants. Each enchant will tell you how much it requires of each material. These blends come from the Oasis mechanic.
Activation Mediums
What are Activation mediums? Activation mediums is a skill that always goes in the first slot of an item, and it allows automated usage of the item. As a new player you’ll know about activation medium: motionless, but there is a wide range of them that can be used for every skill. These mediums come from the mistville mechanic (an out of map mechanic) and have some very nice features with them. Firstly, you do not need to be able to cast a skill to have an activation medium activate the skill. For example on my Erika build I am using a wand but I have a dagger skill thunder spike equipped which I can’t use, but because its supported by an activation medium: rhythm it is still useable. Secondly, there is at least 1 item in the game that can disable your activation mediums, specifically these gloves. The line “unable to trigger” means you can’t use an activation medium on empower skills, because they count as triggering skills. If you want to see which activation mediums there are you can look them up on the auction house, and read which type of skills it can support or can’t support. Not every activation medium can activate every skill. If you would like to try mistville the NPC to enter is here.
Canvas Supports
What are Canvas Supports? Canvas supports are the support skills with the (noble) or (magnificent) tag. These drop from the Canvas mechanic and can only be used by the skill in its name such as Chain Lightning: Merge (Magnificent) can only support a chain lightning skill. It’s also important to know that noble skills always go in the 3rd slot, and magnificent skills always go in the 5th slot; they cannot be equipped anywhere else. Another interesting part of Canvas is the ability to level up your canvas supports. As you can see in the picture above they all have 5 stars on them. When you get a canvas support as a drop it will start at level 1 Then the only way to level it up is to get it to 50 points and have 500 inspiration essences. You can get points by “feeding” it copies of the exact same skill. You can see this in the Skill Advancement tab or by clicking on the upgrade skill button when it is equipped. The way this system works is you get “points” for every skill you put in, but there is a difference in points between a T2 (Purple), T1 (Orange) or T0 (Red) roll. T2 = 2 points T1 = 5 points T0 = 10 points It doesn’t matter how you reach 50, as long as you do reach 50. It’s also worth knowing, if you do have a skill that you already put x amount of points into, and you feed that into another skill it will maintain all of its points. So you can use a level 5 skill to instantly make another one level 5. Inspiration essence also drops from the Canvas mechanic If you would like to try Canvas, the npc for it is here.
Hero Memory
What are Hero Memories? Hero memories is an item that can either randomly drop in your map, or you can specifically farm doing the Blacksail mechanic. Your hero memories start at level 1 and can be upgraded depending on the rarity of the memory. Grey = Max Level 10 Blue = Max Level 20 Purple = Max Level 30 Orange = Max Level 40 Red = Max Level 50 There are interesting breakpoints at these levels that are worth knowing about. Level 20 = First random affix Level 30 = +1 to hero trait level Level 40 = Second random affix Level 50 = +2 to hero trait level (instead of +1) Orange and Red hero memories also drop with x2 fixed affixes instead of only x1. It also becomes more and more expensive to level a hero memory up depending on its rarity. It’s very important to know if you scrap a hero memory you will get back ALL materials used to upgrade the memory (not reroll though) Hero memories have 3 aspects to them.
- The “Base stats” which there is only a certain set that can roll on each type of memory and each type of memory can only be equipped in a specific hero memory slot. (These are the 3 different hero memory slots that each have their own pool of base affixes)
- There are Fixed Affixes which can roll on all 3 hero memories, but max out at a T1 roll.
- There are Random Affixes that can roll up to T0 (but only on a red hero memory)
If you are ever unsure what the max tier a stat can roll is, you can click on a random affix then click on stats preview to see the max ranks for stats as well as the odds to roll them. Now leveling up hero memories and rolling them (which refers to clicking reconstruct on the random affix until you find something you want to keep) uses memory materials that can be target farmed in blacksail.
Hero memories are also the only way in the game to level up your hero traits beyond 1. You can get +2 hero trait as a fixed stat, and a red memory also baseline gives +2 which totals to a level 5 hero trait, without that modifier it would be capped to 3.
Weapon Sequences
What are Weapon Sequences?
Weapon Sequences is a mechanic that allows you to add a Sequence to your Weapons/Shields. Generally speaking if you want a specific weapon sequence you can try and just buy an item with that sequence on it, otherwise you can try to roll the sequence yourself. Weapon sequences are distributed in 2 categories.
- Intermediate Sequences that have an orange modifier on them and can roll on any weapon.
- Advanced Sequences that can only roll on Priceless items.
When you go to the NPC Root and talk to her, you’ll be able to choose TOWER Sequence and if you put your weapon in there, it will show you a list of sequences that it can roll with. It will also show numbers next to those sequences You can choose between “Basic” and “Indepth” Sequence which switches between intermediate and advanced sequences. The numbers under Intermediate are the “tiles” you need to choose while doing the sequence to get that upgrade, however: You can choose these tiles in ANY order, but you will be given random tiles to choose from so might not always be given a combination that leads to the sequence you want. Advanced Sequences work the exact same just they have a 4th tile to get and are generally harder to hit. The Outlaw mechanic will also drop items that have both the Intermediate and Advanced sequences on them.
You will also see an option with ROOT for Hot Streak, This is a different crafting system that uses TOKENS to do various things such as reroll energy, truth fossil affixes (Divine them/change the roll on them), Change corruption implicits etc. You can look through the options to see what each does and they’ll state the risks of failure as well. On a corruption item the failure is losing the implicit corrode, but the success is getting a new corroded implicit. Each token has its own failure/success rate.
Crafting
How does Crafting work?
In torchlight while crafting itself is very easy you there are still important things to take note of. For starters you can craft anywhere you want, you don’t have to be at the crafting NPC by clicking on an item then clicking on the forge icon on the bottom left. There are 3 different tabs of affixes. Basic Affix - You can have as many of these as you want on the item. Advanced Affix - Limited to 2 Ultimate Affix - Limited to 2 and item level 100 gear. There are some important things to know about crafting, the item level of an item determines what the highest tier of mod that can roll on the item is. If I try to craft on an item level 84 claw, I can only at max craft a tier 2 modifier. PLEASE NOTE you can see the “odds” of hitting a stat by clicking on the information icon
Early Timemarks Gear
Whats very important about this, is at different item levels the “cost” to craft an item will change too.
- Item Level 75 and below items will use Flame Sand + Fine Embers to craft with Tier 2 Gear
- Item level 76-85 items will use x1 Precious Ember and x1 Matchless Ember to craft with and Item Level 82-85 caps out at tier 2 modifiers. (Which is also the items that drop in timemark 7)
- They will also use x5 Flame sand for Basic Items and x15 for Advanced items.
- Tier 1 Gear: Item level 86+ can have Tier 1 modifiers on them and non-priceless gear (not item level 100) will cost Flame Elementium (FE) + Embers to craft on. Basic affixes are 1 FE + 5 Precious Ember Advanced affixes are 3 FE + 5 Matchless Ember
- Priceless Gear: Lastly we have a special tier of item that is rare to drop called Priceless Gear, this is gear that drops at item level 100 and comes with a base affix (up to 2) on them. This gear is also significantly harder to craft than Item level 86+ items due to the odds of hitting a tier 1 modifier for basic/advanced affixes going from 3.33% down to only 1%. Priceless items also have the ability to upgrade tier 1 mods into tier 0 mods, as well as roll ultimate mods. Priceless gear will instead use FE + 10 embers to craft and for ultimate mods its going to use Ultimate Embers Ultimate affixes are 30 FE + 1 Ultimate ember (5% chance to hit a tier 1 affix)
- You also have the ability to use Sacred Fossils to upgrade your gear to Tier 0 This will come with a hefty cost that depends on the affix type (such as ultimate affixes need 180 FE + 6 embers + 6 fossils) Please note there is only a 30% chance to hit a T0 upgrade. If it fails nothing happens to the modifier you just need to try again.
- Two handed weapons: It is very important to note, all of the above is only relevant to gear pieces and one handed weapons/shields. If you are using a two handed weapon the costs for everything will be doubled. This is only the case for two handed items as other players who use two weapons would need to pay double then for their weapons.
Kismets
How do Kismets work?
Kismets are a mechanic that allows you to overwrite your pactspirit nodes with powerful fates that give different stats. If you press O to open your pactspirits you’ll see a Pact Page button which is where you can install kismets/fates You have access to 9 Micro Destinies and 4 Medium Destinies. In the micro destiny slot you can put any Micro Fates on there. Just look up Micro Fate on the auction house to see what the selection of choices are. In the medium destiny slot you can either put a Medium Fate or a kismet or a dual kismet there. Kismets are special types of medium destinies that are more rare to get, but generally have more powerful effects. Dual Kismets are even more powerful than Kismets but require you to have TWO installed to gain the effect of the kismet. Another aspect of the kismet system is a thing called “Undetermined Fates” these allow you to add more destiny slots to your pact spirits than what is normally available. They can only be added to the Undetermined Fate Slots and once added exceed the limit of what is available in your pact spirits. Meaning it is possible to get more than 4 mediumms or 9 micros. These will be marked as Destiny slots
Kismets are a very important and powerful tool that is quite easy to forget about, but are very very powerful and important to remember, for example using x9 micro fates: dexterity x9 all with a 15 roll with give you 135 dexterity. That is equivalent to 2 tier 0 dexterity affixes which are also advanced affixes.
Destinies drop from the Arcana Mechanic.
Prisms
How do Prisms work?
Prisms are the new mechanic being added to this season. You will get Etheral Prisms that you can put on your talent tree (P) by replacing any node on the tree. It will then give bonuses to the nodes inside the area of the prism and some prisms can also give bonuses to your Main Talent or even all together replace it. It’s important to note you can only have 1 Etheral Prism equipped and 1 Inverse Image equipped. When crafting Prisms the first 2 slots can’t be legendary, and the 3rd slot is always legendary. Only the special (orange) prisms can have 3 slots. Here is how they look when placed this prism is giving bonuses in the 3x3 box it is in as well as replacing the main talent. You can craft the random affixes on this gear using Prism Gauge + FE Inverse Image is a special type of Prism that will “reflect” all the talents in its square back to the start of the tree, as well as modify the amount that each node provides.
Campaign +FILTER
Campaign
The campaign will be covering from when you create your character until you kill Ordrak. The campaign is very important for setting up to make timemark 1-7 as smooth as possible and kill Traveler 7 asap for the race rewards. (There are primo rewards for how fast you clear traveler 7 with top 10 on each character getting an icon + 800 primos)
FILTER CODE: p_gcp_fra|s8Qq46FMEfCG6AAAAAAACw USE AT OWN RISK Please note this filter is for campaign until timemark 7, swap to my endgame filter from timemark 8 onwards. I will post my endgame filter when I have it next season. Use !filter on my stream. (Can’t make one before we know drop rates/prices)
Fire Burst vs. Chain Lightning
In the new season of overrealm Fire Burst is receiving a substantial buff and as its the skill that bing starts with the trove uniques will be centered around them. The new staff which will most likely come from troves limits the character to only doing fire damage but gives an absurd amount of flat damage, a free 50% aura and a lot of spell damage % and is going to be better than playing chain lightning and going that. If you want to use Fire Burst just use the supports the game gives you by leveling up and equip the trove uniques they’ll all be centered around this build most likely.
So why chain lightning? I prefer the playstyle and feel of chain lightning, going cold convert early on lets me use frigid transmission during the timemarks which is a really nice quality of life and generally I feel I don’t personally need the extra damage that an OP combo would give. I do think as a new player you’re most likely better off going Fire Burst as it's significantly less brain power.
Treasure Troves
Treasure Troves
In TLI treasure troves are a way to get very strong legendary items for your character early on and also have a ton of exp. You generally want to run each trove to level up and depending on your character's difficulty in leveling and your own experience you might even want to overlevel in the troves. You need to do every trove at least once for a skill point. If you look in the top left of your screen while having the minimap in the middle of your screen (Or clicking the yellow expand button) you’ll see zone stats that will state how much exp you’re gaining in that zone currently As long as that exp is above 90% you’re doing just fine and you can keep farming troves until that point or leave early if you feel very strong. Unfortunately we don’t know yet what legendaries Bing 2 will have in each trove. We only have access to the new legendary items added to TLIDB so here are some that are below level 58 that are likely to appear in the troves. This helm is extremely powerful for Bing 2 early on and we will most likely be using it for a while before replacing it, the major strength of it is in the fact that by the time we get it we’ll most likely have 4 max spell bursts Goddess of Knowledge Beacon: +2 Magister tree: +1 Hero Trait: +1 So going from 4 to 5 should be a large enough damage spike to compensate for the loss of spell burst charge speed
The chest piece is extremely powerful giving us effectively 300 crit rating and 100 crit damage as well as a lot of life early on. We will not be replacing this for a long while until we need to start picking up chest pieces for energy unless you can find one of these at a high level for the energy. It seems unlikely we’d get this from the campaign but if we do it’s an extremely powerful item as we’ll be converting chain lightning to cold as well as the 50 all stats is quite a lot. It is difficult to predict what will or won’t be added to the troves for bing but these are definitely items worth keeping an eye out, otherwise just follow the general rule of reading what the items do and if they sound strong they likely are, the treasure trove items are mostly made with the hero you’re playing in mind with only a few random items here and there.
Endgame Build Ideas
Build ideas
Any interesting ideas I think of or someone else suggests I’ll put here. I’ll make decisions during the league based on prices and what I happen to find for my eventual endgame setup. Infinite Spell Burst charge speed Infinite Spell Burst charge speed The new amulet added Law of Greed lets us double dip with certain uniques to get an extreme amount of spell burst charge speed with Play Safe. Insatiable Greed allows us to scale both cast and attack speed for more charge speed which double dips on certain items and tree stats that provide both cast and attack speed. Wtih fleeting sky we can stack lightning resist to get both cast and attack speed and with a corrode this item can give up to 700% charge speed on its own With just these two items we’d already have enough spell burst charge speed to activate solid river and cap out its additional damage effect and just in general gives us quite an absurd amount of charge speed to get our spell burst charge speed to under 0.2s from its base value of 2s (need 1000% for 0.2s)
Int + Aura stack Int + Aura stacker For the int stacking version we want to get a corroded Israfel’s sorrow with lone walkers to have a decent amount of flat damage and insane aura effect to scale that flat damage We’ll combine this with focus blessing stacking using bunch + Israfel’s Law And lastly solid river This setup is then ideal for a lightning to cold convert so we can double dip with electric conversion and frigid domain, but its also important to note frigid domain does not count as an aura affecting you which can cause problems if you roll a “when affected by 5 or more auras” lone walkers. We are only stacking int until we have enough to activate the chest and maybe the weapon sequence, any int beyond that is still good since it gives damage to our main skill but there are other options that might be better like generic additional modifiers and especially more focus blessings.
Dex stack Dex Stacking For dex stacking we’ll be using the bog standard ralph combo + solid river Then we completely shift our focus to getting a lot of flat dex -Dex rolls on every gear piece -Dex base affixes when we have nothing else that's better to get -12% dex slates that we copy -Queer Angle/Going Assassin for Dex nodes (Assassin > Prophet) We will likely still combine this with Focus Blessing stacking and Israfel’s law
Towering Presence Towering Presence is a build defining prism that lets us incorporate a completely new playstyle to spell builds All weapons have 500 base crit and spells have 500 base crit, assuming that 500 base crit from the weapon gets added to the spell you already have a 1000 base crit spell that you can scale with crit rating which would make reaching crit cap extremely easy as is, otherwise its only referring to the Gear Critical Strike Rating rolls on gear mods. We would either choose between a 2 hander or double 1 hander setup for this with double 1 hander likely being slightly better due to Demons’ touch strength You’ll go for a gear phys/flat phys base implicit and craft triple phys prefixes as well as use a gear phys weapon sequence. With activation mediums (or the solid river helm) the weapon type you use doesn’t matter its about which mobility skill you’d want to use since you will burst regardless and this opens up the rest of your gear for additional damage % such as doing aura stacking and for defense With this comes a lot of additional damage, for two handers there is paralyze scaling as well as additional main hand weapon damage scaling. It’s an alternative option to get a large amount of flat instead of needing to do some sort of stat stacking and will have some very interesting builds for it this season.
Tainted Flesh
The new tainted flesh prism gives an interesting new option for building our defense by sacrificing both our prism slot, a main talent and needing an absurd amount of max res and res to reach 90% max res but it’s definitely worth it. We can reach 90% max res through a variety of means We can get max res on kismets Hero memories Shield base + dream affix A combination of these like x4 micro kismet (8% total) x3 hero memory (12% total) Shield with dream + base affix (10%) Can be used to get us to 90% in total. With 90% max erosion res we need to find a way to get to 300% Erosion resistance Steel vanguard: 32% T0 gear roll: 35% (4x35 = 140%) T0 Shield: 45% Ring ultimate mod: 16% (2x16 = 32%) Erosion Ring base: 12% (2x12 = 24%) Total: 273%/300% We can then try to find the last 27% (and extra because we won’t have perfect divines on every single item) from our prism modifiers Kismets Slate mods
What are Activation mediums?
Activation mediums is a skill that always goes in the first slot of an item, and it allows automated usage of the item. As a new player you’ll know about activation medium: motionless, but there is a wide range of them that can be used for every skill. These mediums come from the mistville mechanic (an out of map mechanic) and have some very nice features with them. Firstly, you do not need to be able to cast a skill to have an activation medium activate the skill. For example on my Erika build I am using a wand but I have a dagger skill thunder spike equipped which I can’t use, but because its supported by an activation medium: rhythm it is still useable.
How does Crafting work?
If you want to see which activation mediums there are you can look them up on the auction house, and read which type of skills it can support or can’t support. Not every activation medium can activate every skill. If you would like to try mistville the NPC to enter is here.
Canvas Supports - Visual Guide
There are multiple images showing how to place Canvas supports, including noble and magnificent tags, and the 3rd and 5th slot positioning. [Images show Level 1 starting, then Level 50 points to reach 50 points] The tiering and slot progression is essential to building your support ecosystem.
Hero Memories - Detailed Breakdown
You should aim to have at least strong orange hero memories and level them up to max (40). You can eventually get red hero memories but the cost to upgrade them is almost 5 times as much as orange memories. For our Memory of Origin we want Dex/Int For our Memory of Discipline we want ES For our Memory of Progress we want Movement Speed/Cast Speed The fixed affixes we’re looking for are Crit Rating, Crit Damage, Movement Speed, + Hero levels but other stats such as damage % and cast speed aren’t entirely useless just worse. We want to roll our hero memories for good stats as well, generally you want to get everything to have Crit rating/Crit damage on it.
Weapon Sequences - Advanced
We absolutely want to get Control Spell on one of our wands. For the int stacking variant getting the flat cold wand mod gives a lot of flat cold damage and is quite strong. Precise: Restrain level 30 on all auras means we can drop lich entirely and open up a new tree.
Gearing (Intro)
The gearing section is also covered in the Treasure Troves section as we simply don’t know what items we'll be getting from the trove. You want items with:
- Int/Dex on them
- Cast speed
- Damage% (Also spells)
- Flat damage rolls (added to spells)
We will most likely be able to get Grace Boots early on from the campaign which is worth using for the entire campaign because int + movement speed is very strong.
Timemark 1-8
Timemark 1-8
This section is primarily focused on going from timemark 1 to being able to do timemark 8-0 no compasses. I will be playing Chain Lightning cold convert.
Skills
Active Skills Mapping
- Chain Lightning - Control Spell - Lightning to Cold - Psychic Burst - Electric Overload - Jump
- Frigid Transmission - Magic Dash - Quick Mobility (as soon as we have Frostbitten we want to use Frigid Transmission instead of Blink)
- Mana Boil - Preparation - Well Fought Battle
- Biting Cold - Terrain of Malice - CDR
- Blurry Steps - CDR - Extended Duration
Bossing
- Chain Lightning - Control Spell - Lightning to Cold - Psychic Burst - Electric Overload - Grudge
- Blink - Magic Dash - Periodic Burst OR Fixate - CDR - Preparation
- Mana Boil - Preparation - Well Fought Battle
- Biting Cold - Terrain of Malice - CDR
- Secret Origin - CDR - Extended Duration
Passive Skills (Non-ES setup)
- Spell Amplification - Restrain - Aura Amp - Increased Area of Effect
- Electric Conversion - Restrain - Aura Amp - Increased Area of Effect
- Ice Focus - Focus Acceleration - Focus Buff - Grudge
- Thunder Magus - Restrain
Passive Skills (ES setup)
- Spell Amplification - Restrain - Aura Amp - Increased Area of Effect
- Electric Conversion - Restrain - Aura Amp - Increased Area of Effect
- Ice Focus - Focus Acceleration - Focus Buff - Grudge
- Frigid Domain - Restrain - Aura Amp - Life Conversion
Talent Tree
Goddess of Knowledge, Magister, Prophet (swap based on needs). Assassin with 24 points in Assassin to leverage Frigid Transmission + Extreme Coldness in the timemarks.
Hero Memories (Early)
In the campaign the boss King Lionheart will always drop you a level 45 hero memory as well as the last trove will always drop a 45 hero memory. Ordrak (The final boss in the campaign) will always drop a level 60 hero memory You can press H to equip the hero memories and for Bing 2 we are interested in these. Level 45 Left/Right Level 60 Left (safer) Right
Gearing (Timemarks)
During the timemarks you want to be on the lookout for items with -Added damage to spells -Spell damage% -Int/Dex -Cast Speed -Movement speed. Items with large amounts of life/ES are also quite nice as well as resistances to slowly work on making yourself tankier, for Timemark 8 you only need 60% res and a bit of ES to survive. Here is a list of some decent legendary options to consider throughout your gearing process.
Helm
Hekate’s vision is extremely strong early, Brainwave Emitter for 5 max spell bursts, etc. Also discuss Solid River and energy synergy.
Body
Genius Battlegear, Royal Cycle, Void Embankment, etc.
Boots
Dawn Break, etc.
Neck
False God’s with dex/int; Law of Greed
Ring
Heart of Magic; Restless Glacier
Belt
Dawn Break, etc.
Slates (Top)
Early cubes to fill basic mods; look for purple/damage mods; Pedigree considerations.
Pact Spirits
Poised Omen, Preserver of Eternity
Timemark 8 - Profound
What to upgrade to go from timemark 8-0 to profound; aim for Chain Lightning, etc.
Skills2
Additional mapping and pagination of auras and CC.
Talent Tree2
Further progression into Goddess Magister Prophet; Lich, etc.
Hero Memories2
Level 45/60/75: Focus on strong orange memories and leveling; Level 75 unlocks last hero trait.
Gearing2
For gearing: wands, belts, chest pieces like Royal Cycle and Void Embankment; Dex/Int emphasis; Law of Greed options.
Slates2
More notes on slate selection to optimize blessing generation and rescue 90% max res threshold.
Kismets2
Kismets setup with micro/middle destinies; Destiny synergy with “Undetermined Fate” slots; examples (Destiny’s Betrayal, Perched River, Fire Plume).
Prism
More on Prisms usage: Keen Intellect, Towering Presence, Spell Prisms, Inverse Image, etc.
Campaign +FILTER (Extended)
Extended details about filtering and endgame project; post Timemark 7 filtering details.
Fire Burst vs Chain Lightning (Extended)
Details on buffed Fire Burst in the new season and preferred playstyle depending on skill complexity.
Treasure Troves (Extended)
Detailed guide to legendary item drops, zone exp mechanics, and sample legendaries in the troves. Emphasizes early strong sets.
Endgame Build Ideas
Insane build combos: Infinite Spell Burst, Dex stacking, Int stacking, Tower Presence prism usage, Tainted Flesh defense, etc.
Closing Notes
Summary and final thoughts; reminders about memory systems and endgame alignment.
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Images & Visual Aids
- The document contains many images that illustrate concepts (slate layouts, activation mediums, prismatic effects, etc.). The following placeholders represent the types of visuals included:
- Energy allocation diagram
- Slate grid and tier visuals (blue vs purple vs orange)
- Dream interpretation UI and affix lists
- Canvas support upgrade mechanics visuals (3-5 stars, 50 points, 500 inspiration essences)
- Prisms and Inverse Image visuals
- Kismet pages and Undetermined Fate slots visuals
- Weapon sequences crafting tiles and Root npc UI
- Timemark progression maps and Hero Memories charts
- Endgame tree diagrams (Talent Tree v1/v2)
- Captions accompany each image, providing context for the depicted mechanics.
Tables and Data Points
- The guide includes numerous numeric examples (e.g., energy counts, tier costs, percentages for auras and mods, and exact percentages for dream affixes, kismet outcomes, and prism bonuses). These data points are embedded within the narrative sections and image captions. A representative sample includes:
- Tier 0 to Tier 1 mod probabilities (3.33% to 1%) for basic/advanced modifiers on Priceless gear
- Energy allocations per skill, with a 75 energy cap mentioned in the early sections
- Dream talkings: Level requirements (100 gear needing x3 talkings; 86-90 requiring x2)
- Hero memory tier bonuses (+2 hero trait at level 2; +2 fixed stat at level increases)
- 90% max res target; 300% erosion res cap targets via prism modifiers and items
- Ultimate affixes: 30 FE + 1 Ultimate ember and 5% hit rates
Annotations and Citations
- The guide is authored by Mia Kitten, a streamer/youtuber, and is explicitly a season-by-season plan with the aim of endgame optimization.
- Timemarks and campaign references are tied to specific in-game milestones (Traveler 7, Ordrak, Blacksail, etc.).
- Several game mechanics are described with cross-referencing terms (Divinity Pacts, Psychic Pact, Pedigree, Tenacity, Agility, etc.).
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