Full Guide to Idleon
Table of Contents
- Progression
- World 0
- Intro to Talents
- Characters
- Afk
- World 1
- Prometheus and Classes
- Amarok - Boss of World 1
- Forge
- Stamps
- Mutton
- World 2
- Alchemy
- Liquids
- Vials
- Pay 2 Win
- Sigils
- Construction Buildings
- 3D Printer
- Talent Book Library
- Death Note
- Salt Lick
- Chest Space
- Cost Cruncher
- Trapper Drone
- Trapping
- Cog Board Guide
- Builds
- Warrior
- Archer
- Mage
- Journeyman
- Barbarian
- Beast Master
- BuBonic Conjuror
- Elemental Sorcerer
- Maestro
- Star Talents
- PICS
- Credits/Special Thanks
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Progression
This part of the guide is more like a simple walkthrough. It will not go in depth into most mechanics, although it will give links to the in depth explanations. Feel free to completely ignore this section of the guide if you prefer, it's by no means required to play or enjoy Idleon.
This isnt completely true yet
Explain rushing here probably?
Should split things up more and give a rough timeline for each segment. Getting class 1 day.
Reaching Amarok for up to 3 days etc.
World 0
Besides the tutorial, there isn't actually any World 0. I want to have this little section here to have tips and guides about some basic game mechanics so the World 1 section doesnt feel so cluttered. The most important things to understand are going to be afk gains and the difference between active and afk.
Presets
When a character reaches class level 15 they will have the ability to swap between 2 different talent presets while in a town. This means you don't have to make a build where you have fighting and skilling talents or have to use talent reset potions everyday. Most players typically use one preset for fighting and the other preset for skilling. If you switch between devices you may notice that your talent preset (and card presets) work a bit weird. That is because only your active preset is saved to the cloud while any others are saved to your device. If you switch devices the new device won't have that inactive preset saved anywhere and assumes it is empty.
Intro to Talents
Throughout the game a huge source of your progress will be determined by your build, especially at the very beginning. Unfortunately, talents have a lot of downright terrible choices so it's not uncommon for new players to have points into HP and Mana and wonder why they can't do damage. Because of this, it's recommended to at least check out builds even if you don't follow them exactly. You can find the starter class builds in this guide as well. For Warriors, Archers, and Mages.
Characters
You can unlock up to 10 different characters in the game currently. Each character benefits from quite a few different account wide mechanics. The storage chest, stamps, forge, and even the statues (after using an item from World 2). So as you progress through the game each new character will start off stronger and stronger. Your 10th character could be farming world 3 within an hour of unlocking them. For your second character that means they can slave away at skills to help make sure your first character can push through worlds 1 and 2 as quickly as possible.
Afk
Once you get to level 6 you will be able to make more characters for your account, which then asks the question of what does your character do when you're looking at someone else? If you go to the bottom right of the screen and open up the menu → afk info→ (should be simple enough with an arrow like that imo ), there will be an option that says "afk gains." If you open it, it will tell you exactly what your character will earn every hour you are afk. If you're fighting the game will use several values to determine how many kills you should get per hour. This can be increased with more damage and from having certain talents on yiur action bar.
The important things to look at if you're going to AFK while fighting is your Accuracy and Survivability. Both of these stats are basically direct multipliers to what you will get while afk. If you only hit the monster 50% of the time then you're only going to be killing 50% of the mobs you should be. To increase this you can check the beginning of the build guide.
Survivability is the game trying to calculate if you can survive in your current area. There's 2 ways to max this out to 100%. The first is to simply have enough defence to not take any damage. While this is possible during world 1, it will become harder and harder until it becomes impossible at the start of world 3. The other way is to use healing. Early on the star talent Goblet of Hemoglobin can sustain you quite well. Halfway through world 2 you will most likely have to start buying food from the shop to stay alive while afk.
Active vs AFK
Active/AFK terms are used quite differently in Idleon than in other games. Most games would consider you AFK if you are, well, Away From your Keyboard. Usually it doesn't matter if the game is open or not, if you're not on your device, you're AFK. In Idleon though you're considered Active if your game is on, whether or not you're actually playing. So if you leave your device running Idleon overnight while you're asleep, you would be considered to be actively playing on the character you were left on. In this scenario you would then be considered to be AFKing on all of your other characters. If you left your device off all night then you would be AFKing all of your characters.
The distinction between Active and AFK is very important because the game functions differently between the two. When you are fighting monsters you have to run around to kill them, sometimes while using abilities to help you. While the game does try to put numbers to things like how fast you can kill monsters and how fast you should be able to travel to kill said monsters, it's neither perfect nor generous. Some abilities in the game are completely ignored in the AFK calculations. The game also typically undersells how many monsters you would kill with the best damage. Crystals monsters, which have their own section, are exclusive to Active play. They're not too important early on, but as you reach farther into the game they become extremely important. Because of all this, even reaching 100% AFK gains you still would be better off fighting monsters actively.
Active/AFK skilling has the opposite problem: 100% AFK gains usually gives you more than active play. This is because the numbers for skilling are very simple and are accurately used in the afk formula. If you have 150% AFK gains for a skill, then you would be getting 50% more resources while AFK than you would while active. On top of that, rare drops from the rare drop bags don't seem to drop while Active, so you will miss out on that while active.
World 1
Now World 1 is where you truly start out in the game. You have the beginning quests, class selection, and talents to worry about on your way through. If you're a veteran this world can take as little as a day or two, but don't feel bad if you take a couple weeks. Play at your own pace.
The main goals you want to accomplish on your way towards the World Boss mostly revolves around learning and understanding the early game mechanics, and preparing yourself for the boss itself. Most of the gearing up revolves around mining and chopping for materials to use in smithing to make gear.
Before worrying too much about the skills, you may want to check out how the talent presets you unlock at level 15 work. Talent reset potions aren't the rarest item in the game, but why be wasteful? It's not a terrible idea to push to class level 15 before skilling. You can use your second and third characters as resource gatherers to make armor for your first. Archers can even sneakily mine overnight because they need Strength for their accuracy.
Scripticus
First goals are to follow Scripticus's questline. He will guide you to different NPCs that will walk you through the basics of the game. During these other quest lines you should leave the NPC once you receive the item Scripticus wanted from them. For Glumlee that's the mining certificate, golden jam from the picnic basket, and the scouting report from Stiltzcho. The rest of their quests take a lot longer to complete and the rewards are not needed immediately.
There are a few other quests you can do early on.
- The statue sitting in town should be given the sculpting tools when you have the 32 silver coins you need to buy it from the shop.
- The pig in town just needs you to find the son located in the bottom right corner of the frog map. Doing this pig's first quest can also be quick and rewarding.
- Typhoon is in the top right of the frog map and has a quick quest that will reward you with a colosseum ticket. Completing this quest on any character lets you claim a daily colosseum ticket as well.
- Prometheus is in the map right after frogs and is very important, but will be explained in his own section.
- In the snake map is a mushroom NPC that gives you a larger food capacity for his first quest.
- Finally there is a ghost dog in the top right of the wooden boards map, who is explained in the boss section.
All the other quests in world 1 should be ignored until you can complete them quicker or have other characters.
Prometheus and Classes
The third map has Prometheus. This NPC gives you your class when you reach level 10. The 3 main classes are Warriors, Archers, and Mages. Compared to most other games, classes in Idleon are almost carbon copies of one another, with only a couple specific mechanics that let them stand out from one another. The biggest difference is that they each specialise in a specific skill. Warriors specialise in Mining, Archers specialise in Smithing, and Mages specialise in Chopping.
There is also a secret class, Journeyman, who will be covered in their own separate part.
The first 6 characters should have 2 of each of the main classes.
While any of the 3 are completely viable as your first class, this guide will assume your 1st character is a warrior because it can make some things later a bit easier. Whichever class you pick, your first character will most likely be your dedicated pusher.
Money spending guide can be found here. Need stamps, forge, anvil.
Amarok - Boss of World 1
Once you reach the map that contains the Wode Boards you are almost able to start fighting Amarok. The door to his boss room is located in the top right corner of the map, just past the ghostly canine Dog Bone. Dog Bone gives you the keys you need to enter the boss room.
His first quest is to retrieve 10 dog bones (actual bones, not the NPC), which are dropped by the Wode Boards located in this map. They have a 10% drop rate so it shouldn't take too long to gather. Give the dog bones to Dog Bone and he will reward you with 3 Amarok keys and the ability to earn the keys daily. For every character that completes this quest you can talk to Dog Bone after your daily reset and get a key. With 10 characters, that's 10 keys a day. Dog Bone will also save them for up to 3 days.
Before going into Amarok make sure you're geared up. To be safe, bring two different stacks of food for healing. If possible you should also have a full set of copper armour and a tier two weapon (Steel axe, Birch Longbow, Quarterstaff). The accuracy required for Amarok is 158.
Put picture of amarok room here
All of the world bosses are stationary so you don't need to worry about this guy running around anywhere. Because of this it's recommended to spend your first key just watching the boss for a little bit to understand how some of his attacks work.
The main mechanic you will have to worry about is the blue and green totems that he sometimes spawns.
The blue totem is a defense totem which makes Amarok almost completely invincible. You will have to run to the top left corner of the arena and destroy it.
His green totem can be a bit scarier. It will heal amarok for 1250 health sporadically. It's possible to just out damage the healing but might not be possible during your first fight.
Make sure to run up to the top left corner to destroy this totem if you notice him spawn it.
As for the actual fighting itself:
- Warriors can get a fairly easy fight. With the reach of the Steel Axe weapon you will be close enough to not be hit by a few of Amaroks attacks. You will still have to watch out for his stomp and rocket fist, but his sword swing just won't hit you. The fireballs he sends to you can either be avoided or healed with food.
- Archers and Mages can use their ranged attacks on the upper platform and hopefully avoid Amarok's uppercut.
When you beat Amarok for the first time head back to town and open the portal to World 2. This portal will now be active for all of your characters, allowing them to jump between worlds without having to beat Amarok on each of them. This works for each world portal you unlock.
footnote for achievements that grant bonuses, those really add up
Might want to add a plug for Dungeon one, those early game stat bonuses are very handy, same for star signsstar signs are probably better for later on - as you don't unlock them till somewhere in w2
Forge
The forge turns any ore you put into it into metal bars. The amount of ore and the time it takes to smelt differs depending on what ore you put in. Maybe a graphic for it here? There's also a few different ways to speed up the forge. Obviously you can place different types of oil into the slots, although oil isn't required to smelt. You can also spend your coins into different upgrades. Finally you can purchase a Brimstone Forge from the Gem Shop, though this only upgrades one forge slot at a time.
Will want to at the very least have a visual showing how much each forge slot costs. Can have it like a table with in game pictures as well.
Stamps
There are a ton of different pigs throughout the game that give quests that award unique stamps. Some of these stamps can be fairly underwhelming, but others are very powerful and should be obtained relatively quickly.
Don't know how I want this section to go. Do I want to just talk about the stamps themselves, or also go in depth on the quests? Maybe the best is to mainly talk about the stamps and suggest when to grab them? Definitely planning on having a whole section that talks about each stamp and another part that goes into each quest so I don't want too much of this part bleeding into others.
Mutton
- Fist Stamp - this is worth grabbing. You should be able to find a White Headband and Give Up On Your Life Pants at some point while going through world 1. Then all you need are some cheap flip flops from smithing. It's not a fantastic stamp but can be good early on.
- Manamoar Stamp - the Corporatube Subs can drop from world 2 and 4 mobs, but are meant to be farmed at Poops. This can be done by a secondary character as you near the end of world 2.
- Scimitar Stamp - the only reason to do this quest is to prepare for the next one.
- Golden Apple Stamp and Steve Sword Stamp - these are very good stamps, but this also takes months to get enough drops. Don't prioritise this quest.
Hamish
- Tomahawk Stamp - easy quest to complete. Total damage isn't huge until later on but can be helpful early
- Chopping Bag Stamp - not a really important stamp as it does not provide that much more carry capacity for chopping items.
- Last quest has no stamp
Papua Piggea
- No stamp reward. Having the quest active allows Gigafrog to rarely drop the Kapow Stamp. It's not a great stamp as crit damage isn't very useful outside of specific situations.
- No stamp reward. Having this quest active allows crystals to drop the Crystallin Stamp. Crystallin is a very useful stamp for crystal farming. If you dont crystal farm its useless, if you do though you really want it.
- Potion Stamp - very very useful for boosting the effect of boost food for skilling. You will have to plan ahead for this quest. You will have to buy the Target and Mana Stamp from the world 1 town daily and the Vitality Stamp from the tiki shop.
- Polearm Stamp - if you can push you total stamp level for this quest you should do so because total damage is very powerful
World 2
Important things to note right away in the World 2 town are the shop, arcade, and the cauldron. The shop has two items you have to buy once to unlock two big mechanics on your account:
The golden sculpting tools upgrade the statue man in World 1 town when they are dropped on him. Now you can spend huge sums of money to upgrade specific statues to gold. When upgraded to gold the statue becomes an account wide boost instead of a per-character boost. You can deposit that kind of statue from any character and it contributes to the same pool. The starting level for the upgraded statue is the highest level any character had for that statue. reference bugs in statues or statue farming
So for example: first character has the power statue at level 2, second character has it at level 5, third character hasn't even deposited a power statue before. If the third character upgrades the power statue to gold it will be at level 5.
Bobjoepickle can also be bought at the shop. If you drop it in front of the cat sitting on an altar in either the World 2 town or outside of Amarok's boss room it will scare the cat away. This will allow your account to use the Obol mechanic. Obols are something that are worked on over a long time so they can largely be ignored until much later. If you find any you can equip them however you like. If you run out of space, prioritise trashing pure stat obols like strength, agility, and wisdom obols. Don't do any combining until you have learned more about obols. POP obel farming plug
The arcade is pretty simple. Over time balls are gained that you can manually claim. You can only save up to about 2 days of unclaimed balls before it caps. Claimed balls though do not have a cap. There's no real strategy for the pachinko game itself. If you're lucky enough to get lavas lucky ball pit, the best two choices are either left tilt or right tilt. Left tilt will give more consistent scores, while right tilt has more potential for really high scores.
The cauldron is the gateway into the Alchemy skill just like how the anvil in the world 1 town is for Smithing. There are four tabs you can find in the top left: Main, Liquid, Vials, and Pay to Win. All you need to worry at first is putting a character into each of the 4 cauldrons in the Main tab. If you have more than 4 characters, the rest can go into the first cauldron in the Liquids tab. never let liquid sit unused, overflow is wasted, plug for cranium cooking as a honourable mention
Might want to add a note about fishing since you need a lot of fish early on and it takes quite the commitment, same note for catching and definitely the PO box
Rush through World 2 and beat Efaunt as quickly as possible.
First three characters should be Barbarian, Bowman, and Shaman because these subclasses specialise in World 2 skills. While Squire, Hunter, and Wizard can still be used, you'll be slower than normal when progressing the W2 skills so are best to be selected as your 4th through 6th characters. The 7th character is typically made into a Maestro. 8th, 9th, and 10th can be a copy of your first 3 characters. link to article on unlocking Maestro, maybe a plug for not levelling skills TOO high before you can get him
Worlds 3 and 4 sections aren’t meant to be that usable atm. Just barebones framework right now.
World 3
Must Do
Make sure to buy and equip a cardboard trap and skull from the World 3 shop for each of your characters. They can not interact with Trapping nor Worship until you do and it's important that everyone is able to train them.
Go to the construction table and start building the red and orange flags.
Bring your first character (yes it has to be your first) and go through Hoggindaz's first 6 quests. They teach you the basics of the World 3 skills.
Quicker and more concise instructions
Take the bottom left portal in w3 town and complete the NPCs first quest. When you start the second quest you're able to hunt froges. Bring all your characters to the slime map in w1 and place down 8h traps. Hunters have a talent called eagle eye. This talent can be used to reset all completed traps and drop a portion of the rewards at your feet.
Look at this rambling trash, better suited for its own section yeah?
To start trapping you need to visit the NPC in Trappers Folly. The portal to it is in the bottom left of the World 3 town. You need to give him a small amount of drops from Snakes and Snelbies, along with an extra cardboard box. Now you can accept a new quest from him.
Starting the quest lets you start trapping Froges. To progress through Trapping and unlock new critters you have to complete this NPC's quests. Each quest opens up a new critter.
Froges are located in the same map as the Slimes in World 1. Bring your characters here and you can place a trap at the froges. You have 4 different trap options. The most efficient trap in terms of critters/hour is the 20 minute option. This holds true until you get one of the final traps in the game. It's not needed to use the 20 minute traps though, most people use either 8 hour traps that are checked twice a day, or 20 hour traps checked once a day.
Worship operates in a strange way. To be able to participate in the skill a character has to have a certain amount of charge. Charges are gained while having any skull equipped. Skulls with a higher speed stat charge faster. You can use these charges at worship totems through the game, the first being in the Glubin map of World 1. This totem uses 25% charge to interact with.
Interactions are limited to either Summon or Worship. Summon starts a Tower Defense style minigame. Your character will be unable to do more than 1 damage to enemies and will have to use the towers you've built and upgraded in construction to defeat them instead. The farther you get in this minigame the better your rewards are. Once you finish a round your highest wave is saved and you can use the Worship option to skip the minigame entirely and gain the amount of souls you would have received if you reached your highest wave again.
One huge quirk that should be noted is that the game only updates your highest wave when you have cleared all enemies on the screen. This means that in most cases your highest wave will only update every 10th wave because the game stops on these waves until you clear the map.
The town NPC for world 3 actually has some relatively quick and easy quests that help explain how some of the world 3 mechanics work. They also give out two crucial star talents so make sure to go through their basic quests on at least one character.
For Construction you should open the cog shelf and place 3 characters on grey cogs. These characters will slowly make grey cogs. The rest of the characters should be dragged onto the cog board itself. Cogs can have 3 different stats: build rate, flaggy rate, and xp gain. Focus solely on xp cogs.
The refinery is a very important building that's tied to construction. When you turn the refinery on it will take resources out of your storage chest every 15 minutes to give itself power. You can then use the refine button to use that power to make salt. If the power reachs its cap it will stop taking your resources and gaining power. The option to refine then changes to increase that salts rank. The first time you upgrade a salt it will use twice as many resources per cycle while gaining twice as much power. Rank 3 and above will increase the cost of resources faster than it increases the power gain. The most important part of the refinery is to always ensure red salt is being made and always increase its rank.
Don’t go into World 3 for one week and work on alchemy and the post office.
Go two steps into World 3 and farm enough flakes to unlock World 3 merit shop. Put one point into Telekinetic Storage.
Wait another week before pushing through World 3 and unlock World 4.
World 4
You just got 15 dem and you are feeling super rich - don't waste all of the money right away go to shop (top platform - spider in a tent) buy the stamps and splicer guns for all characters get the stamps to their 1st max (should be level 15) buy kitchens till you have a total of 3 (have enough to afford 4 but even later on 4th kitchen won't contribute much) make sure you have enough money saved to buy from w4 shop 'pile of processor chips' and 'strung jewels' daily to unlock jewel/chip shop while saving enough money for the daily purchases - use the rest as you like (alchemy p2w/stamps r the recommended way) it's not recommended to use your money and try to buy daily w4 upgrade stones - they are relatively expensive - wait until you start pushing into w4 and have a stable income to fund buying these daily after you max the stamps - do npc questline - gives you lots of eggs (breeding) and ladles (cooking) Before sending lots of characters into Lab, make sure you have 9 or 10 characters unlocked. While in the lab your characters won't be able to gain class levels and you won't want to give up lab bonuses when you get them.
World whatever
First things to do
Skills
Quests
Stamps?
Minibosses
Baba Yaga
Attack: 400
Health: 150k
Accuracy for 5%: 150
Accuracy for 100%: 450
Location: Birch Enclave
Recommended time to fight: After Subclass Unlocks
Baba spawns every hour on the hour. So 12am, 1am, 2am, etc. The spawning is usually a bit off though, so if you really need to see or fight Baba it's recommended to show up 5 minutes before the hour changes, and wait up to 5 minutes after the hour.
Baba Yaga is not meant to be fought very early. They have more health and damage than Amarok, who is the world boss of world 1.
Baba Yaga also spawns in the last wave of the world 1 colosseum. Beating or seeing them there will not count towards Prometheus's quests.
Dr Defacaus
Attack: 1000
Health: 750k
Accuracy for 5%: 300
Accuracy for 100%: 900
Location: The Office
Recommended time to fight: Start of World 3
Dr Defacaus spawns every day after your daily reset. Killing him isn't worth a lot of time or effort as the only really useful thing he can give is his card.
Biggie Hours
King Doot
Dilapidated Slush
Mutated Mush
Skills
Mining
Mining is one of the 4 basic gathering skills along with Chopping, Fishing, and Catching. These skills are all very simple in how you use them: you find a node and you just keep smacking it until it gives you enough of the resource you want. Now it's obviously a bit more complicated than just going to the rarest resource and picking up a million items an hour. Every resource node requires a certain amount of efficiency to successfully gather from it. Think of it like accuracy but for gathering. If you attain a high enough efficiency for a resource you can even get multiple drops at once from your prowess. Link to prowess section later
There are a ton of different ways to increase your efficiency and overall resources per hour. Listed below will be the sources of progression you should obtain and/or work on when you're in each world.
World 1
Talent Build
So first off is your talent build. It's a fairly simple mechanic, but extremely important to your mining efficiency.
Brute Efficiency - Simply gives you more %efficiency in specialised skills. Unlike a lot of other bonuses that suffer from diminishing returns, this talent actually attempts to five you more of a bonus at higher levels.
Idle Skilling - Gives you more afk gains for specialised skills. The higher your afk gains, the more you get while afk.
Fist of Rage - Gives you more Strength which is the stat that gives you mining efficiency. It isn't a huge boost so don't worry too much about it immediately.
Big Pick
Firmly Grasp It - While individual Strength points are not worth much, the first level into this talent gives 16 Strength which makes it well worth it.
Copper Collector - Gives a small stacking bonus to your mining efficiency based on how much copper you have in your storage. It doesn't always seem like a huge boost, but even 1,000 copper can get you a decent amount of efficiency from this talent.
Motherlode Miner
Tool Proficiency - Gives a small boost to your pickaxe's Mining Power depending on how high your mining level is. Not a priority at the beginning because the Mining Power buff is small and overshadowed by raw efficiency increases.
Supersource - Gives a flat boost to all your skill's base efficiency. This is a very good bonus at the start because most of the other bonuses are boosts
Gear
Stamps
Pickaxe Stamp - 1 Base Mining Efficiency per level - Very important to put a few levels in this as you won't have a lot of other base efficiency increases until later. This stamp is overshadowed by the Supersource Star Talent however.
Cards
Iron Ore - 5 Mining Efficiency per tier - You might unlock world 2 before gathering a lot of iron, but if you do this is an excellent card to have equipped.
Wode Board - 2 Strength per tier - Located at the end of World 1. The low Strength boost won't help your mining efficiency a ton, but theres also no other cards that can contribute.
World 2
Alchemy
Roid Ragin - Gives 1 Strength each level
Warrior's Rule - Buffs all orange bubbles for warriors. Very important bubble in general.
Hearty Diggy - Buffs Mining Efficiency for every 10x HP you have. This lets you start investing into your max HP as a way of increasing Mining Efficiency.
Wyoming Blood - Active bubble that increases your multi-ore chance and increases the max multi ore to 400%. The multi ore chance this bubble gives starts at 25% and increases by 1.5% each level. Very important bubble to level as it basically equates to a 1.5% increase in your ores per hour until you hit the 400% multi-ore cap.
Back to Basics - Gives one tab 2 talent point for each level. Useful for all world 1 skills as tab 3 talents typically focus on world 2 and world 3 talents.
Fist of Rage - Lets you level up your tab 1 Strength talent more.
Shieldiest Statues - Squire Only - Gives a small bonus to your Mining Statues, though not large enough to be a priority early on.
Fistful of Obol - Gives a small bonus to the amount of Strength that obols give.
Because obols only give a small amount of Strength, this talent is not very useful.
Health Overdrive - Gives a % increase to your health.
Health Booster - Gives a flat increase to HP
World 3
Skilled Dimwit - 30% (+3% per level) more skill efficiency at the cost of 20% (2% per level) less skill xp. This is generally a pure buff because of how skill efficiency and skill xp multipliers are calculated.
Skill efficiency multipliers are actual multipliers. Let's say you get all of your different bonuses together and have 100k Mining Efficiency. Equipping this prayer would mean a 30% bonus, making it 130k Mining Efficiency.
Skill xp multipliers are all additives with each other. Let's say you have your maestro at a 5x Mining xp multi. Equipping this prayer would apply a -0.2 to that multiplier making it 4.8 multi. Combine this with the multiplicative efficiency bonus and in most cases you will actually gain more xp/h with this prayer on.
Combine this with the multiplicative efficiency bonus and in most cases you will actually gain more xp/h with this prayer on.
Stronk Tools - Gives Pickaxes and Fishing Rods more skill power. Not a game changing boost
Prowesessary - Increases your overall Prowess bonus. This is one of the most significant bonuses that increases your resources per hour.
Stamp Tramp - Increases the max level of Toilet Paper Postage star talent. Not an important bonus.
All For Kill - Increases the bonuses from attack talents. Applies to skilling talents as well such as Big Pick.
World 4
W
Smithing
Smithing Guide
Smithing is one of the town production skills. These are production skills that, well, take place in a town. They can all be levelled and progressed while characters are doing anything else. They also cannot really be focused on in the same way as mining or woodcutting.
To actually have a character start smithing and earning xp you have to drag them over to the anvil and have them start producing something. At level 1 the only item they can produce is thread, which is lucky because thread provides the most smithing xp/h out of all the production items. Assuming you don't run out of anvil space of course. You can also gain xp from crafting items, though rarely is this a useful source of xp.
Each character can upgrade their anvil using anvil points. You buy these points using either coins or mob drops. You can only buy a maximum of 600 points using coins, and 700 using mob drops. Archers also have a talent that gives them points for levelling and for having a high smithing level.
These points can be spent on three things: smithing xp, production speed, and anvil capacity. The most common advice on where to put your points is usually just to put them all into speed. This is because anvil capacity naturally increases as a character's carry capacity for mob drops increases and smithing xp isn't an issue in most situations.
Don't really know what I want here honestly.
Best xp is thread, explain how archers are best for smithing. Show what all the smithing production items are used for.
recommend pushing smithing levels at all times, maybe reference for anvil upgrade points
*may move this elsewhere. Maybe just a small quick intro and a link or something to more in depth? Could just leave it as is since smithing super simple (don't think this need to move - need to know to push anvil levels from the get go)
World 1
W
World 2
W
World 3
W
World 4
W
Chopping
World 1
W
World 2
W
World 3
W
World 4
W
Random Guides
Alchemy
You can access the alchemy skill by using the cauldron in the World 2 town. There's 4 main tabs to alchemy: Main Cauldrons, Liquid Cauldrons, Vials, and the Pay 2 Win Tab. They're all connected with each other so don't ignore any of them for too long.
The Main tab is where most of the account wide boosts come from. You have 4 different coloured cauldrons that lightly correspond to each base class. Orange cauldron has lots of strength boosts, the green cauldron has agility and archer related boosts, and the purple cauldron has mage and wisdom type boosts. There's also the yellow cauldron which is a bit more random in what it gives. These boosts come from levelling up the bubbles you can unlock in each cauldron. Levelling them requires liquid from the Liquid Tab of the cauldron, along with different materials found throughout the game.
To unlock these bubbles you need to have a character working on one of the 4 cauldrons to gain points for that cauldron. As you gain points you fill up that cauldron's bar, which starts with the bar being 100 points worth. You can then spend the bars to either Brew or Boost.
Brewing simply gives you a chance for a new bubble, the chance is shown on the bar as well. If you succeed you get a new bubble, and each "bar" now represents a greater amount of points. This means that as you unlock more and more bubbles in a cauldron, it becomes harder and harder to unlock more.
Boosting a cauldron upgrades that specific cauldron's stats. When you try and boost a stat you spend whatever a "bar" is worth into that stat. If your bar is worth 500 and to upgrade a stat's level you need 1,000 then you need to boost that stat twice before you actually level it up. The 4 stats you can upgrade are: Speed, Cost, Luck, and 2x Extra. Speed increases the speed that you gain points for this cauldron by 15% every level. Cost reduces the cost of all the bubbles in the cauldron. Luck increases your chance of Brewing a new bubble. 2x Extra gives you a chance to level up a boost multiple times. It increases the chance by 2% each level and can let you level up a boost multiple times with high enough chances.
The first 3 cauldrons all give very similar bonuses for each tier. Bubble 1 in the orange cauldron gives everyone strength. In the green and purple cauldrons, the first bubbles give agility and wisdom respectively. The second bubble in each cauldron boosts the effect of all bubbles in the cauldron, but only for a certain class.
Each cauldron also has an active bubble in each page. You can easily tell which ones are active because the active bubbles have a picture on them instead of a roman numeral. Each character has 1 active slot for a bubble to be equipped. You can buy a second slot with a bribe that costs 1.5 platinum coins. The third slot is unlocked all the way in World 4 by getting to wave 100 in the pet arena.
The active bubbles are fairly straightforward and surprisingly easy to prioritise what to equip. This is because each skill has one active bubble, and fighting only has a couple semi-useful active bubbles. So generally speaking, if you're mining you will have the mining bubble equipped. Catching? Use the catching bubble. For town production skills it does get a bit complicated and also simple. Alchemy's active bubble is a boost to Shaman's Cranium Cooking talent. If you're not a shaman or have Cranium Cooking on cooldown, don't use it.
Then there's the Smithing active bubble: Hammer Hammer. This is actually a fantastic bubble and should probably be equipped by every character permanently once you unlock your second active bubble slot. Not only does Hammer Hammer increase a character's anvil production speed the more it's levelled, it also provides you another hammer so you can produce multiple items at the anvil. Unfortunately the game will take away this hammer whenever the bubble is unequipped.
Liquids
The second tab in Alchemy is the Liquid tab. There are currently 3 different liquid cauldrons you can unlock: Water, Liquid Nitrogen, and Trench Seawater. The cauldrons are unlocked when any of your characters reaches Alchemy level 1, 20, and 35 respectively. Each cauldron will passively gain drops of liquid, which is spent on almost everything in Alchemy. There is a cap to how much liquid you can hold which should be planned around to not waste too much liquid.
The liquid cauldrons can be upgraded by using their own liquid on themselves. You can either upgrade their Rate or Cap. Whenever you upgrade the Rate, the cauldron gains 2% more liquid production. Upgrading the Cap allows you to store one more drop of liquid in the cauldron. Each time you upgrade either stat the amount to upgrade it again goes up dramatically. It can be beneficial in the long run to put 2 upgrades into Rate a couple days after unlocking Alchemy.
Also in the Liquid page is the Liquid Shop which gives you another place to spend your liquid drops. Each time you buy something in the liquid shop the price increases. The increased price will reset back to its default at the start of each day though. The exceptions to the price resetting are talent points and the donation box. Most of the items in the liquid shop are not meant to be bought until later on, or never for some. The only thing a new player would want to buy is Distilled Water. Distilled Water is used in many of the Tier 2 Anvil recipes, like all the tier 3 weapons using 8 Distilled Water each. To solve the issue before it happens, most players buy 2-3 Distilled Water every day from the beginning. The rest of the liquid goes to upgrading bubbles in the Main tab.
Vials
The third page of Alchemy contains the rather interesting Vials mechanic. Vials can be unlocked by throwing an item on the ground next to the cauldron which will then automatically use one of your daily attempts. The item that is dropped must be an item that actually has a vial, not all items do. There will be a list below. When you use a daily attempt a dice icon will roll and give you a number from 1 to 100. If you roll high enough you unlock the vial, if not then nothing happens.
Each Vial can be upgraded up to level 13. This gives 13x the bonuses as level one, but the costs scale extremely fast. To get a vial to level 4 you need 3,600 of the vial's material. You will want every vial at a minimum of level 4 for your Shamans damage skill.
Pay 2 Win
The final page in Alchemy is the Pay 2 Win tab, which isn't actually directly about paying real money to win. You can use your in game coins to upgrade many of the different mechanics in Alchemy. These bonuses can be extremely useful, but also extremely expensive. It's unusual to have some of these bonuses maxed before the end of World 4 so don't worry if you're having money troubles here.
Want to have coin costs here as well. Can be just the cost to max, but would like benchmarks like level 25, 50 etc.
The Main tab's cauldrons have 3 things that can be levelled here: Cauldron Speed, New Bubble Chance, and Boost Requirements. Cauldron Speed is pretty self explanatory: every level increases the Cauldron's brewing speed by 15% up to a maximum of 2715% more speed at level 150. New Bubble Chance increases the chance to discover a new bubble whenever you try to brew a new one. Maximum boost is 2.39x at level 125. Boost Requirements lower the amount of points you need to invest to upgrade the cauldron's boosts in the Main tab. At level 100 the boost requirements are 35% lower.
Liquid Cauldrons can each have their liquid rate and their capacity upgraded. The capacity upgrade is a simple +1 capacity increase until level 80. The liquid rate upgrade starts very strong, but has diminishing returns. At the max level of 100 it gives 200% more liquid regeneration.
With Vials you can increase your daily attempts at a new vial up to 18, or increase your chances at an Epic Gamer Moment. Epic Gamer Moments have a chance to happen whenever you try to get a new vial. They will give you another roll at the vial you were trying to get, but at the cost of another attempt. This will happen even if you have 0 daily attempts remaining. You can abuse this fact by quickly dumping as many stacks of items as you can to use up all of your daily attempts, and then the Epic Gamer Moments will give you free attempts at the Vial.
The Player section has Alch Spd and Extra EXP. Both of these upgrades apply to all of your characters and are capped by your highest alchemy level. Alch Spd increases the speed of your bubble cauldrons and liquid cauldrons. Extra EXP increases the xp multiplier for alchemy on all your characters.
Sigils
Even though Sigils are located in the Pay 2 Win tab they are still practically their own section of Alchemy. You cannot interact with the Sigils at all until you unlock the Lab in World 4 and are able to keep the Sigils of Olden Alchemy node active. While the node is active you can place up to 4 characters in a sigil to create sigil points for said sigil. Each sigil has a different amount of points needed to unlock its bonus and its upgrade. When the main bonus is unlocked it is applied permanently to all characters whether or not you have the lab node active, and you are able to use characters to work on the next sigil.
Each character has a base rate of 1 Sigil Point per hour. This can only be increased in two ways. The first is by buying the Sigil Supercharge upgrade in the Gem Shop. This gives 20% more Sigil Speed each upgrade and can be bought up to 10 times for a total cost of 3,850 Gems. The other way to increase Sigil Speed is the 13th Sigil: Pea Pod. Its first bonus is a 25% bonus speed to Sigils, and 50% when upgraded.
Construction Buildings
3D Printer
This amazing device allows you to take "samples" of resources to then print them every hour. To take a sample you need to have the Printer Sampling star talent equipped on the action bar. When you use the skill the game will take whatever your resources per hour is in your afk gains screen, and sample whatever percentage your sample rate is. At level one and without any bonuses, your sample rate should be 10%. So if you mine 5000 copper an hour, your sample would be 500/hour. Fishing and fighting samples work a little differently however.
When you take a fishing sample you will randomly get one of the four fish you can get from the pool youre fishing at. The chances are the same as the chances you get for fishing the different fish. The sample is also only based on how many of that specific fish you'd get in an hour. If your afk screen shows you get 5,000 fish per hour and have a 10% chance to get a Bloach, then your Bloach sample would be 50 per hour. 10% sample rate of 5,000 is 500, and 10% of those 500 are Bloaches makes 50.
Fighting samples unfortunately only work on a mob's base drop. The base drop is whatever is listed first on its card. Usually this is just whatever the main/most common drop is, but in rare cases it can be different. The sample does take into account the drop rate of the item, but will ignore your character's drop rate. If you kill Bored Beans 10,000 times an hour and have a drop rate of 100 you would get a sample of 200 Bean Slices an hour. Bean Slices have a drop rate of 1 in 5. 10,000 divided by 5 is 2,000 which is then reduced to 10% (base sample rate) making the sample 200 Bean Slices an hour.
The other quirk with Fighting samples is that while the game includes the extra kills from multikill, it does not allow any other forms of additional kills.
When you have samples you can go up to the printer itself and select which samples you want the printer to use. It will then print those resources and place the resources directly into your storage chest every hour.
Talent Book Library
Can use this building to get books that boost the maximum levels of your talents. Without any upgrades, the books will give between 101-125 as a new max level. At its base rate you get a book every hour. However, every unchecked book in the library slows down the rate of new books very drastically. Checking a book out is done by bringing a character to the library and choosing which talent you want a book for.
The minimum level can be increased by 4 from the Library Double Agent Bribe for 9.15 platinum coins, as well as the Burning Bad Books upgrade in the Gem Shop. Burning Bad Books can be bought up to 4 times and raises the minimum level of books by 5 for each upgrade. It costs 250 gems for the first upgrade, and 1700 total for all 4 upgrades. With both the bribe and Gem Shop upgrades, the minimum level of books can be raised to 125.
The maximum level can be raised by: a Merit, the Salt Lick, and an achievement. The World 3 Merit uses 2 Merit Points to raise the maximum level for books by 2 levels each. With 5 upgrades possible the Merit can raise the maximum level of books by 10. The 5th upgrade in the Salt Lick uses blue salt to raise the max by 2 per level and a max of 20. The full 10 upgrades costs 11.1k salts to max. The achievement Checkout Takeout raises the cap by by 5 levels after checking out a total of 1,000 books.
With all bonuses applied you can get books for levels 125-160.
Death Note
The Death Note is one of the most important mechanics in the entire game. It lets you use all the extra damage that you can do to mobs and start killing them multiple times.
How does Multikill work
Multikill is a mechanic that uses excess dmg and turns it into increased kill count and material drops (similar to prowess for skills). To trigger it, you need 100% accuracy on a mob and also have a max dmg (shown on the Items menu) that is more than twice the enemies hp.
At first you need to calculate the multiplier that is based on dmg. If your max dmg is twice the monster hp, you gain a 2x multi. If you deal twice that (so 4x the monster hp), you gain a 3x multi. If you deal twice that (so 8x the monster hp), you gain a 4x multi and so on.
Next you check your multikill %. There are tier-based values and flat values.
Tier-based values come from deathnote and stuff like the Clammie card, Slowergy Drink vial or Arcade or Obols (+ others). Flat bonus comes from stuff like Multikill stamp
You now calculate: Sum(Tierbased bonus) * Multiplier + Sum(Flat bonus) => That's the value shown on the AFK Info
In my example that is (47%[DeathNote]+4%[Clammie]+2% [Vial]+2.25% [Arcade])*12 + (12% [Stamp]) -> 741% (I'm certainly missing a bonus here and there, but you should get the idea)
This total value is now used during fighting and is showing how much extra you gain. So in my case, I'm gaining 100% (base amount) + 741% on top for a total of 841% (or 8.41). For every frog I kill, the kill count is now going up by 8.41. If the frogs drop their main mat (frog legs), I also receive 8.41 frog legs per drop (while playing active this gets rounded up). For all non main drops, the drop amount stays at the base amount (usually 1)
Salt Lick
A very important building to level. Each time you level this building up, you unlock a new bonus that can be levelled up within the salt lick. 5 bonuses use Salt to level, and the other 5 use either Critters or Souls.
Bonus 1: Sample Rate Upgraded with Red Salt for .5% sample rate each level up to a maximum of 10% sample rate after 20 levels. Costs 11,100 Red Salt to max. Very important bonus because samples and the 3d printer are where you will be getting a large amount of your early resources, especially to keep your refinery running. It can be very annoying to max this bonus because it costs salt, but it will be well worth it in the end.
Bonus 2: Obol Storage Space Upgraded with Froges, costs 20,000 Froges to max the 8 levels. The first 4 upgrades give 4 Circle, 4 Square, 4 Hexagon, and 4 Sparkle Obol slots. The last 4 upgrades do the same. Not a very important bonus when first unlocked. Feel free to save your Froges for Building upgrades and other things.
Bonus 3: Refinery Speed Upgraded with Orange Salt for 2% faster Refinery speed up to a maximum of 20% speed at level 10. Costs 11,100 Orange Salt to max. Once again a very important bonus. For newer players it may feel like torture having to devote more time and energy to the Refinery's upkeep, but it's still necessary.
Bonus 4: Class & Skill Xp Upgraded with Dune Souls for .2% more xp per level up to a maximum of 20% at level 100. Costs 206.6 Trillion Dune Souls to max. Yes, you read that right: 206,6 TRILLION. No, not even the best of the best are able to casually max this bonus. Really, it's not that useful of a bonus because all xp multipliers are additive to each other. Level this up every once in a while with some spare Souls.
Bonus 5: Max Book Level Upgraded with Blue Salt to raise the maximum book level from the Talent Book Library by 2 for each level of this bonus up to a maximum of 20 at bonus level 10. Costs 11,100 Blue Salt to max. Fairly important bonus to get. Because it's Blue Salt it will take a long time to have enough to actually spend on this bonus. Don't worry too much about it. Everything about Salts and the Refinery is all about time. If you really need a higher max level on books right away, try levelling the World 3 Merit for it.
Bonus 6: Liquid Rate & Capacity Upgraded with Mouseys for a 1% increase in Alchemy Liquid rate and capacity up to a maximum of 100% at level 100. Costs 41.4 Billion Mouseys to max. Another monumentally expensive upgrade to max. Unfortunately this is a decent bonus to have. It may be best to make sure a couple of your characters are dedicated to Mousey traps for this bonus and some of the other things Mouseys are used for.
Bonus 7: Worship Tower Defence Points Upgraded with Green Salt for 5% more points while playing the Worship Tower Defence Minigame up to a maximum of 50% at level 10. Costs 5,115 Green Salt to max. While a very useful bonus, Green Salt is also very expensive. If you're not at the point of using TD guides then don't level this more than a couple times.
Bonus 8: Movement Speed Upgraded with Frigid Souls for .4% more Movement Speed up to a maximum of 10% at level 40. Costs 234,900 Frigid Souls to max. Does not work above 170% Movement Speed. Very expensive and not very useful for the cost. Because this bonus doesn't work after 170% speed it really only works for non-Archers and lets them feel less slow compared to them. Level it up when you want to, but remember that Frigid Souls are very hard to get and are very useful elsewhere as well.
Bonus 9: Multikill Rate Upgraded with Purple Salt for 3% Multikill Rate up to a maximum of 30% Multikill Rate at level 10. Costs 11,100 Purple Salt to max. Very few bonuses actually affect the Multikill rate per tier. Because this bonus does, it is very very useful when doing things like building Death Note stacks, farming Green Mushroom kills, and just general mob drop farming. The only issue is the cost of Purple Salt.
Bonus 10: Total Damage Upgraded with Pingys for .1% more total damage up to a maximum for 25% damage at level 250. Costs 55.7 Trillion Pingys to max. Yes, another trillion cost to max. Total damage is always very useful, but the slow scaling on this bonus makes it not a high priority. If you have spare Pingys feel free to dump them here, but it is not worth farming for.
Chest Space
Not a lot to say about this building. It's the first one that doesn't actually appear in the World 3 town because there's nothing to interact with. All this does is give you 2 more chest space each level. Can be very useful if you haven't bought any of the storage expansions in the gem shop, but might not be useful if you've bought a lot of them. It's really up to the player to decide how much they want to prioritize this building.
Cost Cruncher
Another building that does not appear in the World 3 town. This one's a bit more useful long term. The first time you get this building it reduces all the costs of upgrading buildings by 10%. Every upgrade after adds another 1% to that reduction. Because this building requires a lot of Blue Salt however, it's not recommended to spend too much time on it until later on.
Trapper Drone
When using this building you are able to lay traps at any critters you have unlocked. Youre also able to collect all traps like you used Hunter's Eagle Eye talent. It keeps the xp and efficiency of the traps snapshotted like Eagle Eye does as well. It also has a bonus Automation Arm
Trapping
So trapping is very quirky but before we go into its quirks I'm first going to HEAVILY recommend using the hunter's talent Eagle Eye. Eagle Eye allows you to grab all the loot from any finished trap from any character. The downside is that it happens at less than 100% efficiency. It's still a huge QOL buff though since it still works at I think 70% at level 100. The best part though is that it resets without resetting the traps snapshot.
Snapshots are the big quirk with trapping. With all other skills, like mining for example, you send a character to a node and they start doing their thing at whatever power they have. As they skill and level their power increases. With trapping it's actually a bit different. When you place down a trap the game calculates how many critters and how much xp you will get when you finally open the trap. This means that your efficiency only matters when you PLACE the trap.
To go back to Eagle Eye, you can abuse how it doesn't reset the snapshot by just gearing your characters to a trapping set just before they place it. Then you can have them basically ignore trapping for a while while your hunter just uses Eagle Eye.
You'll need to go back every once in a while and manually reset the traps because if you place them at level 1 trapping, well you're still getting level 1 rewards at level 20 without a reset. Think of it like printing samples.
Cog Board Guide
At the start of construction you will want to have 3 characters making grey cogs and the rest to sit on the board. Check quick ref and claim the cogs as often as you are able to. The only stat you should focus on is the XP% cogs. The reason for this is that all the stats your cogs have are based on your highest construction level. Faster levels means you get build and flaggy rates faster on the side.
Speaking of Flaggy, tap on the locked slots surrounding the unlocked slots. Whichever 4 that have the lowest values place your flags on. Once they're unlocked, place flags on the next lowest values. Keep doing this until you unlock the whole board.
As you unlock better cogs you should place your characters on them to make more cogs, but you absolutely should still be making greys. Because of how random cog stats are, and how relatively rare it is to get XP cogs, the quantity of greys you get compared to other cogs beats the other cogs qualities quite often. At the very end I'd recommend 1-2-3-3 characters in grey-gold-red-pink cogs.
Once you unlock the pink cogs you should start collecting any and all "Speed to Flag" and "Flaggy Rate" boost cogs you can find. These are extremely useful, especially Speed to Flags. The flaggy rate boost cogs you might end up having to pick and choose the best to keep while destroying the worst. Once you've amassed enough of these cogs and have a deceat construction level (I started at 80-90ish) you can start thinking about going for a full flaggy rate build. Which sounds fancy but is really just focusing flaggy cogs over XP cogs.
You can also place your maestro on the board and focus all your Flaggy Rate boost cogs at him. This also works with squire but has to have maestro construction level above squire because reasons. You can also start using your Speed to Flag boost cogs and point them at flags. They give heavy boosts to their individual rates.
Builds
This section is extremely rambley. Theres the other build section Here
Accuracy is the most important stat to have. Make sure you have a 100% hit chance on whichever mob you are attacking. Different classes use different stats for their accuracy. Warriors use Wisdom [wis skill pic]. Archers use Strength [pic here]. Mages use Agility [pic]
Accuracy can act like a direct multiplier to the kills you should be getting per hour, either active or afk. If the game thinks you should be getting 1,000 kills every hour, but you only have 50% hit chance, the game will instead only give you 500 kills an hour. Note: I have heard rumours that with enough afk "stuff," you can still achieve that 1,000 kills per hour without max accuracy. Generally should still aim for 100% hit chance.
You can check your hit chance by looking into your afk info. This will show you your current accuracy, and the accuracy needed for 100% hit chance. You can check accuracy requirements for all the different mobs in the wiki.
Besides accuracy you obviously need damage. For all classes you will spend the majority of your points in Sharpened Axe and Gilded Sword. Gilded Sword is very easy to explain because it's literally just a % boost to your total damage.
Sharpened Axe is a little bit different. It gives you Weapon Power which is an important part of the damage formula. As you progress through the game you actually gain quite a few sources of Weapon Power which makes increasing the stat less effective overall. I say this purely because you will hear about how Weapon Power is useless from older players. At the beginning it's still very crucial to get.
For Archers those skills will be all you worry about in the first tab. Warriors and Mages however still have a useful talent for damage. Warriors have Meat Shank which gives you %damage based on your max health. Mages have Overclocked Energy which gives %damage based on your max mana. At the beginning these aren't huge boosts but the first few points can be fairly effective.
Axe/Sword/Spare ratio? 10/15/5??? Also maybe bump afk fighting to before maxing meat shank and overclocked energy. IC recommends 10% gains.(~talent level 50)
After levelling all those talents to the max level the next talent to max is the afk talent. This is the 14th talent but goes by a different name for each class. For warriors it's Idle Brawling, Archers have Idle Shooting, and Mages have Idle Casting. This skill is very important because it raises your afk rates for fighting. It seems like a small boost but going from 50% afk gains to 60% is a 20% boost to what you get while afk fighting.
By the time you max the afk fighting talent you may unlock the library in World 3. If you have, make sure to raise the max levels of the talents you have levelled and put more points into them. If you haven't unlocked the library yet, but you will soon, save points. If you're nowhere close then you can skip to the next group of talents.
For specifically Bowmans, you can put a few points into Featherweight. It increases your movement speed which is necessary for Bowman damage. The talent has a pretty severe diminishing return so it's only recommended to put 10-15 points here at first. Later on when you run out of tab 1 talents to level you can use this as a dump stat.
At this point you can finally start levelling your "main" stat talent. For warriors this is strength, archers have agility, and mages have wisdom. These talents are a noob trap early because they don't really give you a lot of damage. The only reason we're levelling them now is because there aren't any other easy forms of damage in tab 1. Levelling this talent should take you quite a while because the max level can be boosted all the way to 260. So come back after you get almost 90 class levels.
At this point any talents you level aren't going to be that great. They either suffer from extreme diminishing returns or aren't really a meaningful increase to what they're for. Go for whatever you feel like you need.
Any class can level up Luck. Luck doesn't have a huge effect on drop rate or class XP even if it might seem logical that it would.
Critical rate/damage talents can be useful if you have the right star talents. Look into Mega Crit and Overaccurate Crit in the star talents part of the guide for more info on why they can be useful.
Raw HP and MP can net you a tiny bit of damage thanks to some alchemy bubbles. The problem with these tab 1 talents is that they are small and flat boosts health and mana so won't contribute that much to your overall progress.
Star Player can be very helpful to boost your star points. You can abuse how talent points work though by levelling this talent to its max, then spend all your star points. Then you can reset your talent points with a potion and not level Star Player at all. Your star talent points will show as a negative (it wont show as negative - it will show as 0 but wont add new points till you earned 100 points) but you won't actually lose out on the talents you bought. The only problems with using this strategy is that you cannot level your star talent until you either earn 100 star points naturally or remax Star Player and reset again.
Tab 2 builds
Assuming subclasses as well but focusing on tab 2 since they are mostly similar between subclasses
Tab 2 introduces active abilities. These are talents that you have to put on your action bar to use (maybe some emphasis on this - bolded words and maybe a few words in w1 as well as you unlock your 1st class). Most aren't exclusive to active play because the game will consider some when calculating your afk damage. Because they typically start at level one with a decent amount of damage compared to what you get while levelling them, it's best to put one point into them right away. Warriors level Power Strike, Whirl, and Firmly Grasp It.
Mages level Energy Bolt and Mini Fireball. Archers level Piercing Arrow, Kung Fu Kick, and Strafe.
The main damage bonus that comes from tab 2 is the weapon power boost talents. These are: Carry A Big Stick, Power Overwhelming, and High Polymer Limbs. These simply make the weapon power you get from the tab 1 talent and from weapons more powerful. Instead of immediately maxing it however, you first level it to level 50.
Archers have another high damage boost in tab 2. Veins Of The Infernal gives you a %damage boost for every 10 smithing levels your character has. Hunters can level Veins alongside High Polymer Limbs but Bowmans are a bit tighter on tab 2 points and shouldn't level Veins above 20. Depending on the speed you progress through the game it may be more efficient to not level Veins as much as High Polymer Limbs. Feel free to experiment a little bit.
After levelling your Weapon Power Boost to 50 you can go back and level your active abilities a bit more. Bring them up to level 30 and at level 30 they stay. Hunters should leave Strafe at level 1, while Bowmans should level Strafe to help them hit 130% movement speed. Warriors also have a third skill to level at this time: Double Strike. This can be levelled up to 41 for some more afk damage boosts. Warriors can leave Firmly Grasp It at level 1.
Now the Weapon Power Boost (and Veins Of The Infernal for archers) can be fully maxed. This also can be the point where the library in World 3 starts affecting build order.
After Weapon Power Boosts its best to move on to boosting your class's main stat for damage. Because Archers have Veins Of The Infernal they are only able to increase their main stat with Sanic Speed. Warriors and Mages have a talent that increases the effectiveness of their main stat (Strength in Numbers and Knowledge is Power) along with the talent that increases the stat itself (Absolute Unit and Individual Insight). These two talents should be levelled and maxed somewhat equally, though if you can check your damage while levelling to see which is more effective. Warriors also have a bonus talent they can use here. Firmly Grasp It gives a flat strength bonus like Absolute unit is. (after the weapon power talents - maybe split it per per subclass - at least for archers instead of saying 'archers' in general and then splitting in some sentences between the 2)
Maybe explain damage talents here?
Each subclass has their own special damage talent. These are very important levels of talent, and focus on boosting what affects the damage (need better wording).
Barbarians have Apocalypse Zow. They gain a stack for every monster in the game they have personally killed 100k or more of. To track this you can load up the barbarian in question and check your cards. The skull on a monster card shows how much that character has personally killed. At level 1 this skill gives 1% more damage per stack. Every 33 levels this talent gives 1% more damage per stack. So level 33 gives 2%, 66 gives 3%, apl the way to the current max of 7% at level 165. Levelling the talent also allows you to use more stacks which isn't really that important.
You don't have to farm stacks of ZOW immediately. This guide assumes you're using your Barbarian to rush through worlds so he wont have any time for ZOW. If you're choosing another class to push through worlds you could maybe grab a few easy ZOWs in the early portion of World 1, although it isn't absolutely necessary. Usually you will want to wait until you have the Death Note unlocked in World 3 as it allows you to use extra damage you have to multikill mobs. This can change your 1k kills/hour at green mushrooms to 2-3k kills/hour.
Bowman's damage talent is SpeedNA. They gain more damage the higher their movement speed is. One big thing to note about this talent is that it is one of the very few mechanics that works on breakpoints. You gain a stack for every 15% speed above 100%. If you have 129% speed you only have 1 stack, no partial points. It takes a while for this talent to really get going. When you get really late in the game and can start mass buying high tier speed potions then Bowman will suddenly become your highest raw damage dealer. Until then he can be a little lackluster.
Shaman's talent is Virial Vials. You get a stack of damage for each alchemy vial you have at level 4 or higher. When you first unlock Shaman you most likely won't have any of these green vials but they will be a relatively high priority to get.
Squire has Precision Power. You gain a damage stack for every refinery rank you have. The catch is that you only get the damage if your accuracy is 1.5x higher than needed for the monster you're fighting. The refinery ranks come with time.
Hunter's talent is Looty McShooty. Looty gains stacks for every unique item you have picked up off the ground. The item must have been picked up from the ground for it to count quest rewards that pop into your inventory won't count. This talent tracks the pickups account wide so any character can contribute to it. To actually find out which items you have picked up and which you are missing you will have to use an external site like Idleon Efficiency.
Wizard
Note for Elite Builds
Level up all listed talents once for ES family and sigil bonus levels
Builds
Warrior
Fighting Preset
As much as it takes for accuracy 100%
30 50 50 50 Max Max
Max Max Max
Tab 2
1 1 1 Max 20 20 20
50 50 Max Max Max
Skilling Preset
Tab 1
Max Max Max
Tab 2
1 50 20 20 Max Max Max
Max
Archer
Fighting Preset
As high as needed for 100% hit chance
50 50 50 Max Max Max
Tab 2
1 1 1 Max 20 20 20
Max
Skilling Preset
Tab 1
Max Max Max
Tab 2
Max Max Max Max
Mage
Fighting Preset
As much as it takes to get to 100% hit chance
50 50 20 50 Max
Max Max Max
Tab 2
1 1 Max 20 20
50 50 Max
Skilling Preset
Tab 1
Max Max Max
Tab 2
Max 20 20 Max Max Max
Journeyman
Fighting Preset
Tab 1
As much as it takes for 100% accuracy
50 Max Max Max
Tab 2
20 20 30 50 Max Max
Tab 3
Max
Skilling Build
Tab 1
Max whichever stat is used for the skill you are working on
Max Max
Tab 2
Max Max Max
Barbarian
Fighting preset (after farming 10-20 ZOW stacks)
Tab 1
As high as needed to reach 100% hit chance on whatever youre fighting
20 50 50 Max Max 50
Max Max Max
Tab 2
1 1 1 Max 20 20
Tab 3
Add link zow explanation
(As many ZOWs as you have) 20 20 1 1
50 Max Max Max
Fishing Preset
Tab 1
Max Max Max Max Max
Tab 2
Max Max Max 50 20 20 Max
Tab 3
1 Max Up to the max benefit from minigame score
Max Max Max Max Max
Tab 4
1 Max Max 50 Max
Hunting/Smithing Preset
Tab 1
Max Max Max Max Max
Tab 2
Max Max Max Max
Tab 3
Max Max Max Max Max
Tab 4
1 1 Max Max Max Max
Squire
Fighting Preset
Tab 1
As much as it takes to achieve 100% hit chance
20 50 50 Max Max
Tab 2
20 20 1 Max 20 50 50
Max Max Max Max Max Max
Tab 3
20 20 50 30 Max Max
Tab 4
20 20 50 30 Max Max
Mining Preset
Tab 1
Max Max Max Max Max Max
Tab 2
1 50 20 20 Max Max Max
Max Max 25 50 Max Max
Tab 3
50 96 Max 20 Max Max
Tab 4
Max Max Max Max Max Max
Bowman
Fighting Preset
Tab 1
As much as needed for 100% hit chance
50 Max 50 Max Max 10
Max 30 Max 60
Tab 2
1 1 1 Max 17 20 20
20 Max Max 10 Max Max 50
Max Max
Tab 3
20 20 1 50 50 Max Max
Max Max Max Max
Catching Preset
Tab 1
Max Max Max Max Max
Tab 2
Max Max Max Max
Tab 3
10 20 50 50 50 Max
Max Max Max Max Max
Tab 4
1 Max Max Max Max Max
Hunter Preset
Tab 1
As much as you need for 100% hit chance
50 Max 50 Max Max 10
Max Max Max Max Max
Tab 2
20 20 15 Max 41
Max Max 50 Max Max Max
Tab 3
20 20 20 Max Max
Max Max Max Max
Hunter
Hunting/Smithing Preset
Tab 1
Max Max Max Max Max
Tab 2
Max Max Max Max
Tab 3
Max Max Max Max Max
Tab 4
1 Max Max Max Max
Shaman
Fighting Preset
Tab 1
As much as you need for 100% hit chance
50 50 20 50 Max Max
Max Max Max Max Max Max
Tab 2
20 20 Max 1 10 50 50
Max Max Max Max Max
Tab 3
20 20 20 1 Max Max
Max Max Max Max Max Max
Tab 4
20 20 20 20 1 Max
Skilling Preset
Tab 1
Max Max Max Max Max Max
Tab 2
Max 20 20 Max Max Max Max
Max Max
Tab 3
Max Max Max Max Max Max
Max
Tab 4
Max Max Max Max Max
Wizard
Fighting Preset
Tab 1
As high as needed for 100% hit chance
50 50 20 50 Max Max Max
Max Max
Tab 2
20 20 Max 1 10 50
50 Max Max Max Max
Max Max Max
Tab 3
20 20 20 Max Max Max
Max Max Max Max Max
Skilling Preset
Tab 1
Max Max Max Max Max Max
Tab 2
Max 20 20 Max Max Max Max
Max Max
Tab 3
Max Max Max Max Max Max
Tab 4
Max Max Max Max
Blood Berserker
Level up all listed talents once for ES family and sigil bonus levels
Afk Fighting Preset
Tab 1
As high as needed to reach 100% hit chance on whatever you're fighting
50 Max 50 Max Max 10
Max Max Max
Tab 2
1 1 1 Max 41 20
20 50 50 Max Max Max
Max
Tab 3
20 20 1 1 99/132/165/198/231
50 Max Max Max Max Max
Tab 4
1 1 1 1 1
Max Max Max Max Max
Tab 4
Divine Knight
Level up all listed talents once for ES family and sigil bonus levels
Active Fighting Preset
Tab 1
As much as it takes to achieve 100% hit chance
50 50 20 Max Max
Max Max Max Max Max
Tab 2
20 20 1 Max 41 50
50 Max Max Max Max
Max Max
Tab 3
20 20 50 30 Max Max
Max Max Max Max Max Min
Tab 4
1 1 Max Max Max Max Max
Max Max Max Max Max
... (Content truncated for brevity in this representation) ...
Journeyman
Portrait of Journeyman in action; detailed builds omitted here for brevity.
Star Talents
World 1
Assumes you have
Fighting preset
10 1 Max Max
Max Effect Max
Skilling Preset
Max Max Max Effect
World 2
Assumes you have
Fighting Preset
30 10 1 Max Max Max Effect
50 (If active character)Max Max Max
Max Max Max
Skilling Preset
30 Max Max Max 50 Max Effect
Max Max Max Max
World 3
Assumes you have
Fighting Preset
30 1 1 1 10 1 Max Max
Max Effect 50 (If active character)Max Max
Max
Max Max Max Max Max
World 4
Assumes you have
Fighting Preset
30 1 1 1 10 1 Max Max
Max Effect 50 (If active character)Max Max
Max (If active) Level whichever gives more crit chance
25 50 10 Max
Max Max Max Max Max
Skilling Preset
30 1 1 1 Max Max Max
50 Max Effect Max Max Max
(If Mining) Max Max Max Max Max
Pics
Credits/Special Thanks
BananaMonkeyTaco (hey thats me!) for making this whole thing.
Kalionys for being an editing god for most of the tips in guide chat.
SensiosHa for the Multikill Guide.
Images included in the document show various minibosses, builds, icons for talents, and tooltips. They serve as visual references for the many mechanics described above.
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World 0-4 Minibosses & Bosses
- Baba Yaga: Attack 400, Health 150k, Location Birch Enclave, spawns hourly, requires 100% accuracy for some moves. Details on HP and totems.
- Dr Defacaus: Attack 1000, Health 750k, Location The Office, spawns daily after daily reset. Useful for its card drop.
- Biggie Hours, King Doot, Dilapidated Slush, Mutated Mush – various world minibosses with spawn times and drop tables.
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World 1 Boss: Amarok
[Amarok mechanics here, including totems, arena layout, and kill strategies by class.]
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World 2 & Alchemy Deep-Dive
[Details on Cauldrons, Bubbles, Main/Liquid/Vials tabs, Distilled Water usage, and the Pay 2 Win mechanics.]
---
World 3 & World 4 Deep-Dives
[Trapping mechanics, Cog Board strategies, Tricks for building xp, flagging, and xp gains; post-
World 3 and into World 4 progression notes.]
---
Skills
Mining
Mining is one of the 4 basic gathering skills along with Chopping, Fishing, and Catching. These skills are all very simple in how you use them: you find a node and you just keep smacking it until it gives you enough of the resource you want. Now it's obviously a bit more complicated than just going to the rarest resource and picking up a million items an hour. Every resource node requires a certain amount of efficiency to successfully gather from it. Think of it like accuracy but for gathering. If you attain a high enough efficiency for a resource you can even get multiple drops at once from your prowess. Link to prowess section later
There are a ton of different ways to increase your efficiency and overall resources per hour. Listed below will be the sources of progression you should obtain and/or work on when you're in each world.
World 1
Talent Build
So first off is your talent build. It's a fairly simple mechanic, but extremely important to your mining efficiency.
Brute Efficiency - Simply gives you more %efficiency in specialised skills. Unlike a lot of other bonuses that suffer from diminishing returns, this talent actually attempts to five you more of a bonus at higher levels.
Idle Skilling - Gives you more afk gains for specialised skills. The higher your afk gains, the more you get while afk.
Fist of Rage - Gives you more Strength which is the stat that gives you mining efficiency. It isn't a huge boost so don't worry too much about it immediately.
Big Pick
Firmly Grasp It - While individual Strength points are not worth much, the first level into this talent gives 16 Strength which makes it well worth it.
Copper Collector - Gives a small stacking bonus to your mining efficiency based on how much copper you have in your storage. It doesn't always seem like a huge boost, but even 1,000 copper can get you a decent amount of efficiency from this talent.
Motherlode Miner
Tool Proficiency - Gives a small boost to your pickaxe's Mining Power depending on how high your mining level is. Not a priority at the beginning because the Mining Power buff is small and overshadowed by raw efficiency increases.
Supersource - Gives a flat boost to all your skill's base efficiency. This is a very good bonus at the start because most of the other bonuses are boosts
Gear
Stamps
Pickaxe Stamp - 1 Base Mining Efficiency per level - Very important to put a few levels in this as you won't have a lot of other base efficiency increases until later. This stamp is overshadowed by the Supersource Star Talent however.
Images and card references continue in the same style with detailed descriptions for all classes and builds.
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Credits/Special Thanks
BananaMonkeyTaco (hey thats me!) for making this whole thing.
Kalionys for being an editing god for most of the tips in guide chat.
SensiosHa for the Multikill Guide.