Frat’s Dragonkin: The Banished Guide -
If you don’t mind leaving a thumbs up or some stars on the Steam posting, it would help other players find the guide, and I would appreciate it!
Table of Contents
Frat’s Dragonkin: The Banished Guide -
If you don’t mind leaving a thumbs up or some stars on the Steam posting, it would help other players find the guide, and I would appreciate it!
Table of Contents
Rating at 1.0 release: 8/10
Current rating: 8/10
The game has a ton of features that I believe are unique among ARPGs, including:
The ability to transfer a character between online and offline modes, or switch between cities
A loot filter that automatically sells any equipment and fragments that don't meet the criteria
An always present Battle Log that can tell you tons of information including the DPS of all equipped skills
A death recap with a very high level of detail
The ability to powerlevel your own character in couch co-op (because the other character automatically follows after a brief period of inactivity)
A skill system that relies on hexagonal pieces in a large grid is basically unique to the ARPG genre (though it is visually similar to Undecember's skill grid, and connecting pieces are slightly similar as well)
Compliments
This game is instantly fun, and even at low levels, it feels good (with good kill pacing and game feedback). It plays like any other ARPG, and doesn't require a lot of specific game knowledge to be fun or successful. The ability to change difficulties and reset your character at any time are both a huge plus.
The skill building is essentially a miniature puzzle game, that gives an insane amount of build variety, as well as another avenue of things to continue to search for to build character power well into the late game.
The game has a way to "customize" your drops with The Eternal's Gifts. Basically, you modify the Random Number Generators towards things that you are looking for (gear quality, item affixes, hex fragment skills or modifiers, crafting materials, etc.), and the outcome is truly wonderful.
There are many modern quality of life features, including:
An option to skip the campaign.
16 difficulties, and the ability to change difficulty in the city at any time.
Automatic sorting or inventory and stashes (both for equipment and hex fragments).
The ability to mark equipment and fragments as scrap or favorites.
Criticisms
Currently, a lot of the character skills have targetting issues, making them at minimum hard to use.
The "Block Damage" affix should say "Blocked Damage", as it makes it sound like blocking deals damage.
Weird inconsistency: it seems like all hunts grant their city XP bonus upon opening the Eternal Gift, except the final board fights against chapter bosses and the Trials of Will, which grant city XP upon their death. Can that be changed?
Knight summons are inconsistent, because the soldiers from the talent "Squad Leader" are respawned when they die, but the soldiers from the character skill "Martyr for the Eternal" are not. It makes the normally relaxed summon playstyle feel a bit off when some of the soldiers don't come back on their own. Also, since they are fairly squishy, the only way to heal them is the character skill "Heaven's Hope" (which has a 25 second cooldown), and they don't scale with any player stats, it be nice if they came back on their own (please correct me if I am wrong on any of those details though).
Suggestion for channeled skills coding based on my bug report: normally if the left click is pressed, it knows to move (and attack if necessary), and if a channeled skill on keyboard is pressed, it knows to spin in the direction of the mouse. Can you somehow tell the targeting to simply ignore the "try to move" part when a channeled skill is on the left click?
Can the light beams from pillars for some frozen areas be made to travel through summons? Trying to rotate them when summons are everywhere is rather frustrating, and moving the character ends the ability to rotate the pillar.
Can the order of the tabs at the top of the character window be changed to: Inventory, Ancestral Grid, Attributes, Wyrmling, Ancestors, Talents, Stats? The inventory and ancestral grid seems to be used regularly and make sense on the left, but it it would make sense to have the tabs that are used when things get leveled up, then finally the two tabs that are purely for giving information, but do not have any selections on them.
In local co-op, when talking to a vendor (like the Dark Merchant), can the side tabs be moved to a place that isn't covered by the necessary fold out for the hex fragment window (likely to the top or bottom)?
When looking at a wall of hex fragments, it is difficult to tell what everything is at a glance. Since all hex fragments have a greyish border, can that border instead reflect the type of skill it is? For instance, all character skills could have a magenta border to match what the skills look like in the miniature honeycomb view and in the text right below the skill name in the tooltip. Similarly, all wyrmling skills could have a teal border that matches the miniature honeycomb view and the text right below the skill name in the tooltip. Modifier skill fragments could retain the same border. It would make looking at a wall of fragments in any location visually easier to understand, and would help quickly tell the barbarian cold skills from the wyrmling cold skills.
In the hex fragments window, it mentions being able to have up to 50 floating fragments, but it is unclear what that means (that you can simply drop them in the empty space around the grid). There currently are some red hexagons that appear around a selected hex fragment as you drag it around the area, but it doesn't even match the fact that you can literally place the fragments anywhere. I think that simply leaving a floating fragment for all new characters would be a great hint on how that area can be used.
The skills in the wyrmling skill bar of the hex fragments window is slightly smaller than the character skill bar. At the current size, it is difficult to tell the differences between all of the wyrmling skills equipped (particularly because they already all look so similar). I am not sure if it is important that we can see those skills, but increasing the scale would make it easier. I also wonder if there is a way to show which wyrmling skills work with each skill, like maybe showing the icons above each skill on the bar they are currently linked with. Then you would get a really quick visual way of checking your connections and what might be missing.
Can either the "Swap" label in the equipment comparison read "Swap item view" (as I thought it was another way to swap equipment), or if it isn't too challenging, can the talent listed on equipment also appear in the "Lost when equipped:" section (which would be even better)?
The name “adaptive” damage, isn't the easiest to inherently understand, and I wonder if it is better to simply have it say “matches highest elemental damage”.
In the stats panel, both the cooldown reduction and cost reduction stats take the amounts from sources and add them together, when they should multiply them together.
Modifier cost tooltips:
On the "Bonus Beams", "Bonus Projectiles", and "Bonus Summons" skill modifiers, the actual increase in cost per beam/projectile/summon is 10, but the tooltips list them as 5. I read in a similar post that it is intended for all added modifiers cost to scale up with rank, but can to tooltips somehow reflect that?
On the "Ultimate Enhancement II" modifier, the actual increase in cost is 30/36/45/60, but the tooltip lists it as 30. I read in a similar post that it is intended for all added modifiers cost to scale up with rank, but can to tooltips somehow reflect that?
Every time I am holding shift (while attacking) when a video starts (like when I kill a boss), upon leaving the video, the game still acts like shift is being pressed down, preventing movement. Hitting shift again immediately resets the toggle to its proper state.
There are MANY weird situations happening with targeting:
On the Tracker, when you hold down shift and left click to cast "Ricochet Shot" without an enemy targeted, then move your mouse onto the target, when you let go of shift, the character takes off running instead of continuing to cast the skill at range. If your keep holding down the left click, and mouse off, then back onto the enemy again, it will start working normally.
On the Tracker, when you hold down a keyboard button to cast "Hunting Trap" without an enemy targeted, then move your mouse to a target, the character takes off running until it stops to cast the skill in melee range instead of continuing to cast the skill at range. With Hunting Traps on left click, if you hold down the skill, it simply only casts as a melee skill. If you don't hold down the button it will move into range then cast normally.
On the Tracker, when you have "Executioner's Claws" bound to the keyboard or right mouse button, it never moves into range of the target. If bound to the left mouse button and cast on a ranged target, it will cast the skill in place, then move into range and attack normally.
On the Tracker, when you have "Acrobatic Strike" bound to the keyboard or right mouse button, it will continually attack while moving in the direction of the enemy until it gets to it. If bound to the left mouse button and cast on a ranged target, it attacks where the character is, then moves to the target and attacks the target.
On the Tracker, when on the left mouse button, "Malignant Assault" casts the skill where the character is, then moves to the location of the enemy. On keyboard or right mouse button, it just never moves into range.
On the Tracker, when on the left mouse button, "Gathered Gales" cannot charge up (as with most channeled skills).
On the Tracker, when on the left mouse button, "Dance of Daggers" doesn't work properly (as with most channeled skills).
On the Tracker, when on the left mouse button, "Rapid Fire" stops attacking sometimes when the button is held down.
On the Tracker, when on the left mouse button, "Explosive Shot" stops attacking sometimes when the button is held down.
On the Oracle, when you hold down shift and left click to cast "Electric Wall", the character just runs and casts the skill at max distance. When you hold down left click on the enemy that is out of range (but not when in range), it will cast the skill, then continue running into the enemy.
On the Oracle, when on the left mouse button, "Lightning Beam" cannot charge up (as with most channeled skills).
On the Oracle, no matter where it is bound, casting "Electric Wave" breaks the left shift (force attack) from keeping the character in place when the left click is held.
On the Knight, no matter where it is bound, casting "Rallying Banner" breaks the left shift (force attack) from keeping the character in place when the left click is held.
On the Knight, if you hold shift and left click with "Rapid Strike" bound to it, upon release of left click, the character will move (even with shift still held).
On the Knight, when on the left mouse button, "Show of Strength" breaks the left shift (force attack) from keeping the character in place. Additionally, it casts the skill in place, before moving into range to hit the enemies.
On the Knight, if you hold shift and left click with "Magnetic Shield" bound to it, the character will stay still if you are hovering over an enemy, but move if you aren't hovering over an enemy.
On the Knight, when on the left mouse button, "Offensive Rampart" doesn't work properly (as with most channeled skills).
On the Knight, when on the left mouse button, "Flamethrower" doesn't work properly (as with most channeled skills).
On the Knight, when on the left mouse button, "Blazing Arrow" casts the skill once before moving into attack range.
On the Knight, when on the left mouse button, "Compressed air" casts the skill once before moving into attack range.
On the Knight, when on the left mouse button, "Solar Flare" casts the skill once before moving into attack range.
There are a couple of problems with summon targeting:
Summons do not attack any enemies or enemy structures that can't attack. This includes many quest objectives, and even the giant leech semi-boss. They sometimes also don't see regular enemies that haven't attacked yet.
Sometimes the summons attack invulnerable clones of enemies (like in the chapter 2 semi-boss fight in instead of the Temple of Pythoderkon).
The knight's soldiers summons from "Squad Leader" sometimes don't come into new zones with the character. Unequipping, then re-equipping items with the talent cause them to reset though.
During the quest "Kill the Dragon in the egg", it often bugs out when trying to kill the 5 dragonkin nests. My report that I added to another person's post:
I came across this bug as well and grabbed a pair of videos of it in action. I don't think the problem is destroying an egg too soon though, as during the recording, I was getting progression simply for killing enemies, without going near some of the eggs at all (as shown in this video: https://drive.google.com/file/d/1Vil-wa8AEihUJ7Omi1kwTXKwI02h4vKZ/view?usp=sharing).
It seems like some of the bar progression is triggered by actual egg destruction (as is the case with the southwestern most egg), but others actually trigger from killing the waves of enemies/specific enemies that spawn to protect the eggs. Here is another clip of the process failing (which I had happen something like 5 times before it succeeded): https://drive.google.com/file/d/17EqUKhBEoVZXjLYF3B3282Jr7278SN_w/view?usp=sharing.
When looking at the map overlay of the western island near Kryssa, it appears that if you travel along the southern shore, it connects all the way to the top, but there is a shipwreck or something similar blocking the way.
Sometimes enemies stutter when first getting hit or joining the fight. It seems to occur regardless of mode (online or offline), type of mission (story or war table), map, or party count (solo or with others).
Possible bug: The left node in the 10 point bonus for courage reads "Increases base skill damage", but I think it is supposed to be "Increases basic skill damage", as removing the node doesn't change the listed damage on non-basic skills.
Unconfimed bug reported to me: Seems if you transfer from city to city, you can/will lose your Ancestor progression and some ppl also losing Wyrmling armours. Might be a bug though.
As soon as you unlock the war room (either by completing the campaign or simply starting a character at endgame):
Go to the Tributes wall and equip two tributes. You could either equip:
Kalaarang's poison flask with Xhantineos' thunder organ to unlock the "Isabelle Chantebraise" tribute
Vidskrig's heart with Saur Iknog's warhorn to unlock the "Elin Torvalddottir" tribute
Begin running maps from the table. Once you run the first mission on a board, multiple paths will open up. The order doesn't matter in terms of unlocking the final mission on the board, only the number of completed missions (8) does.
I recommend completing every single map mission on every board, as the spoils grant permanent bonuses to: stats, Tributes, Eternal's Gifts, and chaos hunt rules.
As you complete the maps:
Check back at the Tribute wall to make any changes you would like in order to unlock different Ancestors (provided you have the correct combinations).
Check The Eternal's Gifts altar to customize your equipment, hex fragment, and ingredient drops.
After completing the maps, begin running the chaos missions. Technically you could run the chaos missions without completing maps, but you will be missing chaos rule options (which isn't optimal).
When viewing character skill hex fragments, you can see the bonuses for all 4 ranks of the skill, UNLESS you have the Text Size set to "Large" in the UI settings.
You can transfer characters between online and offline mode, and between cities at any time from the main menu by clicking on “Select Your Character”, clicking on the mode (Offline or Online), clicking on the character, clicking the “Transfer” button on the right side, and then in the new window, clicking on the mode (Offline or Online) you want to move them to, and the city.
When transferring a character between cities, all equipment and hex fragments on the character transfer automatically, but the materials and gold only transfer if you use the slider during the transfer process. Anything in the storage chests will not be transferred.
To transfer gold, dust, and materials between cities, there is a slider on the first first transfer window a little more than half way down. Since gold, dust, and materials are shared across all characters in that city, it is only recommended using this option if you are leaving the city entirely (or you simply need the materials to craft something somewhere else, and then come back with materials). If you leave a city without transferring materials, then rejoin the city, the materials are actually still there in case you want to get them at some point.
You can join with two characters from the same computer on either offline or online. Simply open up the game menu, and click on the second option "Add A Local Player", then select which character you want to add from the popup menu in the bottom right corner using the other controller (or keyboard if you are already on a controller).
If your partner in local co-op dies, you will not be able to move past the edge of the screen until you resurrect them.
If the other player doesn't move, they will automatically start following you after 10 seconds. When following, the other character stays about one step behind yours.
This process can be beaten though: if you move around a large obstacle before the follow engages, the follow won't be able to get to the character and will instead stand still. Moving back into range will cause it to reengage, so the process isn't actually broken.
When in co-op, if one person triggers a scene change, it applies to both players.
Adding a player in local coop increases the enemy health by 10%.
While on a controller, there is no button to hold to give more information like CTRL can do when using the keyboard. However, if a controller is being used, holding CTRL still will work to reveal more information (including when the controller is the second player in local coop).
You can tell which players "The Eternal's Gift" belongs to by the icon color on the left (which matches the character aura).
When playing in co-op, players can be resurrected after death by left clicking on them (or hitting the bottom controller button ["A" on Xbox, or "X" on Playstation]).
There is an option to skip the campaign.
The difficulty can be changed in the city at any time.
There is a chest where you can store equipment, with 3 personal tabs (shared among your characters), and 3 shared tabs (shared among your city).
Next to the chest, there is a hexagonal shaped box where you can store your hex fragments, with 3 personal tabs (shared among your characters), and 3 shared tabs (shared among your city).
When you unlock a branch with attribute points, you still have to choose which bonus from that tier you want.
In the loot filter, there are tabs at the top: one for equipment, and one for hex fragments.
There is a loot filter that can show or hide equipment (as with most filters), but there are also two sliders at the bottom that can convert hidden equipment into gold and potential for the Grand Benedictor (which I recommend using).
When in local coop, if you view a piece of equipment, you will see the equipped window covered by the one you are viewing. To view the other window, use the "Tab" button (as the "Swap" listed means swap item view).
In the Stats tab, along the right side of every stat is an eye that can be clicked to pin that stat to the top left corner of the screen.
A complete list of skills can be found in game by looking through the "Skill" and "Modifier" tabs on the hex fragments loot filter.
A complete list of equipment affixes can be found in game by looking through the "Stat" tab of the equipment loot filter.
What to do with equipment:
Offering equipment to the Grand Benedictor is only possible when the equipment is legendary quality or higher (and thus the talent on the equipment can apply to the bonus). That means that all lower quality equipment can be sold to the Dark Merchant, as well as any equipment that carry a talent point that is already learned.
This means that the optimal settings for your loot filter are to sell all equipment lower than legendary quality for gold, but hold onto legendaries and above to offer at the Grand Benedictor. Thus, level the slider for offerings off, and turn the gold slider on.
Hex fragments can be sold to increase the bar to learn a skill, but once the skill is learned, the excess fragments are simply sold.
This means that the optimal settings for your hex fragments loot filter is to turn the "Convert to potential for the Grand Benedictor" on, but the "Convert to Gold" slider off (which seems to take precedence when both are on).
As you go through the campaign, you will see required yellow ! quests, and optional white ! quests.
There are several map icons that can appear on the minimap or overlay:
Wyrmling = panoramic view (which reveals large sections of the minimap)
Chalice = City EXP (note: there is no icon for a chalice not previously discovered)
Chest = loot chest
Chest with horns = Gift of the Eternal loot chest
Guy with a shield = Escort and protect objective
Portal = transport to the city or other portals
Wagon = transport to the next area across land
Boat = transport to the next area across water
Map Icons
Appearance
Chapter 1 ("Hunt in Ja'Ksara") quests reside on the starting landmass in the south part of the world map, and are indicated by a green dragon head on the right side of the quest name.
There is a point near the end of chapter 1 where you can already start chapter 2 (without having finished chapter 1).
Chapter 2 ("Hunt in the Old World Archipelago") quests reside on the islands in the west part of the world map, and are indicated by a blue dragon head on the right side of the quest name.
There is a point near the end of chapter 2 where you can already start chapter 3 (without having finished chapter 2).
There is a point near the end of chapter 2 where it asks you to choose between two options: talk to Astrea (for the "Mentor" quest), or talk to Alaric (for the "Clear Crystal Waters" quest). The choice doesn't matter, because you end up doing both quests.
While working on "The Enchanted Gate" quest in chapter 2, you will come across several purple walls that can't be crossed without first completing the puzzle to turn all of the symbols the same as what is on the nearby rock (mine was blue).
Chapter 3 ("Hunt in Nurõrgartt") quests reside on the landmass in the northeast part of the world map, and are indicated by a white dragon head on the right side of the quest name.
In the quest "Toriel's Light and the Bridge of the Fallen", you will find several stone pillars with exclamation points over them. This is actually a small puzzle that is solved when the light beam strikes the ice wall. First, start with the pillar with the ! over it on the minimap. If you click on the pillar it will rotate one direction, and if you click on it again, it will rotate the other direction.
In the quest "Paradise Lost", you will find several stone pillars with exclamation points over them. This is actually a small puzzle that is solved when both light beam strikes the ice wall. First, start with the pillars with the ! over it on the minimap. If you click on the pillar it will rotate one direction, and if you click on it again, it will rotate the other direction.
In the quest "The First Dragon-Blood", you will find several stone pillars with exclamation points over them. This is actually a small puzzle that is solved when both light beam strikes the ice wall. First, start with one of the outside pillars, then you can either move to the inside one, then onto the other side, or simply do both outside pillars, then both inside pillars. The problem with this encounter are the enemy that endlessly spawn, AND block the light beam.
If you are doing this in multiplayer, the waves will spawn more frequently, and include an elite "Heir of Fafnir" enemy. Have one person kill the adds, while the other person adjusts the pillars.
There is a point near the end of chapter 3 where you can already start chapter 4 (right around the quest "Voices of the Past").
Chapter 4
During one of the first quests, you are asked to destroy 5 Dragonkin nests, but the counter doesn't always count the kills.
During the quest "Koleos Summit", you will come across a purple barrier that is protected by endless spawns of enemies. You will need to click on the light to progress the bar to remove the barrier and end the spawns.
If you are doing this in multiplayer, the waves will spawn more frequently. Have one person kill the adds, while the other person takes down the barrier.
Chapter 5
During the quest "Celestial Prison", there is a seal on the right has glowing orbs that knock you back and down the hill. This is very likely impossible with a character on follow.
There are several places in the story called "Draconic Breaches". According to the game guide, "killing enemies in the allotted time will summon a Grand Dragon, which when killed, will close the breach". I never notice a timer, and have killed tons of enemies, so in my experience these are more of a good spot for farming experience (and may actually have endless spawns). Locations include:
The first set are in the chapter 2 (underwater) areas.
The second set are in the chapter 3 quest "The First Dragon-Blood", when you have to turn two pillars into place, while fighting endless waves of enemies.
The third set are in the chapter 4 quest "The Noose Tightens", while you protect Deliculum Gerome as he cleanses an area.
The fourth set are in chapter 5.
Hunts
Each hunt involves completing objectives across one zone, then killing a semi-boss, except for the specials missions (that unlock the next board and require 8 hunts on that board), which instead require completing objectives across 3 zones from one chapter, then have the corresponding chapter boss fight.
In hunting board 3: Hunt for Rangdang, you might get a bug where the quest chain tells you to go to a village, join officers, the protect the officers, but then gives no indication of where to go, nor a countdown timer to signal that you are in the correct place. It turns out that you need to heard northeast, just west of the entrance to the town.
In hunting board 3: Hunt for Vidskrig (the final mission), you will come across the puzzle shown in the picture on the right, and be unable to progress until you solve it. In order to solve it, you have to step on only the tile in each row that doesn't match the others. I believe you are always looking for the special emblem from the game, and ignoring the Omega symbols each time. When you step on a tile, it will illuminate (as shown in the picture on the right).
In hunting board 4: Hunt for Arkeokruog, you will come across the puzzle shown in the picture on the right, and be unable to progress until you solve it. In order to solve it, you have to step on only the tile in each row that doesn't match the others. I believe you are always looking for the special emblem from the game, and ignoring the Omega symbols each time. When you step on a tile, it will illuminate (as shown in the picture on the right).
The solution is close to:
Off On Off Off On On
On On Off or On On Off
Chaos
When you first create a character in the game, you will be asked to create a city, whether in offline or online mode. You also have the option of joining someone else's city. You can have or belong to multiple cities in either mode (though in offline mode, the only reason to have multiple cities is if you exceed the character limit of 8).
The city is a single unified location with quest NPCs, vendors, crafting, storage, and training grounds. At first glance, it may look like everything is rather spread out, but there is a fast travel option that allows you simply click on any location or place of interest and immediately appear there. It even opens the interface with the NPC there upon arrival!
There are five sections to the city:
The Order's Garrison
Marketplace
Old Town
Slums
Qhongirati Camp
In the City Appearance window, each of the five locations listed above allows for customizations to the: Statue, Pennants, Roofs, and Wall Hangings (except for Qhongirati's Camp). There are six options for every location, generally sticking to a theme:
Montescail - Plain
Banished celebration - Holy, with lots of white
Day of the Dead Dragon - Bone, with lots of black
Springtime Alliance - Plants, with lots of green
Homage to the Old World - Ocean, with lots of blue
Draconic Dominions - Scales, with different colors for each city location
In the City Upgrades window, you can spend your city upgrade points. There are 50 total points, and 50 places to spend points, so you will always get all upgrades by maximum city level (thus you are only choosing your upgrade order). Leveling up the city requires the listed XP, and unlocks the following benefits:
0 XP - Jailer (to choose or swap wyrmlings, or craft wyrmling armour) and Storage (of equipment and hex fragments)
? XP - Dark Merchant (to sell equipment and hex fragments to) and Master of Fragments (to buy hex fragments from)
? XP - Jeweller (to craft rings) and 1 upgrade point
? XP - Enchanter (to change affixes [called Elements] on equipment) and Apothecary (to create potions)
? XP - Arsenal (to save builds) and 1 upgrade point
? XP - Grand Benedictor (to unlock talents and further skills) and 1 upgrade point
? XP - Draconic Atlas (tracks kills of various enemies in each zone and rewards bonus damage for completion tiers) and 1 upgrade point
? XP - Memorialist (to inscribe runes onto equipment) and 1 upgrade point
? XP - 1 upgrade point
? XP - 2 upgrade points
? XP - 1 upgrade point
? XP - Artificer (to transfer Draconic powers between equipment)
? XP - 1 upgrade point
? XP - 1 upgrade point
? XP - 2 upgrade points
? XP - Ornamentalist (add ornaments to mythical armour to empower it with a talent bonus)
? XP - 1 upgrade point
? XP - 1 upgrade point
? XP - 1 upgrade point
? XP - 2 upgrade points
? XP - 1 upgrade point
? XP - 1 upgrade point
? XP - 1 upgrade point
? XP - 1 upgrade point
? XP - 2 upgrade points
? XP - 1 upgrade point
820 XP - 1 upgrade point
? XP - 1 upgrade point
? XP - 1 upgrade point
? XP - 2 upgrade points
? XP - 1 upgrade point
? XP - 1 upgrade point
? XP - 1 upgrade point
? XP - 1 upgrade point
? XP - 1 upgrade point
? XP - 1 upgrade point
? XP - 1 upgrade point
? XP - 1 upgrade point
? XP - 1 upgrade point
? XP - 1 upgrade point
? XP - 1 upgrade point
? XP - 1 upgrade point
? XP - 1 upgrade point
? XP - 1 upgrade point
? XP - 1 upgrade point
? XP - 1 upgrade point
? XP - 1 upgrade point
? XP - 1 upgrade point
? XP - 1 upgrade point
? XP - 1 upgrade point
Level 3 upgrade point: Training Grounds (unlocks at level 2 on the 1st tab) - Unlocks the Training Grounds (which allows you to test out character and wyrmling skills), and increases experience by 5%
Level 5 upgrade point: Master of Fragments (unlocks at level 5 on the 4th tab) - Unlocks the ability to buy any wyrmling skill (for an immediate power boost)
Level 6 upgrade point: Divine Familiar (unlocks at level 6 on the 4th tab) - an ally that picks up gold and ingredients for you (which moves VERY fast and saves lots of time)
Level 7 upgrade point: Training Grounds (unlocks at level 6 on the 1st tab) - Increases experience by 10%
Level 8 upgrade point: Arsenal (unlocks at level 8 on the 5th tab) - Adds an additional tab to the fragments storage chest (likely needed by this point)
Level 9 upgrade point: Jailer (unlocks at level 6 on the 1st tab) - Increases wyrmling experience by 25%
Level 10 upgrade point: Qhongirati Camp (unlocks at level 10 on the 5th tab) - Displays relics and panoramas on the world map so you don't miss them (easier city leveling)
Level 10 upgrade point: Training Grounds (unlocks at level 10 on the 1st tab) - Increases experience by 25%
Level 11 upgrade point: Lift (unlocks at level 11 on the 4th tab) - Increases movement speed by 50
Level 13 upgrade point: Draconic Atlas (unlocks at level 12 on the 3rd tab) - Adds champions to the bestiary (the sooner they unlock, the sooner you can work on getting progress for more damage)
Level 14 upgrade point: Jailer (unlocks at level 9 on the 1st tab) - Increases wyrmling experience by 75%
Level 15 upgrade point: Pythia (unlocks at level 3 on the 3rd tab) - Increases the size of the Ancestral Grid by 2 (removes some of the blocked areas on the hex grid)
Level 15 upgrade point: Pythia (unlocks at level 8 on the 3rd tab) - Increases the size of the Ancestral Grid by 4 (removes the rest of the blocked areas on the hex grid)
Level 17 upgrade point: Wyrmling Armour (unlocks at level 4 on the 1st tab) - unlocks the ability to craft and improve wyrmling armour
Level 18 upgrade point: Draconic Atlas (unlocks at level 18 on the 3rd tab) - boosts loot quality by 10%
Level 19 upgrade point: Enchanter (unlocks at level 6 on the 2nd tab) - unlocks the ability to enchant an item over and over, with a cumulative cost
Level 20 upgrade point: Enchanter (unlocks at level 8 on the 2nd tab) - enchantments provide 20% better equipment stats, and 20% rarer hex fragments modifiers
Level 20 upgrade point: Enchanter (unlocks at level 10 on the 2nd tab) - 30% chance not to consume any ingredients while enchanting
Level 21 upgrade point: Grand Benedictor (unlocks at level 12 on the 1st tab) - unlocks the ability to benefit from an additional skill bonus
Level 22 upgrade point: Grand Benedictor (unlocks at level 12 on the 1st tab) - unlocks the ability to benefit from an additional skill bonus
Level 23 upgrade point: Memorialist (unlocks at level 15 on the 2nd tab) - 50% chance not to destroy inscribed fragments
Level 24 upgrade point: Artificer (unlocks at level 17 on the 2nd tab) - unlocks the ability to transfer an item's Draconic corruption over and over
Level 25 upgrade point: Ornamentalist (unlocks at level 20 on the 2nd tab) - unlocks all ornaments to put into mythical equipment
Level 25 upgrade point: Artisan's Guild (unlocks at level 7 on the 3rd tab) - more stat options when crafting rings
Level 26 upgrade point: Artisan's Guild (unlocks at level 11 on the 3rd tab) - even more stat options when crafting rings
Level 27 upgrade point: Jeweller (unlocks at level 6 on the 3rd tab) - unlocks the option for rare rings
Level 28 upgrade point: Jeweller (unlocks at level 10 on the 3rd tab) - unlocks the option for legendary rings
Level 29 upgrade point: Jeweller (unlocks at level 14 on the 3rd tab) - unlocks the option for mythical rings
Level 30 upgrade point: Jeweller (unlocks at level 18 on the 3rd tab) - chance to create divine rings, and double the chance for mythical rings
Level 30 upgrade point: Stable (unlocks at level 8 on the 5th tab) - more effect options when crafting potions
Level 31 upgrade point: Stable (unlocks at level 12 on the 5th tab) - even more effect options when crafting potions
Level 32 upgrade point: Apothecary (unlocks at level 7 on the 5th tab) - unlocks the option for rare potions
Level 33 upgrade point: Apothecary (unlocks at level 11 on the 5th tab) - unlocks the option for legendary potions
Level 34 upgrade point: Apothecary (unlocks at level 15 on the 5th tab) - unlocks the option for mythical potions
Level 35 upgrade point: Apothecary (unlocks at level 19 on the 5th tab) - chance to create divine potions, and double the chance for mythical potions
Level 36 upgrade point: Qhongirati Camp (unlocks at level 16 on the 5th tab) - +20 attribute points
Level 37 upgrade point: Jailer (unlocks at level 14 on the 1st tab) - +20 wyrmling attribute points
Level 38 upgrade point: Master of Fragments (unlocks at level 8 on the 4th tab) - +2 to all attributes
Level 39 upgrade point: Master of Fragments (unlocks at level 12 on the 4th tab) - +3 to all attributes
Level 40 upgrade point: City Gates (unlocks at level 14 on the 4th tab) - +5% maximum HP
Level 41 upgrade point: Statue of Toriel (unlocks at level 17 on the 4th tab) - +3% damage reduction
Level 42 upgrade point: Training Grounds (unlocks at level 20 on the 3rd tab) - +3% Knight damage
Level 43 upgrade point: Pythia (unlocks at level 20 on the 3rd tab) - +3% Oracle damage
Level 44 upgrade point: Master of Fragments (unlocks at level 20 on the 4th tab) - +3% Barbarian damage
Level 45 upgrade point: Qhongirati Camp (unlocks at level 20 on the 5th tab) - +3% Tracker damage
Level 46 upgrade point: Arsenal (unlocks at level 11 on the 5th tab) - Adds an additional tab to the equipment storage chest (likely needed by this point)
Level 47 upgrade point: Treasure Hunter (unlocks at level 3 on the 4th tab) - +10% gold
Level 48 upgrade point: Treasure Hunter (unlocks at level 10 on the 4th tab) - +40% gold
Level 49 upgrade point: Dark Merchant (unlocks at level 8 on the 4th tab) - +50% Gold earned from sales to the Dark Merchant
Level 50 upgrade point: Wyrmling Armour (unlocks at level 10 on the 1st tab) - 20% reduced crafting gold and materials for Wyrmling armour
There are many ways of gaining City XP, including:
Panoramas (wyrmling flyover videos) - 20 the first time you click on it per account, per city
Relics - 50 the first time any character on your account clicks on each relic per city, plus 2 every time a character clicks on it for the first time
Atlas entry - 80 for killing bosses for the first time per character
Endgame hunts (which all give repeatable City XP) -
20 per hunt completion for a named mob
20 per hunt completion for a Test of Will
30 per hunt completion for a Dungeon Purification
Final mission for each board:
150 for completion of board 1
80 for completion of board 2
150 for completion of board 3
? for completion of board 4
? for completion of board 5
Chaos? (repeatable?)
For City XP farming:
17:46 minutes for the board 1 last mission clear (and I died a bunch, plus I needed to mess with my fragment inventory), for 150 XP
3:38 minutes for a random hunt in board 1, for 20 XP
Carapute created an All relic locations guide so you can collect them all.
If during the campaign, you miss the relic on the westernmost island of Cyrrha, you can get it during the "Hunt for Herpentanax" map from the middle of the second board (which you can always go back and do again even if you completed it). Once the mission starts, work your way to the small boat to the southeast. AS SOON AS you get off the boat, run south to immediately claim the missing relic.
Also, when viewing the world map, you can zoom in or out, and at the correct distance, it will list the number of relics and panoramas for each area (as shown in the screenshot below). Panoramas are unlocked for the account per city, but relics need to be collected on each character.
There are several areas in the city that you can use:
In the training grounds:
There are three dummies:
Left - A weak enemy that falls over when dead
Middle - An elite with regen
Right - A boss with regen that is difficult to injure
There are two levers on the ground:
The left lever when flipped, make the single dummy turn into 5 dummies.
The right lever when flipped, make the dummies attack the nearby area.
Enchanter
You can only change modifier fragments at the enchanter, not character skill fragments.
The Grand Benedictor
The Grand Benedictor is another way of increasing character power, specifically by providing the necessary flexibility to fill in the gaps that your hex fragments and the talents on gear leave.
To use the Grand Benedictor, right click on him to open the window, then right click on a hex fragment or piece of equipment to offer it to the Grand Benedictor. A red cracked symbol will appear on the top of the item to confirm that you intend to sacrifice it. Then hold the "Make an offering" button until it fills to complete the process.
Based on the offerings, you can additional character power in three ways:
If unlocked, 8 total power is added to a selected skill
Depending on the unlock progress, 1-5 modifier power is added to a selected modifier when attached to the selected skill above it:
20 adds 1 point
40 adds 2 points
80 adds 3 points
150 adds 4 points
250 adds 5 points
Depending on the unlock progress, 1-3 talent points are added to a selected talent
25 adds 1 point
100 adds 2 points
250 adds 3 points
When you give him hex fragments, the skills and modifiers provided gain progress. Character skills gain 1 progress per hex fragment, while modifiers gain progress according to the rarity: 1 for common, 2 for uncommon, 3 for rare, 4 for legendary, and 5 for mythical). Divine fragments multiply the usual amount by 1.25.
When you give him equipment with a the talent on it (legendary and mythical equipment always have a talent, and rare can, but almost never does), the talent will transfer progress equal to the number on that talent (1 for legendary, and 2 for mythical). Common, and magical cannot be given since they do not have talents on them.
The hex fragments and talents that you unlock with him are account bound within the same city.
The Memorialist
To use the Memorialist, talk to the NPC and open the interface, then go to your equipment tab and right click on the piece of equipment you want to add a class skill to. Next, go to the hex fragments tab and add the class skill that you want to add to the piece of equipment. You cannot add skills without modifiers, and you cannot add modifiers without a skill. It costs you some materials, and a small amount of money. After you hit the "Inscribe" button, one of the modifiers attached to the skill will be chosen at random, and be added to the piece of equipment.
Inscribed skills on equipment provide additional bonuses to the inscribed skill when it is used. Think of it like a way to add on an extra modifier to a skill without taking up space in the hex fragment grid. The power added to the modifier is based on the quality of the modifier when inscribed (1 for common, 2 for uncommon, 3 for rare, 4 for legendary, and 5 for mythical).
If you end up holding onto them, this is a great use for any skills with a single legendary or mythical modifier attached to them, since adding them this way removes the random chance of which modifier will be added.
Stats can be viewed from middle (4th tab) of the character window. You can click on the eye icon to the right of any stat to pin it to the top left corner of the screen.
All classes have the same 4 character attributes (Courage, Intellect, Resilience, Agility), and each attribute has its own tree.
Branches 1, 2, 3, and 5 of every attribute tree are identical for all classes, but the 4th branch for every class is unique to that class.
You gain 4 freely spendable character attribute points for each level you acquire.
You can redistribute the character attributes at any time, in any place for free.
All wyrmlings have the same 4 attributes (Power, Malice, Ferocity, Loyalty), and each attribute has its own tree. Every attribute tree is exactly the same regardless of which wyrmling is equipped, or which class the wyrmling is paired with.
The bottom branch of every attribute tree provides a choice between 4 talents, but since the trees are always the same, they are never the class specific talents.
You gain 4 freely spendable wyrmling attribute points for each level it acquires.
You can redistribute the wyrmling attributes at any time, in any place for free.
Swapping wyrmlings resets all the trees, but since the wyrmling doesn't lose experience, you keep the attribute points earned for each level (they just need to be spent again).
Once you reach level 50 with either your character or your wyrmling, the experience gained for you or your wyrmling instead contributes to one of the Ancestors. The default Ancestor is the top left one on the list (Clovis Brise-acier), but it can be changed to another Ancestor simply by clicking on it.
Each Ancestor provides:
a stat bonus based on the Ancestor level
a passive skill
an additional passive skill at level 20 (max level)
One of the passive skills also scales in power with the total number of affinities (activation materials) obtained. However, the second and third Ancestor bonuses are only applied if you have the necessary equipped affinities in the form of Tributes. Tributes drop from campaign bosses, and the spoils at the end of some hunts (spoils are listed in the bottom corner of the screen for each hunt, so you know which ones to look for). Here is a list of where to acquire each tribute:
Campaign - Chapter 1: Kalaarang's poison flask
Campaign - Chapter 2: Xhantineos' thunder organ
Campaign - Chapter 3: Vidskrig's heart
Campaign - Chapter 4: Saur Iknog's warhorn
Campaign - Chapter 5: Mephestel's golden dragon scale
Hunt Board 1 - Hunt for Zelookiel spoils: The Fallen's sacrificial wood
Hunt Board 1 - Hunt for Jaka Lingung spoils: Corrupted moth
Hunt Board 1 - Hunt for Jailanung spoils: Egg-layer's egg
Hunt Board 2 - Hunt for Okerobia spoils: Dragonkin's eye
Hunt Board 2 - Hunt for Xhantineos spoils: Giant jellyfish's head
Hunt Board 3 - Hunt for Fafnir spoils: Fallen's funerary mask
Hunt Board 3 - Hunt for Spadiel: Abomination's tail
Hunt Board 3 - Hunt for Test of Will: Corrupted harpy wing
Hunt Board 3 - Hunt for Grimariel: Snakemen leader's head
Hunt Board 4 - Hunt for Expugorag: Volcanic lava stone
Hunt Board 4 - Hunt for Kaokrites: Snakeman's horns
Hunt Board 4 - Hunt for Styganthropos: Crab Dragonkin's pincer
Hunt Board 4 - Hunt for Arkeocruog: Erde-Nor door knocker
If you go to the Tribute wall in the northeast corner of the war room, you can view and equip 2 - 4 Tributes (depending on hunt progress) at a time to add their affinities (corresponding icons). Gaining the passive skills from each Ancestor involves matching the correct number of affinities. Characters can equip 2 Tributes by default, and the remaining 2 Tributes are unlocked by completing the following:
Hunt Board 2 - Hunt for Dreksson spoils
Hunt Board 4 - Hunt for Nesanax spoils
There are four classes in the game: Knight, Barbarian, Tracker, and Oracle.
Each of the four classes has 17 unique character skills, and the skills fall into 3 categories:
Basic - 3 skills which have no cost or cooldown
Core - 9 skills which have a cost, but no cooldown
Utility - 5 skills which have no cost, but a cooldown
Skills on classes always start with one of two elements:
Knight - physical and Fire
Barbarian - physical and Ice
Tracker - physical and Poison
Oracle - physical and Electric
Additionally, there are four wyrmlings, each of which has 15 skills based on a different element:
Crimson (Fire)
Pale (Ice)
Viridian (Poison)
Cobalt (Electric)
A complete list of skills can be found in game by looking through the "Skill" and "Modifier" tabs on the hex fragments loot filter. You can also find all of the character skills and wyrmling skills in the Codex (found in the Game Guide via the pause screen), or at the Master of Fragments (provided he and the wyrmling skills are unlocked in they city you are in).
I also created and embedded a Google Sheet below, which lists all of the skills and modifiers in the game. It should be easier to search than the list in game, particularly by using the CTRL + F function to easily search all skills at once for a specific detail (keyword, cost, et cetera). I also added information about each skill's mechanics, as well as notes for some of the skills.
Between the character skills and their modifiers, then wyrmling skills and their modifiers, there are an insane number of combinations and choices on how to make a build. The vast majority of combinations should work, probably on all game difficulties, but just not as efficiently as the optimal builds. One of the best things about this system is that you are able to really customize how you want to kill things, without being stuck only using the skills with a special piece of gear to buff it (as with most ARPGs).
Once you have picked a character skill that you like (whether thematically, for the feel, for the numbers, etc.) and you want to start building it, the first thing to know is that character skills have four ranks based on their amount of total power. Each rank is shown in roman numerals and corresponds to the following power ranges:
0-5 power
6-9 power
10-14 power
15+ power
When a skill gains power, the damage, damage range (for charge up skills), or damage per second (for channeled skills) increases, and if it has a cost, than the cost or cost per second (for channeled skills) increases as well. In order for a skill to gain power, it has to have modifier fragments or wyrmling fragments "connected" to it. Connected can either mean:
Attached to the character skill fragment, so when you pick up the fragment, those pieces come as well. They cannot be removed, nor can other pieces be added, but one of the fragments can be enchanted into something different.
Physically touching the character skill fragment (including the attached pieces), while it is placed on the hex grid.
The amount of power gained is based on the power of the fragments that are "connected". Modifier hex fragments contribute power based on their rarity. The rarity is indicated by the color found on the bottom portion of the background of each modifier fragment. The amount of power for each rarity is:
Common - 1
Uncommon - 2
Rare - 3
Legendary - 4
Mythical - 5
Additional color meanings:
Divine (indicated by a light yellow inner hex ring) - the normal color amount +2
Unfortunately, only the modifier skill power listed along the left in yellow (the tiers reached) actually contributes towards the total power for skill. The amount of skill power listed along the right in white is there to help keep track of each modifier amount, but the entire portion just doesn't count for raising the character skill ranks. Each connected wyrmling skill also contributes 1 power (per jonaZu [Eko - Lead GameDesigner] [EO]).
Once you know how to connect the fragments, and how much power they give, you need to make sure that you are connecting modifiers who have the same words in their Compatibility that the character skill has in its keywords (otherwise it won't count at all). When placing a modifier or wyrmling fragment, you can tell immediately if the keywords don't match, because it will become covered in diagonal parallel red lines (as shown in the picture on the right).
Additionally, when you hover over the character skill or wyrmling skill placed on the hex grid, all of the "connected" pieces with matching keywords will get a light green inner border (as shown in the picture on the right). All of the modifiers that could match, but are not currently connected will get a light blue inner border (as shown in the picture on the right).
From here, maximizing the skill's potential becomes a mini-puzzle game of finding the best pieces you have (with either the most or best modifiers), then trying to fit as many of those pieces as possible in the hex grid.
Each class has a different shape for their hex grid, and each class has a different place where 6 hexes are blocked off until you unlock them in the city upgrade panel.
Now how do you determine when the best modifier fragments are?
Matching keywords is obviously the first step, but it isn't just about getting modifiers that match with a lot of power on them. You also want to make sure that you are reaching the modifier ranks listed (as shown in the picture on the top right). You do that by getting modifier power of the same type (like Bonus Projectiles), all connected to the same character skill.
If you are at 7 Bonus Projectiles power, and you only have the modifier fragments to get 6 more power, while that does help contribute to the character skill power (which you likely won't need), you won't gain anything for the Bonus Projectiles. If you hover over the character skill or wyrmling skill, it will show all of the tiers each modifier has reached when you scroll down (as shown in the picture on the bottom right).
I want to point out that while each tier is 2 to 3 times as much power as the one previous, you don't ever get 2 to 3 times the bonus in the tier increase (like how 15 power gives +40% Area of Effect, but 30 power only gives +60%).
Also, keep in mind that for every build, some modifiers will be more important than others. Those are the modifiers you should focus the most on, aiming for at least 15 power early on, and for 30 later (possibly doing so for multiple modifiers in the later engame after crafting and enchanting everything possible). For instance:
Many skills will need Reduced Cost or Reduced Fuel Cost, particularly as you add a bunch of modifiers (though Energy Gain can also be used, it just isn't as effective with less targets).
Almost all skills benefit from Ultimate Enhancement 1 or 2, since it gives more damage, and area, plus additional projectiles and summons, but I don't recommend giving a skill a cooldown if it didn't have one already.
All skills with a cooldown likely need Reduced Cooldown to be able to use them effectively (or at least regularly).
Channeled skills should use Limitless to allow the wyrmling to proc regularly.
Projectile skills that fire in a cone best benefit from Bonus Projectile (since in close range, each projectile can hit the same enemy). The same goes for Beam skills and Bonus Beams.
Projectile skills that hit a circular area likely need Greater Area of Effect to take advantage of Bonus Projectiles.
Some class specific modifiers like Foresight are great on almost all Oracle skills
It is important to note that despite the obvious electric/fire/ice/toxic pairings, any class can use any wyrmling, because the game has a feature where upon reaching rank IV (max rank), the skill gains Symbiosis, and becomes synergized to the wyrmling to gain that electric/fire/ice/toxic skill keyword. Additionally, Symbiosis always targets the enemy's weakest resistance, and makes use of the highest damage multiplier (per the Game Guide in game). Similarly, many skills do "adaptive damage", which uses the type of damage with the highest elemental bonus (thus making all pairings viable). That means your wyrmling choice comes down to whichever wyrmling skills (out of the 60) actually pair best with your build. It also means that you can effectively use two or more skills from the same class that don't have the same base element (as they will both still end up as the same element).
As you progress through the game, you will start to see hex fragments of varying sizes (with up to 5 pieces connected together). Hex fragments with more pieces attached are almost always better, because the additional pieces contribute more effective power (which increases the skill's damage). Additionally, they provide you with a greater amount places for wyrmling or modifier hex fragments to connect to (and thus more modifiers can be attached). For example:
One hexagon = 6 border places
Two hexagons in a line = 8 border places
Three hexagons in a triangle shape = 9 border places
Three hexagons in a line = 10 border places
Three hexagons in a curve = 10 border places
Four hexagons in a diamond shape = 10 border places
Four hexagons in a triangle-plus-one shape = 11 border places
Four hexagons in a fidget spinner shape = 12 border places
Five hexagons in trapezoid shape = 11 border places
Five hexagons in an bowtie shape = 12 border places
Five hexagons in a hammer shape = 12 border places
By late game, you will likely only be keeping fragments of 4 or 5 pieces, and likely only of rarity Legendary, Mythical, or Divine (though the line and curved line 3 piece fragments might be needed, because they can connect without taking up multiple border places). I recommend also keeping the 2 hexagon pieces if one of the boxes is a character skill you are using, and the other is a useful modifier for that skill of Legendary, Mythical, or Divine rarity (as you can inscribe them onto equipment at the Memorialist).
The hex fragment skills you buy at the Master of Fragments vendor are FREE, but also do not sell for money, nor can they be given to the Grand Benedictor. You also cannot buy a second copy of the same skill fragment if it is in your inventory.
You cannot mark hex fragments as junk if they are equipped on your hex grid or as floating fragments. When you move a hex fragment marked as junk to the hex grid or floating fragments area, the junk mark is automatically removed.
Almost no channeled skills work when on left click, if the "Move and Attack" option is selected (and if it is off, good luck moving).
A basic skill normally cannot be combined with "Ultimate Enhancement" (1 or 2), because it is missing the necessary "core" tag, but if you also add the "Basic Skill Enhancement" modifier, it becomes possible.
The potion cooldown is 10 seconds.
The increased duration for potions does NOT yield additional healing, and instead +100% duration makes the 60% heal over 3 seconds become 60% heal over 6 seconds.
This means that the actual benefit of this option is for extending the duration of buffs also applied by the potion.
The dodge cooldown is 6 seconds.
Barrier starts refilling after 5 seconds of not taking damage.
The amounts for Energy Regen affixes listed on items round to the nearest whole number, but go to at least the hundredths place in the stats panel.
Cost:
The modifiers that add energy cost ("Bonus Beams", "Bonus Projectiles", "Bonus Summons", "Basic Skill Enhancement", and "Ultimate Enhancement II", plus possibly "Overpowered"), have added costs that go above the listed amounts. Per jonaZu [Eko - Lead GameDesigner] [EO], these increases are intended to scale the cost up with skill ranks.
I have requested that the tooltips reflect this design.
I still need to double check the math for the "Overpowered" modifier.
Cost reduction:
Multiple sources of cooldown reduction are multiplicative with each other, but the stats panel adds them together (so don't trust it).
The percentages of cooldown reduction shown on equipment and in the stats panel are rounded to the nearest whole number, while the actual cooldown reduction goes to at least the tenth place.
Cooldown reduction:
Multiple sources of cooldown reduction are multiplicative with each other, but the stats panel adds them together (so don't trust it).
The percentages of cooldown reduction shown on equipment and in the stats panel are rounded to the nearest whole number, while the actual cooldown reduction goes to at least the tenth place.
In local co-op, loot filters only apply to the character that they are applied to, not both (unless they both have the same filter).
You can have up to 8 characters in the same city.
The game doesn't automatically log you out after a certain period of time, even when playing online.
Your materials tab is shared across your characters in the same city.
Enemies scale to your level when you enter a zone.
Leaving a zone or a dungeon causes it to reset.
The soldier hits from the talent "Squad Leader" do not count as character hits when the passive skill Precise Aim is filling (but the soldier hits from the skill "Martyr for the Eternal" do).
Once you activate a summon, it doesn't despawn if you unequip the skill.
According to the tooltips, both weapons contribute to skill damage, regardless of their melee or ranged status. This means that the weapon will immediately give you a large boost in damage.
When you login, you will always be in the city, even if you logged out elsewhere.
If you have two characters in local co-op, they will progress through quests together.
Can you continue your story if you transfer from one city to another? Not really: Campaign progress isn't actually tied to any character, but instead to a "group" in the city. Not completing it in the group you started in doesn't prevent you from anything, but it does mean you can't pick up where you left off (unless the group you join just so happens to be in the same place or close to it).
When you unveil parts of the map by exploring, that progress will actually disappear when you leave the zone, UNLESS you use the panorama locations (which will keep the map explored).
If you die and choose to resurrect in the same location, you suffer a 1% reduction to your maximum life, which stacks up to 5 times (after which you are forced to return to the city).
If you die and choose to respawn in the city, all of the equipment on the ground seem to be converted with the loot filter as if they had been hidden (so they are not wasted, but you can't get them back either).
Each character needs to complete all of their own war room maps and missions (though being present in local coop counts).
The passive skill "Spoils of the Hunt" in the Tracker's Courage attribute tree heals 0.5% max HP (though it lists a flat amount).
The passive skill "Elementalism" in the Oracle's Intellect attribute tree only gives one stack for casting a skill, even if that skill has two elements listed on the keywords.
The passive skill "Brick Wall" in the Courage attribute tree gives 2 block per level, plus 10% block.
The passive skill "The Vengeful Spirit" in the Resilience attribute tree gives 2 damage reduction per level.
The passive skill "Gruelling Strike" in the wyrmlings Ferocity attribute tree gives the damage bonus to all skills, but only boosts the cost for core skills.
Equipment quality colors and affixes:
Common - Armour or Attack affix, plus 1 random affix
Uncommon - Armour or Attack affix, plus 2 random affixes
Rare - Armour or Attack affix, plus 3 random affixes, and a very low chance of a talent
Legendary - Armour or Attack affix, plus 4 random affixes, and a talent with 1 point
Mythical - Armour or Attack affix, plus 5 random affixes, and a talent with 2 points
Additional color meanings:
Divine (individual stats rolled at 1.25 times the maximum normal amount)
Draconic (a set of 2 positive and 1 negative affix that are always grouped together in addition to the normal affixes)
Rings, potions, and wyrmling armour do not drop in the game, and instead have to be crafted.
Equipment can also drop with inscribed skills on them (like what happens at the Memorialist, but random).
Resources, known in game as ingredients (according to the tooltips) or materials (according to the inventory tab) are used along with gold to craft:
rings
potions
wyrmling armour
enchantments
ornaments
Eralden [Eko - CM] created A basic guide for resources and how to Farm them
Builds
Oracle
Character skills:
Chain Lightning
Explosive Eruption
Wyrmling skills:
Talents:
Arcane Instability
Accuracy
Antagonistic Energy
Chaos
Control
Draconic Protector
Dragon Wisdom
Elemental Discharge
Energy
Fervour
Heroism
Marching Spirit
Mental Superiority
Quick Response
Resilience
Resonance
Shield of the Oracle
Speed
Vitality
Tracker
Character skills:
Explosive Shot
Noxious Star
Rapid Fire
Ricochet Shot
Wyrmling skills:
Talents:
Projectile Flurry
Critical Surge
Barbarian
Character skills:
Wyrmling skills:
Talents:
Knight
Character skills:
Martyr for the Eternal
Modifiers (in order of priority):
Bonus Summons
Ultimate Enhancement
Shockwave
Overpowered
Focus
Physical Damage
Electric/Fire/Ice/Toxic Damage
Defensive Stance
Reduced Cooldown
maybe Practice Makes Perfect
Blazing Arrow (Fuel)
Compressed air (Fuel)
Rapid Strike (Basic)
Scarlet Thrust (Basic)
Shielded Attack (Basic)
Show of Strength (Energy)
Solar Flare (Fuel)
Wyrmling skills:
Insect Ally / Frost Army / Redemption of the Damned / Winged Invocation
?
Talents:
Squad Leader
Evangelist
Armour of the Eternal
Put Block damage on helmet, chest, gloves, and shield, and
Courage: Brick Wall, Unwavering Hope, and Vanquisher's Spirit
Agility: Quick on the Draw
Control Scheme - Mouse
Move to Target - Enabled
Combine Move and Attack - Enabled
Move and Attack - Left Mouse Button
Force Attack - Left Shift
Dodge - Middle Mouse Button
Potion - C
Innate Skill - G
Return to City - Back Side Mouse Button
Fast travel in the city - Front Side Mouse Button
City upgrades - Y
City appearance - T
Skill 2 - Right Mouse Button
Skill 3 - A
Skill 4 - S
Skill 5 - D
Display loot - Space
Fold/Unfold Battle Log -
Map Overlay - Tab
Map Overlay: Zoom In - Page Up
Map Overlay: Zoom Out - Page Down
Transparency map: Up - Up
Transparency map: Down - Down
Transparency map: Left - Left
Transparency map: Right - Right
Pause - Escape
Inventory - B
Ancestral Grid - K
Area Map - ,
World Map - M
Quest Log - L
Stats - N
Talents - J
Wyrmling - O
Ancestors - I
Attributes - H
Loot filter - U
To do list:
I am on step #22 for my city upgrades
There are different ranks of Draconics (at least 4)
What is the red dot that I can pick up off the ground sometimes? divine items have the red dot on their ground item label
Make a loot filter to hide all fragments of size 1 or 2, then fix the one that hides all the skills I don't like to instead be one that shows all the skills I do like (so that combined it shows the size 2 pieces that I do like for the Memorialist's inscribing)
Describe the combat display (pop-out on the left)
Create better loot filters for fragments that:
remove all undesired character skill fragments
remove all 1 piece fragments
remove all 2 piece modifier only fragments
but keep 2 piece character skill fragments of desired skills, and 2 piece wyrmling skills
remove all 2-3 piece fragments without legendary or higher fragments
Go through the entire game guide and add any helpful details into my guide. DONE: Character, Action, Stats, Wyrmling, Codex (pages 2-9),
Go through this website, this website, and this website to see if there is any information I want to add to my guide
Update my skill list:
Get screenshots of each hex fragment icon (using the loot filter) and add the pictures to a column of the spreadsheet
Make a skill picker, where you select a class, then a character skill, and it lists all of the normal skill information, then all of the modifiers and wyrmling skills you can have based on the keywords.
=IF(A2="Barbarian", FILTER('Character Skills'!A2:A69, C2:C69="Barbarian"))
Rank talents for each character in terms of overall benefit
In the hunt boards where it grants a resistance, it seems to be:
10% Physical
3% Electric
4% Toxic
Almost every single divine affix on a certain rarity is lower than the minimum range on the rarity above it. For instance: a divine "Bonus gold gains" affix is 83% on legendary equipment, but the roll range is 108-130% on a mythical equipment.
This makes divine affixes only worth keeping if they are in the highest rarity that you have been collecting so far.
Work on the "city" section of the guide
include a list of all of the NPCs, what city rank they unlock at, and what each of them can do
Classes and their unique benefits (including different types of secondary resources)
Bunzine's cost calculator (Naamloze): https://docs.google.com/spreadsheets/d/1_Kg0-IEan_fGQo6EtysJC3teDPZsSQ9aPHqSHu-OI6E/edit?gid=1336197838#gid=1336197838
I'd like to see something in the guide about how ranks work on skills. Apparently it has something to do with placement and connections but the grid is small and im not sure what to connect where etc
Make a complete list of transmogs (especially death effects which can't easily be viewed in game).
Transfer process:
As far as I know, if you want to be in your own city, then you have to start over. You can join someone else's online city though, and can play with your friend in any online city, as long as you both are invited to it.
To transfer a character:
1. From the main menu, click on "select a character", then find the character you wish to transfer and left click on it.
2. In the bottom right of the screen, there is a "Transfer" button and when you click on that, it will ask you which city you want to transfer it to (a list will appear for offline and online in separate tabs).
3. If you would like to take your gold, primordial dust, and resources to the new city, click the slider.
4. Finally, click the transfer button, then you will have to hold the next button to approve it.
Check if:
I am double-checking now, but I believe you cannot add an ice damage modifier to a skill without an ice keyword, UNLESS the skill drops with the ice modifier already attached to it (in which case the skill will gain the ice tag).
My understanding is that the skills will convert their damage to whichever element has the highest bonus in a process called "adaptive damage", but I don't know if that changes the skill tags. Something for me to test!
Tiky: The skill will gain a new tag by reaching symbiosis (rank 4). Then you can link the wyrmling type of dmg to it. The game will still take the higher % of dmg in your sheet. So if you have 120% Toxic dmg and 122% ice dmg, it will use the ice dmg %.
Recommendations:
The first time you start a character, it is worth going through the entire campaign.
While playing through, make sure to click on every panorama, and every relic (it shouldn't hurt to click on everything though)! This will take a bit of exploring, but the quests generally take you through the entire zone at one point or another.
If it feels like you are obliterating enemies, feel free to turn up the difficulty. However, even with increased drop chance it seems like rare items don't really drop until level 10, legendary items until 20, and mythical items until level 30.
For gathering items,
For gathering hex fragments,