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
I try to match the colors used in game to make things in the guide easier to identify, but otherwise, details written in:
white text are facts
red text are details that still need to be verified
magenta are my opinions
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)
A Chaos map modifier system using cards that remembers the card choices from your previous mission, greatly reducing the amount of time you have to spend with the interface. You can also choose the type of mission in this interface.
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.
20 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 (using spacebar).
Criticisms
Currently, a lot of the character skills have targeting issues, making them at minimum hard to use.
Some of the skills (usually when the wyrmling element is different than that of the character skill) cause a lot of visual clutter.
Some of the tooltips could use some changes to make them more clear or accurate.
Can the Character Skill and Modifier lists at the Grand Benedictor PLEASE be organized alphabetically like the Talents at him are?
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?
The "Squad Leader" talent's summons currently do not benefit from the modifier bonuses and rank scaling that the "Martyr of the Eternal" skill summons do. Maybe the "Squad Leader" bonus can simply increase the amount of summons for the class, the way that the Tracker's "Bonus Projectile" talent does for projectiles.
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 challenging 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 challenging 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”.
When in local co-op, the Loot Filter does not work for the 2nd player. More accurately, the equipment and hex fragments that should be sent to the Grand Benedictor or sold for gold, are simply left on the ground.
Response from Charly [Eko - Producer]: Hello, we've worked on some QoL features coming with next update, this one is part of it!
Stats Panel:
Bonus armour on items is reflected in the stats panel, but not in the tooltip that lists Defence (which should probably say "armour" anyway) in the inventory.
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 bound to 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 bound to the keyboard or right mouse button, "Executioner's Claws" 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 bound to the keyboard or right mouse button, "Acrobatic Strike" 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 bound to 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 bound to the left mouse button, "Gathered Gales" cannot charge up (as with most channeled skills).
On the Tracker, when bound to the left mouse button, "Dance of Daggers" doesn't work properly (as with most channeled skills).
On the Tracker, when bound to the left mouse button, "Rapid Fire" stops attacking sometimes when the button is held down.
On the Tracker, when bound to 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 bound to the left mouse button, "Lightning Beam" cannot charge up (as with most channeled skills).
On the Oracle, when bound to any button, casting "Electric Wave" breaks the left shift (force attack) from keeping the character in place when the left click is held.
On the Barbarian, when bound to left click, "Resonating Strike" casts, then moves into range, then casts again in melee range. When bound to any other button, it doesn't move into range when cast.
On the Barbarian, when bound to left click, "Savage Whirlwind" doesn't keep channeling (as with most channeled skills on left click).
On the Barbarian, when bound to left click, "Earthen Rage" casts the skill as it moves towards the target, until it is in melee range. Also, holding shift will not keep the character from moving.
On the Knight, when bound to any button, 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 bound to 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 bound to the left mouse button, "Offensive Rampart" doesn't work properly (as with most channeled skills).
On the Knight, when bound to the left mouse button, "Flamethrower" doesn't work properly (as with most channeled skills).
On the Knight, when bound to the left mouse button, "Blazing Arrow" casts the skill once before moving into attack range.
On the Knight, when bound to any button, "Blazing Arrow" sticks to the inital target when either holding the button down, or rapidly clicking the button (even after the cursor has moved to somewhere else).
On the Knight, when bound to the left mouse button, "Compressed air" casts the skill once before moving into attack range.
On the Knight, when bound to the left mouse button, "Solar Flare" casts the skill once before moving into attack range.
On the Tracker, the skill "Merciless Evasion" isn't scaling with "Greater Area of Effect" modifiers, despite the area keyword.
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 Viridian wyrmling skill "Antivenom" isn't providing the listed movement speed bonus when the orb is picked up.
Talents:
Soldiers from the knight's talent "Squad Leader" sometimes don't transition into new zones with the character. Unequipping, then re-equipping items with the talent causes them to reset though.
The talent "Squad Leader" with the Rank 1 bonus in it gives 2 soldiers, but has one of them hits for 20% of the other. With the Rank 2 bonus, all 3 (including the ranged one) hit for the same amount. Weirdly, unequipping an item to go back down to the Rank 1 bonus keeps them hitting for the correct amounts.
The talent "Evangelist" doesn't ever seem to proc. This is a change from a month ago, when I used to see it proc and could watch soldiers switch targets, but that may have been outside the training grounds.
The talent "Ferocious Protection" has a block to attack bonus that doesn't affect soldier damage, but does work on Shielded Attack.
The talent "Armour of the Eternal" has a damage bonus that isn't applying to soldier damage. Also, the amount it is providing doesn't seem to be correct (even when account for other things being in the same damage pool). When equipping the skill with no stacks, damage my damage goes up by 1.1%. As stacks build, and I gain 400 more armour, the damage barely increases at all (around .1%).
The talent "Accuracy" doesn't ever seem to proc.
Maps:
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.
In Hunt Board 5, the 2nd dungeon purification (in the Underwater Temple), loot dropped below the ground and could not be picked up.
In Hunt Board 5, the Hunt for Portal Hydra mission contains large purple pillars and small tents (both of which are objectives) that reflect the Tracker's "Noxious Star" projectiles instead of being damaged by them.
When on a Tracker, 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.
Possible bug: I underlined a possible bug in the game math (but included more for clarity):
The "Overpowered" modifier only ever increases the cost by 5% per stack (and doesn't increase cost per rank). However, only the Reduced Cost from modifier fragments actually reduces the extra cost incurred from Overpowered stacks.
For instance: If a skill normally costs 50 energy, but you have a 50% reduced cost from modifier fragments, and an Overpowered modifier, the formula is (50 * .5) + (.25 * 50 * .5) which equals 31.25 (which is what the tooltip will show). But, if you add in a 20% reduced cost from the the Intellect attribute passive skill "Endurance", the new formula is (50 * .5 * .8) + (.25 * 50 * .5) which equals 26.25.
Unconfimed bug reported to me: Seems if you transfer from city to city, you can/will lose your Ancestor progression and some people also losing Wyrmling armours. Might be a bug though.
Unconfimed bug reported to me by elrokos on Twitch: there is a bug that annoyed me a lot, the Oracle's summon often doesn't get the barrier from the barrier tribute (level 20 activation effect for Mo'riya Undes'leg).
The first time you play the game, I recommend playing through the Prologue tutorial, because it give you a taste of all four classes, then has you choose your class and start the campaign from the very beginning. It is worth completing the entire campaign, because you not only get the story, but you also get achievements that you couldn't get otherwise. However, there is an option to skip the campaign if you choose, and I recommend using it for any additional characters you create.
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.
The difficulty can be changed in the city at any time. If it feels like you are obliterating enemies, turn up the difficulty. However, even with increased drop chance it seems like rare items don't drop until level 10, legendary items until 20, and mythical items until level 30.
There is a rectangular chest where you can store equipment, with 3 personal tabs (shared among your characters), and 3 shared tabs (shared among your city). The amount of both tabs can be increased to 4 using a city upgrade.
Next to that chest, there is a hexagonal shaped box where you can store your hex fragments, with 2 personal tabs (shared among your characters), and 2 shared tabs (shared among your city). The amount of both tabs can be increased to 3 using a city upgrade.
You can mark equipment and fragments as junk by hitting spacebar, or as favorite by hitting spacebar again.
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.
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 equipment affixes can be found in game by looking through the "Stat" tab of the equipment loot filter.
A complete list of fragments can be found in game by looking through the "Skill" and "Modifier" tabs on the hex fragments loot filter.
Sometimes, you might notice a red dot on the ground. It is actually the indicator for a talent on an item label.
Sometimes you might notice a pink hexagon on the ground. It is actually the indicator for an inscribed skill on an item label.
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).
As you go through the campaign, you will see required yellow ! quests, and optional white ! quests.
As you gain experience, it can be used to level up a few things:
Character XP bar (up to level 50)
Wyrmling XP bar (up to level 50 for 4 different wyrmlings)
Ancestors XP bar (up to level 20 for each of the 14 ancestor)
Transmogs:
In order to learn a regular transmog, you must sell the item with that transmog to the Dark Merchant (though you can buy the item back right afterwards). There are 5 color variations to learn for every item transmog.
Premium transmogs are from DLC packs for the game. Originally, Founder Packs 1-4 were free to players if you downloaded them at certain intervals of the beta, but if you missed them, you were out of luck. Now they can be all be purchased individually (along with the Lord Pack), or as part of the Blood Scales Edition of the game (which also includes the Lord Pack).
To earn the "Welcome to the Squad" achievement, you need to play through the Campaign from the VERY beginning (though you might be able to skip the Prologue tutorial) until you reach the city, get the accolades from the council, then go to the jailer, claim your wyrmling, and talk to the Grand Tracker (at which point the achievement should trigger).
To earn the "Unwavering Will" achievement, you need to complete trial 20 in a Test of Will (which means 200 waves). This can be done on any difficulty though, so if you only care about completing it as fast and easily as possible, do it on easy difficulty. It took me just under an hour on easy difficulty with my Knight's soldiers doing almost all of the work.
To earn the "Symbiotic Taming" achievement, you need to to equip 5 different character skills with 15 total effective power at the same time.
To earn the "Elite Hunter" achievement, you need to simply need to earn all other achievements (not unlock all of the trophies on the tribute wall). This is verified in the official Dragonkin Discord by Charly [Eko - Producer].
Characters must be in a city. You can either create your own city, or join someone else's city (which requires being invited through the Steam Overlay).
Up to 50 players can inhabit a city at a time, and three different roles (Owner, Officer, Hunter) can be assigned to members that give them access to a variety of controls (like adding or removing members, changing a group, or upgrading the city).
Players in the same city can share equipment and fragments by placing them in the respective shared storage chests.
Only 16 players can be online in the city at once.
There can be 8 groups (each of which can be set to story mode or endgame), but only 4 players can be logged into a group at once. The difficulty for each groups can be changed in town at any time (as along as all of the group members are in town).
The monster level in groups is set to match the highest level player in the party.
Additional players increases the amount of HP monsters have (+1 player grants 10% more enemy HP).
You can teleport to another player in your group using the player management menu.
Dead players (with 0 HP) can be revived by party members. You can resurrect them by left clicking on them (or hitting the bottom controller button ["A" on Xbox, or "X" on Playstation]).
You can join with two characters from the same computer on either offline or online in a mode called local co-op. Local co-op still uses multiplayer rules, except they have to share the same screen (both with windows, and with the maximum distance a player can travel).
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).
To play in local co-op, 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). On xbox, the local coop option may not appear on the list, even if you have two characters on the same account, with two controllers connected, and have logged into the same profile on both of them.
When playing in co-op, you can tell which player "The Eternal's Gift" belongs to by the icon color on the left (which matches the character aura).
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. You can resurrect them by left clicking on them (or hitting the bottom controller button ["A" on Xbox, or "X" on Playstation]).
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.
You can transfer characters between online and offline mode, and between cities at any time from the main menu by:
1. Clicking on “Select Your Character”.
2. Clicking on the mode (Offline or Online).
3. Clicking on the character.
4. Clicking the “Transfer” button in the bottom right side.
5. In the new window, clicking on the tab for the mode (Offline or Online) you want to move them to.
6. Click on the city you want to move them to.
7. If you would like to take your gold, primordial dust, and resources to the new city, click the slider.* All equipment and hex fragments on the character (including in the inventory) transfer automatically. Anything in the storage chests will not be transferred.
8. Finally, click the "Transfer" button, then you will have to click and hold the next button to approve it.
*Note: 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.
The game has a built in loot filter, similar to many other newer ARPGs. When you hit the button to load the interface, you will see a window open on the left side of the screen. Along the very top of the window, there are two circles, one for each tab: equipment and fragments.
In the equipment tab, shown in the top picture on the right (though it starts without these rules listed), there is a pencil over a square icon, which allows you to customize the way you identify your filter. You can name the loot filter, choose an icon, and choose the icon color. The + button allows you to create a new filter, the two squares duplicates a filter (useful when you want to have similar, but slightly different filters for each character), and the X icon deletes a filter. There is also a slider to enable or disable the filter (so you don't have to delete it if you aren't using it).
Below that, there is also a New Rule button which can only be used after you have created a filter. The New Rule button creates a simple rule (hide non-divine, non-draconic items), then lists it in the box below (where you can then edit the rule, or change the order). To edit a rule, simply click on the rule you want to edit, and a new window will open (shown on the right, in the second picture from the top).
From this window, all of the fine details can be chosen. The first box is to Hide or Show equipment (because sometimes you hide something with a blanket rule, then Show specific cases you want to let through). There are also sliders for it affecting divine and draconic items (which default to on, as indicated above).
The conditions section of the equipment filter allows you to choose the rarity (Common, Uncommon, Rare, Legendary, Mythical) of the rule, the type (really the slot: Torso, Head, Arms, Legs, Right hand weapon, Left hand weapon, Pendant), the Stat (a list of all affixes), and the Talent (a list of possible talents). All selections from each list can be made by simply clicking on the boxes you wish to include, which will then cause the bottom half of the box to turn red, and the diamond on the left to turn red. When you are finished with each section, either use the Escape button or click on the top-rightmost X to close the window.
NOTE: If you are clicking X buttons, be careful as when you get back to the initial window, most of the X buttons are actually delete buttons. This is why I recommend using the Escape button instead.
At the bottom of the equipment tab, there are two sliders: "Convert to potential for the Grand Benedictor", and "Convert to gold". If enabled, all equipment that is hidden by the loot filter will automatically be sacrificed to the Grand Benedictor or sold for gold (respectively). This means that these items will not longer be on the ground, which not only improves the performance of the game, but means that you never miss out on getting something for the items you don't keep.
The Fragment tab (shown in the bottom picture on the right), functions almost identically to the equipment filter, minus the draconic slider (since draconic fragments don't exist).
The conditions section of the fragment filter allows you to choose the rarity (Common, Uncommon, Rare, Legendary, Mythical) of the rule, the Skill (it lists the 17 skills for that class, and all wyrmling fragments), the Modifier (a list of all modifiers), and the Size (1, 2, 3, 4, or 5 piece). All selections from each list can be made by simply clicking on the boxes you wish to include, which will then cause the bottom half of the box to turn red, and the diamond on the left to turn red. When you are finished with each section, either use the Escape button or click on the top-rightmost X to close the window.
It is important to remember that when creating rules, order matters. Since the game shows everything by default, your first rule or group of rules should be to hide things that you don't want, and then further rules are the exceptions you want to let through. For instance, hiding all equipment below a certain rarity is the first rule, then second rule is to show equipment with useful talents.
If you are having trouble figuring out what order the rules should go in, think of how you would say the rules if you put the word "except" in between each rule, and that is the order your rules should go in. Another way to think about it is going from general to specific, or the largest group of items to the smallest group of items.
When deciding how detailed to make each rule, you can either hide a bunch of things with your first rule, and further rules can be used to detail what you want to let back through with "show" rules, or you can create simpler hide rules, and anything not mentioned is let through (or a combination of the two options). An example of this is shown on the right side, 3rd picture from the top.
There are two sliders at the bottom of both the equipment and fragments loot filter windows. Dragonkin: The Banished has a unique (as far as I know) feature where unwanted items that would normally be left on the ground after being hidden by a loot filter, can be automatically converted into other uses.
At the Grand Benedictor, equipment can be broken down to progress the bar to learn a talent. However, this is only possible when the equipment has a talent on it for the benedictor to learn (which is usually legendary rarity or higher, but some rare items can have them). All lower rarity 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 when setting up your equipment loot filter, you should turn on the "Convert to potential for the Grand Benedictor" slider, and the "Convert to Gold" for any equipment you do not want (as the convert to gold applies to items of lower rarity, or when the talent has already been learned).
At the Grand Benedictor, hex fragments can be broken down to progress the bar to learn skills and modifiers. Since there are usually multiple modifiers on a the same fragment, breaking down a fragment will increase the bars for all pieces until they are full. This process works and consumes the entire fragment as long as a single skill or modifier can progress (though the rest of the fragment is wasted). Only when all of the skills and modifiers on a fragment are learned, will the skill then be sold for gold if that slider is turned on.
This means that when setting up your hex fragments loot filter, you should turn on the "Convert to potential for the Grand Benedictor" slider, and the "Convert to Gold" slider for when all of the skills on a fragment have been learned.
My Loot Filter process for equipment with new characters:
Start with no loot filter
Once you have a full set of Common equipment, use the loot filter to hide Common rarity
Once you have a full set of Uncommon equipment, use the loot filter to hide Uncommon rarity and disable applying it to divine equipment
Once you have a full set of Rare equipment, use the loot filter to hide Rare rarity and disable applying it to divine equipment (likely not until after level 10)
Once you have a full set of Legendary equipment, use the loot filter to hide Legendary rarity and disable applying it to divine equipment (likely not until after level 20)
Once you have a full set of Mythical equipment, use the loot filter to hide talents that are useless to your build
Once you have a full set of Mythical equipment with useful talents, use the loot filter to hide all non-divine Mythical equipment
The eventual goal is to get a full set of Mythical equipment with divine affixes, useful primary and hidden talents, and 5 useful affixes (though 1 can be enchanted).
NOTES:
A divine affix (25% increase) on any rarity is almost always lower than the minimum roll on the rarity above it. This means that divine affixes are only worth keeping if they are Mythical rarity (or at least the highest rarity item that you have found so far).
For example: a divine "Bonus gold gains" affix is 83% on legendary equipment, but the roll range is 108-130% on Mythical equipment.
I don't think that there is a good way to use the filter to hide a Stat, since a single useless affix is fine, but really what you want are to hide items with multiple useless affixes (which I don't think is possible).
My Loot Filter process for hex fragments with new characters:
Start with no loot filter
Once you starting getting Uncommon modifier fragments, use the loot filter to hide Common rarity (which hides them if they ONLY have Common rarity)
Once you starting getting Rare modifier fragments, use the loot filter to hide Uncommon rarity (which hides them if they ONLY have Uncommon rarity or lower)
Once you starting getting Legendary modifier fragments, use the loot filter to hide Rare rarity (which hides them if they ONLY have Rare rarity or lower)
Once you starting getting Mythical modifier fragments, use the loot filter to hide Legendary rarity (which hides them if they ONLY have Legendary rarity or lower)
The eventual goal for modifier fragments is for all pieces to have only Mythical rarity, but still have useful modifiers.
As you test out different character skills, any that you don't plan to use should be added to a loot filter that hides those skills selected from the list.
At some point, you will probably also want to restrict these fragments by size. The main skill you are using is most effective as a 5-piece fragment, because it maximizes the amount of border units to attach modifiers to (for more information see the Optimizing Skills section). You will also want to keep 2-piece fragments, which can be used to inscribe modifiers onto gear.
The eventual goal for character skill fragments is to have the skill(s) you want to use with a 5-piece of only Mythical rarity, and useful modifiers, plus several 2-piece fragments with a single useful modifier of Mythical rarity.
When you determine which wyrmling element you are going to use, you CAN add a loot filter to hide all of the wyrmling skills for other wyrmling elements, but you might want to keep those for other characters. You also CAN hide any of the wyrmlings skills for that element that you don't plan to use.
The eventual goal for wyrmling skill fragments is to have up to 5 different skills you want to use with only Mythical rarity, and useful modifiers (ideally useful for the main skill AND the wyrmling skill).
NOTES:
A divine affix (+2 power) effectively moves that affix up 2 rarities, so they are worth keeping if that rarity is worth keeping.
I don't think that there is a way to hide fragments that have a mix of rarities that you don't want, if one of the rarities is what you do want.
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
You can play the game on any of the 20 difficulties, and have the ability to change difficulty in the city at any time. As of patch 1.5.74.56713, they added some difficulty updates to include enemy resistance at some thresholds. The difficulties and the bonuses are:
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 light 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 an off-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: Hunt in Erde-nòr quests reside on the landmass in the northern part of the world map, and are indicated by an orange dragon head on the right side of the quest name.
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: Dracomundus quests reside on the landmass in the southern part of the world map (in the circle), and are indicated by a purple dragon head on the right side of the quest name.
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.
Hunt Boards
Hunt boards should be completed first after finishing the story. Each map gives a reward that either results in some form of character power, or results in the ability to manipulate the drop rate for certain items (which also results in character power).
On a hunt board, there are several different map activities to complete while moving through the missions:
Test of Will - Fight against waves of enemies. Every 10 waves equals 1 trial, after which the enemies stop, and a choice is given between 2 portals that provide bonuses and hazards. After 3-5 trails, each trail completed will also offer you the ability to end the test and receive the rewards.
Dungeon Purification - Kill enemies until a portal spawns, which leads you to a draconic breach encounter.
Hunt Maps - Complete random objectives across the usual world maps, after which a portal spawns that takes you to a boss fight (the target of the hunt).
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 order to start the final mission on a hunt board, a certain number of prerequisite maps must be completed. During the final hunt mission, you will complete a series of 4 hunts, then fight with a dragon lord (one of the chapter bosses). Each board number (1-5) will have you face the dragon lord from the chapter of the same number (1-5).
In hunting board 2: Hunt for Daudiel, you will come across the puzzle shown in the pictures below and be unable to progress until you solve it. In order to solve it, you have to match the pedestals (numbered 1-3 below) to specific markers. However, the pillar order is not read left to right, it is indicated by the number of pillars AROUND the marker. In the pictures below, I have numbered the markers and highlighted the pillars around each marker for clarification.
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 a puzzle with a chest surrounded by six floor tiles, and be unable to progress until you solve it. When you step on a tile, it will illuminate. The solution is (as shown in the picture on the right):
Off On On
On On Off
In hunting board 5: Hunt for Iratonog, you will come across a puzzle, and be unable to progress until you solve it. In order to solve it, you have to switch the colors to the RANDOMIZED solution. There are 64 possible combinations, so it might take a bit of time so solve. I have seen:
Blue, Green, Red
Red, Green, Red
Yellow, Red, Green
In hunting board 5: Dungeon Purification, you actually have to do a series of 4 dungeon purifications (Sanctuary of Perdition, Underwater Temple, Frozen Cave, Catacombs of Fire) in a row to unlock the final map.
Chaos Maps:
Chaos Maps are the same as hunt board maps: Test of Will, Dungeon Purification, Hunt, or Chaos Dragon Lord Hunt (which is the same as the final mission of a board).
Note: Chaos Dragon Lord's Hunts randomly picks 1 of the 5 map chains. If you want a different chain, abandon the mission, then start it again to get a random new hunt.
There is no progression system with it, as it is instead purely a form or choosing your endgame activities.
There are 14 Draconic Fate cards that you can add to adjust the challenge of the map. Each card always has the same bonus and hazards associated with it, which scale with the difficulty setting (from one hazard on easy up to 3 hazards on apocalypse).
There are 10 fate cards clumped on the left, and as many of these fate cards as you want can be applied to the mission (including all of them).
There are 4 fate cards clumped on the right, but only 1 of those cards can be chosen per mission. The bonuses correspond to each of the four elements, so usually you would choose the element (or one of the two elements) that matches your character's build to maximize your damage.
Each fate card added also grants a loot quality bonus between 4% and 20%. These bonuses are additive with the loot quality from the difficulty, and the amount is shown in the top left corner of the interface.
The best thing about this card system is that after each mission, it remembers your card choices from the previous mission, greatly reducing the amount of time you have to spend with the interface.
In the pictures shown on the right is a complete list (from the game guide in game) of affixes elite enemies can have.
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! Hitting the "Fast travel in the city" button, or clicking on the portal icon at the middle of the top of the screen pulls up the screen shown in the picture below. Clicking on any of the points of interest (icons) moves you to that location instantly (no loading screens).
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 sections allows for customizations to the: Statue, Pennants, Roofs, and Wall Hangings (except for Qhongirati's Camp). There are six options for every section, 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 (shown in the picture above), 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
843 XP - 1 upgrade point
865 XP - 1 upgrade point
887 XP - 2 upgrade points
908 XP - 1 upgrade point
930 XP - 1 upgrade point
951 XP - 1 upgrade point
972 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 Champion hunt completion
20 per Test of Will hunt completion
30 per Dungeon Purification hunt completion
Final mission for each board:
150 for completion of board 1
80 for completion of board 2
150 for completion of board 3
150 for completion of board 4
150 for completion of board 5
Chaos (which all give repeatable City XP) all reward the same amount of City XP as the hunt amounts listed above.
Note: You get the same amount of city XP in local co-op that you do in single player.
I ran an experiment to try to find the optimal hunts for City XP farming. It took:
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 board 2 (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:
Group and difficulty:
Here you can change the difficulty of the group, or change the group (which also allows you to reset groups, and access the player management of the city).
Jailer:
You can select which wyrmling you want to use, and each one comes with a specific element and unique set of skills.
You can also craft from 4 different wyrmling armours to gain additional benefits:
a passive bonus
a bonus specific to each wyrmling armour (at level 8)
talent points for a single talent that is exclusive to that wyrmling armour (at levels 1, 3, 5, 7, 9, and 10)
Training Grounds:
There are three sets of dummies:
Left - A weak enemy that falls over when dead
Middle - An elite with life regen that cannot be killed
Right - A boss with a large amount of damage reduction, life, and life regen that cannot be killed
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.
Arsenal:
Allows you to save and load builds, so you can easily change between them.
It remembers your:
equipment
ancestral grid and action bar
wyrmling
character attributes and passive skills
wyrmling attributes and passive skills
Draconic Atlas:
Killing specific enemies a certain number of times provides a damage bonus. These bonuses have 3 tiers, providing a 3%, then 6%, then 10% damage bonus after each tier is complete.
There are 6 areas (Domistria, then each of the 5 chapter zones), and each area contains a few regular enemies, at least 2 semi-bosses, and a boss (except for Domistria).
The total damage bonus possible is 790%.
70% for Domistria
90% for Ja'Ksara
190% for Old World
200% for Nurõrgartt
190% for Erde-nòr
50% for Dracomundus
There isn't actually something to do here other than view your progress.
Dark Merchant:
A vendor that sells common rarity equipment, and allows you to sell equipment and hex fragments to him.
The first time you sell a piece of equipment to him with a transmog (appearance) that you haven't unlocked already grants it to you. There are 5 color variations for each look of equipment.
Master of Fragments:
A vendor that sells character skill fragments, and wyrmling skill fragments (after unlocking the city upgrade). Some fragments are locked by city level, but all fragments are available by city level 13.
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, a selected skill becomes able to have Grand Benedictor modifier bonuses.
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.
Talents, skills, and modifier choices can be changed for free any time you can interact with the Grand Benedictor.
Jeweller:
You can craft rings using gold and resources with affixes that you can choose.
City upgrades allow you to craft higher rarity rings (which have higher affix ranges), and make more affixes available to craft.
Apothecary:
You can craft potions using gold and resources with affixes that you can choose.
City upgrades allow you to craft higher rarity potions (which have more affixes), and make more affixes available to craft.
Enchanter:
You can enchant (change) one affix on every weapon and piece of armour, but not jewelry.
You can also enchant (change) one modifier on hex fragments, but only modifiers, not character skill fragments or wyrmling skill fragments.
When enchanting, 3 options will be given (the bottom of which will always be the option to keep the affix you had).
You can only enchant equipment or modifier fragments once initially, but with a city upgrade, the affixes can be transferred indefinitely.
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.
If a piece of equipment already has an inscribed skill, you can still inscribe a new one (thus cancelling out the former one).
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.
Ornamentalist:
Talk to the NPC and open the interface, then go to your equipment tab and right click on the piece of mythical armour (not weapons) you want to add talents to. Click on one of the 3 unchecked yellow boxes (as the left one with the check already has a talent), then select the resources you will use to complete the upgrade and click "Craft and Equip".
This process can be repeated for each of the 3 additional talent points, but you can only equip (or use) 1 of the points at a time (so only repeat this process when you want to change your bonus). Once the talent is unlocked, it stays unlocked and does not require further resources.
Artificer:
Talk to the NPC and open the interface, then go to your equipment tab and right click on the piece of Draconic equipment you wish to transfer the bonuses from (which will be consumed in the process). Next, right click on the piece of equipment you want to transfer the bonuses to. Add resources, then click the transfer process.
The transfer process can only happen once for each set of Draconic affixes initially, but with a city upgrade, the affixes can be transferred indefinitely.
War Room:
After completing the campaign, this is where you will start all of your missions from. It is also where you will equip your tributes and ancestors, as well as where you will manage your Gifts from the Eternal choices.
See the Tributes and Ancestors section of my guide for more information.
Character power sources:
Hex fragments -
Character skills
Wyrmling skills
Modifiers
Character equipment -
armour and weapons drop (amulets drop extremely rarely)
amulets, rings, and potions are craftable (unlocked as a city upgrade)
Attributes -
Character passive skill trees
Wyrmling passive skill trees
Grand Benedictor -
Talent points (unlocked as a city upgrade)
Modifiers (unlocked as a city upgrade)
Ancestors -
leveling up Ancestors for a passive bonus even when they aren't equipped
the activation effects from equipped tributes (the level 20 effect only applies if the tribute is max level)
Wyrmling armour (unlocked as a city upgrade)
Enchanting equipment or hex fragments to replace one affix with a better one (unlocked as a city upgrade)
Artificer - infusing Draconic power from one piece of equipment onto another (unlocked as a city upgrade)
Memorialist - inscribing a character skill hex fragment with a modifier onto equipment (unlocked as a city upgrade)
Ornamentalist - adding additional talent points onto equipment (unlocked as a city upgrade)
equipment lists the main talent that it comes with, but there are actually 3 hidden talents on it that can only be viewed at the Ornamentalist
Draconic Atlas gives passive bonuses based on enemies killed (unlocked as a city upgrade)
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, and points spent on the attribute also provide a bonus to two stats, which are listed in the bottom-right corner of the window (though the bonus differs depending on the class).
Barbarian:
Courage - Maximum HP and Maximum energy
Intellect - Thorn damage and Armour
Resilience - Maximum HP and Attack
Agility - Armour and Attack
Tracker:
Courage - Reflex and Armour
Intellect - Maximum HP and Maximum energy
Resilience - Armour and Attack
Agility - Maximum HP and Attack
Knight:
Courage - Attack and Maximum HP
Intellect - Attack and Armour
Resilience - Maximum HP and Maximum energy
Agility - Armour and Block damage
Oracle:
Courage - Armour and Attack
Intellect - Attack and Maximum HP
Resilience - Armour and Barrier
Agility - Maximum HP and Maximum energy
Each attribute also has its own tree, and branches of passive skills are available at 10 points, 25 points, 45 points, 70 points, and 100 points.
Branches 1, 2, 3, and 5 of every attribute tree are identical for all classes. However, the 4th branch for every class is unique to that class.
When you unlock a branch with attribute points, you still have to choose which bonus from that tier you want by clicking on the circle.
You can get up to ? total attribute points:
196 spendable points from leveling up (4 per level up)
20 spendable points from the 2nd tier "Qhongirati Camp" upgrade in the 5th tab of the city upgrade window
2 attribute points in every attribute from the 3rd tier "Master of Fragments" upgrade in the 4th tab of the city upgrade window
3 attribute points in every attribute from the 4th tier "Master of Fragments" upgrade in the 4th tab of the city upgrade window
up to 5 attribute points to a single attribute on rings (chosen when crafting)
? attribute points in every attribute from the Alliance Wyrmling Armour (if chosen)
Ancestors:
10 Courage points from the Ildur Skalddottir
10 Intellect points from Thygate of Kryssa
10 Resilience points from Raghneidur Hakandottir
10 Agility points from Amid'an Khuridan
Hunt rewards:
10 spendable points from "Hunt for Kalaarang" in Board 1
5 Courage points from "Hunt for Nothog" in Board 5
5 Intellect points from "Hunt for Sayaburuk" in Board 1
5 Resilience points from "Hunt for Naga Padang" in Board 1
5 Agility points from "Hunt for Skokiel" in Board 3
You can redistribute the character attributes at any time, in any place for free.
All classes have the same 4 wyrmling attributes, and points spent on the attribute also provide a boost to two stats, which are listed in the bottom-right corner of the window (though the bonus differs depending on the wyrmling).
Pale Wyrmling:
Power - Ice damage and Physical resistance
Malice - Wyrmling effect duration increase and Wyrmling damage
Ferocity - Ice damage and Wyrmling damage
Loyalty - Physical resistance and Wyrmling area multiplier
Viridian Wyrmling:
Power - Toxic damage and Physical resistance
Malice - Wyrmling chance multiplier and Wyrmling damage
Ferocity - Toxic damage and Wyrmling damage
Loyalty - Physical resistance and Wyrmling effect duration increase
Crimson Wyrmling:
Power - Fire damage and Physical resistance
Malice - Wyrmling area multiplier and Wyrmling damage
Ferocity - Fire damage and Wyrmling damage
Loyalty - Physical resistance and Wyrmling cooldown reduction
Cobalt Wyrmling:
Power - Electric damage and Physical resistance
Malice - Wyrmling cooldown reduction and Wyrmling damage
Ferocity - Electric damage and Wyrmling damage
Loyalty - Physical resistance and Wyrmling chance multiplier
Each attribute also has its own tree, which remains the same on all 4 wyrmlings, regardless of class.
Branches are available at 10 points, 30 points, 60 points, and 100 points.
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.
When you unlock a branch with attribute points, you still have to choose which bonus from that tier you want by clicking on the circle.
You can get up to ? total attribute points:
196 spendable points from leveling up (4 per level up)
20 from the 4th tier "Jailer" upgrade in the 1st tab of the city upgrade window
? attribute points in every attribute from the Domistrian Wyrmling Armour (if chosen)
Hunt rewards:
10 spendable points from "Hunt for Vidskrig" in Board 3
5 Power points from "Hunt for Alberic Main-Leste" in Board 2
5 Malice points from "Hunt for Dewata Cenkang" in Board 5
5 Ferocity points from "Hunt for Ogerdottir" in Board 3
5 Loyalty points from "Hunt for Androdaiktos" in Board 4
You can redistribute the wyrmling attributes at any time, in any place for free.
Swapping wyrmlings resets the tree choices that don't match the previous wyrmling, though it remembers the place the points are spent (and since the wyrmling doesn't lose experience, you don't lose any points).
Talents are passive skills (sometimes with extra conditions) that increases the power of your character. They have ranks which unlock bonuses with 1 point, 3, points, and 6 points.
Points can be obtained from equipment, wyrmling armour, and wyrmling attributes.
You can have as many as 36 total talents points per character (which means 4 rank 3 talents, and 4 extra points):
6 from the Grand Benedictor
2 per mythic accessory (times 2 slots)
2 per mythic weapon (times 2 slots)
2 per mythic armour (times 4 slots)
1 per mythic equipment from ornaments (times 4 slots)
6 per wyrmling armour (though these can only apply to "Draconic Protector", "Dragon Wisdom", "Elemental Discharge", and "Wyrm Expertise")
2 from wyrmling attributes (4, if using the Myrriel Wyrmling Armour which doubles these talent points)
The Talents "Draconic Protector", "Dragon Wisdom", "Elemental Discharge", and "Wyrm Expertise" aren't able to drop on equipment, and are only obtainable from crafting wyrmling armours. The armours gain 1 talent point at level 1, 3, 5, 7, 9, and 10, for a total of 6 points to a single Talent at level 10 (max level).
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)
The second and third Ancestor bonuses are only applied if you have the necessary equipped affinities (activation materials) in the form of Tributes. Additionally, one of the passive skills from each Ancestor scales in power with the total number of a specific affinity equipped (except for Clovis Brise-acier which scales with tributes). Note that tributes possess a third affinity which is an element and is ONLY used for this purpose. These are:
Mo'riya Undes'leg: increased attack speed for flesh cannons per Physical affinity
Isabelle Chantebraise: decreased cooldown for the column of light per Fire affinity
Elin Torvaldottir: increased freeze duration for divine hammers per Ice affinity
Aionikles: increased damage dealt with sufficient buffs and debuffs per Electric affinity
Hori'tan Su'san: increased area of effect for the adaptive damage field per Toxic affinity
Tributes are acquired from defeating campaign bosses, and from the spoils when completing 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: Barbarian, Tracker, Knight, and Oracle. Each class has their own weapons, skills, dodge mechanics, 8 exclusive talents, and a mechanic that is unique to the class.
Barbarian (Rurik Haraldson) - 4th overall, due to a general lack of damage
Melee, Aggressive, Multi-hit, Ice
Dodge mechanic: A charge attack with a 6 second cooldown
Game Description: Any damage dealt or taken enables Rage generation. Once the gauge is full, damage dealt will increase, while energy costs are reduced temporarily.
Details: The Barbarian has an extra resource called Rage, which increases every time damage is dealt or taken. When the Rage bar is full, the Barbarian gets a buff for 8 seconds that increases damage by 20%, and increases cost reduction by 30% (but this source adds to other sources, unlike all other sources which multiply with each other). After the buff ends, Rage goes back to 0. The full loop takes 15 seconds (which means the buff is up for a little over half the time my default). Several Barbarian talents affect Rage including:
Savage Assault, which generates Rage per second for 5 seconds after hitting an enemy (though the tooltip doesn't explain the extra criteria or duration of the bonus).
Draconic Ascension, which slows Rage loss per second (which only applies when building Rage, not when the buff is active).
Supernatural Cold, which increases the duration Rage applies for.
Unrestrained Fury, which provides attack speed during Rage, and increases minimum Rage, but decreases the duration Rage applies for.
Tracker (Qara-Tani) - 3rd overall
Distance, Mobility, Projectile, Toxic
Dodge mechanic: A dodge with a 3 second cooldown (half the cooldown of other classes)
Game Description: Marks enemies with Skills.[Innate skill button]: Removes the marks from enemies with piercing damage. Restores energy for each enemy hit and executes weaker enemies.
Details: The Tracker has a extra mechanic called Targeting. Certain skills have a chance to mark enemies. Those marks can then be consumed by a thrown knife to deal damage. To throw a knife, you can either hit the Targeting button (Innate Skill button in the Controls) which removes all marks with a knife at each target, or if you have the talent "Projectile Flurry", hit an enemy with a projectile skill. The random chance to proc from "Projectile Flurry" is based on the rank of the talent, and is able to throw more than 1 knife at once. Supposedly, there is an internal cooldown on the targeting knives (which is reduced by the talent "Critical Surge"), but they seem to be flying out so often, I doubt it exists.
Knight (Lothair of Montdragon) - 2nd overall
Melee, Defensive, Balanced, Fire
Dodge mechanic: Gain 50% armour DURING the dodge with a 6 second cooldown
Game Description: Certain skills require Fuel instead of energy. The fuel gauge is restored gradually over time.
Details: The Knight has an extra resource called Fuel. Some skills require fuel instead of energy to cast. Fuel isn't affected by cost reduction (which is only for energy), but there is a "Fuel Cost" modifier fragment, plus the "Power Supply" modifier fragment which generates fuel based on the energy consumed. This is particularly helpful because the Ultimate Enhancement 2 skill, and all of the "Bonus X" skills increase the energy cost, but work with fuel skills.
Oracle (Eletrane) - 1st overall, due to the best damage
Distance, Control, Area, Electric
Dodge mechanic: A teleport with a 6 second cooldown
Using a skill increases the Vision gauge. [Innate skill button]: Consumes 50 Vision points to boost the next skill and reduce its energy costs.
The Oracle has an extra resource called Vision. 40 Vision points can be consumed by a skill using the "Foresight" modifier fragment to cast an upgraded version of the skill (which can be found on the skill tooltip or in this Hex Fragment Sheet). The "Enhanced Vision" modifier fragment generates Vision points when damage is dealt.
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:
Barbarian - physical and Ice
Tracker - physical and Poison
Knight - physical and Fire
Oracle - physical and Electric
Additionally, there are four wyrmlings, each of which has 15 skills based on a different element:
Pale (Ice)
Viridian (Poison)
Crimson (Fire)
Cobalt (Electric)
You can have up to 5 character skills at a time, as well as 5 wyrmling skills at a time.
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 includes information about skill mechanics, bugs, and additional notes from me. 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).
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 do is to place it on the Ancestral Grid (usually near the middle). When a skill is added to the grid, it is also automatically added to the skill bar at the bottom of the window and the game screen. The same goes for wyrmling skills. Once a skill is on the skill bar, you can move the skill around to be bound to a different button.
Now that the skill is placed, it is important to know 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 on the Ancestral Grid. 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 (limit 1 per hex fragment)
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 doesn't count for raising the character skill ranks. Each connected wyrmling skill also contributes 1 power (This is verified in the official Dragonkin Discord by jonaZu [Eko - Lead GameDesigner] [EO]).
Wyrmling skills are slightly special cases, because they are both skills and modifiers for character skills at the same time. However, they can't be used directly, and instead are triggered when the attached character skill is cast (assuming you have the matching wyrmling element equipped).
Once you know how to connect the fragments, and how much power they give, you need to make sure that you are connecting modifiers which have keywords in their Compatibility that are all present that the character skill Compatibility (otherwise it won't count). 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 while they touch the skill or skills that you are using.
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).
Any reference to "Ancestral fragments" just means hex fragments.
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 game includes a combat display that is always active (though it might be hidden on the left side of the screen). Simply clicking the triangle will open it, then you can attack enemies or dummies at the training ground to see metrics on your build like:
Total damage dealt for each character and wyrmling skill
DPS for each character and wyrmling skill
Total Indirect damage dealt
Indirect DPS dealt
Total damage taken
DPS taken
Total Healing received
Healing received per second
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. Also, you get double the amount of energy regen listed.
I assume it is because in the stats panel, there is both a "Bonus energy regen" in the regular stats and an "Energy gain" in the advanced stats. I suspect that the game is adding these numbers together to get the final amount (though it could simply be that the "Bonus energy regen" is coded to have the 100% be on top of the base amount, but that doesn't seem to match how the other bonus stats are coded).
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. This is verified in the official Dragonkin Discord by 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.
The "Overpowered" modifier only ever increases the cost by 5% per stack (and doesn't increase cost per rank). However, only the Reduced Cost from modifier fragments actually reduces the extra cost incurred from Overpowered stacks.
For instance: If a skill normally costs 50 energy, but you have a 50% reduced cost from modifier fragments, and an Overpowered modifier, the formula is (50 * .5) + (.25 * 50 * .5) which equals 31.25 (which is what the tooltip will show). But, if you add in a 20% reduced cost from the the Intellect attribute passive skill "Endurance", the new formula is (50 * .5 * .8) + (.25 * 50 * .5) which equals 26.25. Figuring this out was VERY challenging.
Cost reduction:
Multiple sources of cost reduction are multiplicative with each other, but the stats panel adds them together (so don't trust it).
The percentages of cost reduction shown on equipment and in the stats panel are rounded to the nearest whole number, while the actual cost 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.
Damage Over Time:
Adding more damage over time from additional hits will not cause the game to show more DOT numbers, but the numbers shown will increase instead.
Movement speed buffs show as an icon with a boot, that reads as "haste" upon hover. There is both a square, and a hexagonal icon for these buffs, but weirdly no matter which way the buff triggers, it simply alternates which icon it uses.
Summons:
Things that affect summons -
Anything that increases weapon damage (also known as "Attack" in the game)
Critical hit and critical damage
damage increases for the element they deal damage in, and if the source of the summons is a skill, the wyrmling damage element for a synergized version of the skill
If you have the level 20 Mo'riya Undes'leg Ancestor equipped, they get the character's thorns, reflex, barrier, and block. I am not positive, but I believe that block includes both block chance, and block damage in this case (if they had only one of the two, it would have very little effect on their survivability, but this ancestor makes a huge difference).
Things that DO NOT affect summons -
Soldiers definitely do not benefit from attack speed, and I am guessing other summons work the same way.
The "Speed" modifier states that it grants speed on activation, but every soldier hit from "Martyr for the Eternal" triggers the bonus.
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).
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%.
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.
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).
When you break down a divine hex fragment, you only get credit for the non-divine portion of the power.
When a skill inherently has two element tags (likely because there are two seperate hits), the elemental bonuses only apply to the respective elemental hit. This means that increasing those elements is less beneficial to the overall skill damage than increasing the synergized element (which applies to BOTH part of the skill).
For example, on the Oracle's skill "Explosive Eruption", the first hit from lightning strikes is electric damage, and the second hit from the ground is physical damage.
Active Skills:
Two channeled skills (Savage Whirlwind, and Dance of Daggers) have a row of cost, and a row of cost per second. The cost row is per hit, and can be used to determine the number of hits per second.
Modifiers:
Shockwave:
When viewing damage numbers, the damage number(s) from shockwave is always in front of the others.
The "50% of attack" indicated in the tooltip is 50% of the listed attack stat at the top of the Stats tab. It does not refer to 50% of the damage dealt by the skill.
This damage can critically strike, and benefits from physical damage increases.
Passive Skill Points:
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.
The passive skill "Swift Manipulator" in the wyrmling Malice attribute tree is providing much less benefit than the 1 second indicated (even if the application was only once per cast). 18 casts lowered the cooldown from 15 seconds to about 9 seconds (and I was hitting 5 dummies with about 6 projectiles every cast), but 6 casts lowered it to 11 seconds. My guess is that one of 2 things is happening: either there is an internal cooldown on the ability, or Crowd Controls placed on enemies have a hidden duration and new applications don't give the bonus until the duration has ended (which is functionally the same thing).
Talents:
The Talent "Accuracy" doesn't ever seem to proc.
The healing orbs from Talent "Healing" that are generated on kill will automatically go off and heal the area if they aren't touched for 10 seconds. They also pulse once per second to give an indication of time passing.
The bonus duration from the Talent "Exploration" does not increase the duration of the Tracker skill "Noxious Star".
The Tracker Talent "Merciless Reflexes" seems to work as described, but the amount provided doesn't match the description. I am seeing something like 4 times the benefit that is listed for the rank 1 amount (5%), but am unsure if there are other multipliers affecting the amount. This increased bonus does not happen at the same proportion for the rank 3 amount (20%).
The Knight Talent "Evangelist" doesn't ever seem to proc.
The Knight Talent "Ferocious Protection" has a block to attack bonus that doesn't affect soldier damage, but does work on Shielded Attack.
The Knight Talent "Armour of the Eternal" has a damage bonus that isn't applying to soldier damage. Also, the amount it is providing doesn't seem to be correct (even when account for other things being in the same damage pool). When equipping the skill with no stacks, damage my damage goes up by 1.1%. As stacks build, and I gain 400 more armour, the damage barely increases at all (around .1%).
The Knight Talent "Squad Leader" has soldiers that wear green tabards, while the Martyr for the Eternal soldiers wear blue tabards.
The Knight Talent "Squad Leader" with the Rank 1 bonus in it gives 2 soldiers, but has one of them hits for 20% of the other. With the Rank 2 bonus, all 3 (including the ranged one) hit for the same amount. Weirdly, unequipping an item to go back down to the Rank 1 bonus keeps them hitting for the correct amounts.
The Oracle Talent "Marching Spirit" states that it gives you an entity, and that after reaching maximum stacks, you get another entity when next summoned, but this isn't quite accurate. After reaching maximum stacks, your next summon skill summons an addition summon.
Affixes:
The "Bonus armour" affix on items is a multiplier on your total armour amount (as indicated in the stats panel), not just the armour amount on that item.
Enchanting:
You cannot enchant affixes on Amulets, Rings, or Potions.
If you enchant a divine affix on equipment, the newly chosen affix remains divine.
On hex fragments, when you reroll a modifier, there is a chance for the newly chosen modifier to increase rarity if it is attached to other fragments which are higher rarity. The new rarity can equal the maximum rarity of the existing attached fragments.
On a character skill, you cannot add an electric/fire/ice/toxic damage modifier to a skill unless it already contains that elemental keyword.
Applications of slow cause enemies and characters to be interrupted for a very short time (less than a second). I am not sure if this is intentional. This is particularly noticeable when using a channeling skill on a character. Lightning balls from enemies that resemble Deadly Orbs (which have a slow) definitely cause this.
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 (limit 1 per item)
Draconic - a set of 2 positive and 1 negative affix that are always grouped together in addition to the normal affixes
A complete list of equipment affixes can be found in game by looking through the "Stat" tab of the equipment loot filter.
There are 5 different ranks of Draconic bonuses (I, II, III, IV, V), but rank V can only be found on the Apocalypse difficulties. All bonuses and rank amounts are included in the guide below:
Equipment can also drop with inscribed skills on them (like what happens at the Memorialist, but random). Unfortunately, it is very unlikely that when they drop it will be for a skill you are using, and be a modifier you can use with it, so you will most likely overwrite the ones that do drop on good gear at the Memorialist.
A perfect piece of equipment that the game drops:
is mythical
has a divine affix
has 4-5 optimal affixes (as you can reroll one affix, but it is best to reroll the divine affix)
has an optimal talent
has 3 useful hidden talents that can be upgraded at the ornamentalist
Rings, potions, and wyrmling armour do not drop in the game, and instead have to be crafted.
You have the option to craft from 4 different wyrmling armours (only one can be equipped at a time) to gain additional benefits:
a passive bonus
a bonus specific to each wyrmling armour (at level 8)
talent points for a single talent that is exclusive to that wyrmling armour (at levels 1, 3, 5, 7, 9, and 10)
Resources, known in game as ingredients (according to the tooltips) or materials (according to the inventory tab shown in the picture on the right) are used along with gold to craft:
rings
potions
wyrmling armour
enchantments
ornaments
The reason there are so many ingredients is that when crafting, different affixes require different crafting materials.
There are 5 background colors of ingredients actually shows where the resources can be found.
The dark green ingredients can be found in the wilderness of act 1.
The teal ingredients can be found in the wilderness of act 2.
The grey ingredients can be found in the wilderness of act 3.
The dark red ingredients can be found in the wilderness of act 4.
The yellow ingredients are divine which can drop from any location.
In the official Dragonkin Discord Eralden [Eko - CM] created A basic guide for resources and how to Farm them.
Builds
Oracle
Character skill:
Explosive Eruption - amazing at area of effect, but mediocre at killing bosses
Wyrmling skills (in order of priority):
*Call of Encouragement ~10% attack speed, and ~20% energy regen per hit (30% total)
*Electric Reinforcement ~30% movement speed per activation (damage doesn't reach enemies) (30% total)
Electrifying Charge ~.6% damage/second per hit (only hits enemies near the target, but not the target) (20% total)
Thunderous Ricochet ~10.4% damage per control (6% total)
Lightning Storm ~.3% area damage per hit (3.6% total)
*Frosted Ground ~50% movement per activation (50% total)
*Frozen Armour ~14.3% defense per activation (14.3% total)
Blizzard ~1% area damage per hit (4.2% total)
Cruel Siphon ~1% area damage per control (2.3% total)
Power of Ice ~1% damage per kill (3.1% total)
*Dark Affliction ~20% damage taken by controlled enemies (24.1% total)
Toxic Spray ~2.2% per activation (1.9% total)
Insect Ally ~.4% damage per hit (.7% total)
Voices of the Swarm ~1% path damage per hit (.6% total)
Pillar of Lava ~13.3% area damage per control activation (since only 1 pillar can be active at a time) (6.8% total)
Avenging Catapult ~.8% area damage per hit (2.2% total)
Spontaneous Combustion ~.8% damage per hit over 3 seconds (2.2% total)
Fireball ~1.5% area damage per activation (.3% total)
Explosive Death ~.6% damage per kill
Modifiers (in order of priority):
Bonus Projectiles
Reduced Cost
Ultimate Enhancement II
Foresight
Shockwave
Physical Damage
Electric Damage
Enhanced Vision
Talents:
Wyrmling Armour: Dragon Wisdom (perfect for providing an extra projectile, and restoring energy)
Arcane Instability
Speed
Resonance
Antagonistic Energy
Control
Energy
Mental Superiority
Tracker
Character skills:
Noxious Star (amazing at area of effect, and good at killing bosses up close, but bad otherwise) Dungeon Purification: 3:15, Hunt: 4:16
Explosive Shot (good at area of effect, but mediocre at killing bosses) Dungeon Purification: 3:55, Hunt: 4:52
Wyrmling skills:
Modifiers:
Bonus Projectiles
Reduced Cost
Toxic Damage
2nd elemental damage
Focus
Overpowered
Defensive Stance
Longer Duration
Speed
Energy Gain
Initiative
Ultimate Enhancement II
Talents:
Projectile Flurry - adds projectiles, and automatically triggers targeting knives
Critical Surge - ~30% damage increase, plus it triggers more targeting knives (which deal more damage)
Speed - 15% attack speed, plus ~15% movement speed
Lethal Toxins - adds the possibility of damage over time, and an AoE explosion on death
Energy - adds a bit of energy regen
Currently Can't Drop: Dragon Wisdom - adds a projectile, and if the bonus duration applies to the Noxious Stars
Gear affixes:
Helm
Talent: Projectile Flurry / Critical Surge / Speed / Lethal Toxins
Block damage
Bonus armour
Elite resistance
Maximum HP
?
Chest
Talent: Projectile Flurry / Critical Surge / Speed / Lethal Toxins
Block damage
Bonus armour
Elite resistance
Maximum HP
?
Gloves
Talent: Projectile Flurry / Critical Surge / Speed / Lethal Toxins
Block damage
Bonus armour
Elite resistance
Maximum HP
?
Boots
Talent: Projectile Flurry / Critical Surge / Speed / Lethal Toxins
Bonus movement speed
Block damage
Bonus armour
Elite resistance or Maximum HP
?
Claws
Talent: Projectile Flurry / Critical Surge / Speed / Lethal Toxins
Critical chance
Toxic damage
2nd Element damage (if using one)
Attack bonus
Critical damage
Elite damage
Cost reduction / Energy regen
Bow
Talent: Projectile Flurry / Critical Surge / Speed / Lethal Toxins
Critical chance
Toxic damage
2nd Element damage (if using one)
Attack bonus
Critical damage
Elite damage
Cost reduction / Energy regen
Amulet
Talent: Projectile Flurry / Critical Surge / Speed / Lethal Toxins
Ring
Talent: Projectile Flurry / Critical Surge / Speed / Lethal Toxins
Potion
Barbarian
Character skills:
Earthen Rage
Meteoric Projection
Wyrmling skills:
Talents:
Knight
Character skills:
Martyr for the Eternal (great at bosses, mediocre area of effect, but horrendous at draconic breaches)
Modifiers (in order of priority):
Bonus Summons
Ultimate Enhancement 1
Shockwave
Overpowered
Focus
Physical Damage
Electric/Fire/Ice/Toxic Damage
Defensive Stance
Reduced Cooldown
Shielded Attack (Basic)
Blazing Arrow (Fuel)
Compressed air (Fuel)
Solar Flare (Fuel)
Wyrmling skills:
Insect Ally (best summon option: summons for 8 seconds on hit, so it works on bosses)
Voices of the Swarm (damage on hit)
Antivenom (heal on kill, if the heal affects summons)
Dark Affliction (only with Deadly Aspirations or with the ancestors effect from Elin Torvalddottir)
Viridian Dragon's Aura (a reflex buff on activation [it might snapshot])
Redemption of the Damned (summons with unlimited duration on kill, but it doesn't hit very hard)
Avenging Catapult (damage on hit)
Spontaneous Combustion (damage on hit)
Carbonisation (armour reduction to enemies on hit)
Explosive Death (damage on kill)
Shroud of Flames (damage trail on hit, which is probably useless)
Crimson Dragon's Aura (a blocked health buff on activation [it might snapshot])
Not Pale Wyrmling
Not Cobalt Wyrmling
Talents:
Squad Leader - ~20% damage
Evangelist - ~17% damage, if both bugs with it get fixed
Armour of the Eternal - ~15% damage and 5% defense, if the damage gets fixed to work on summons
Ferocious Protection - ~8% defense, since the block to attack doesn't affect soldier damage, and adds less damage than it should
Chaos - ~8% total, mostly utility
Vitality - ~5% defense
Speed - ~6% utility
Put Block damage on helmet, chest, gloves, and shield, plus:
Courage: Brick Wall, Unwavering Hope, and Vanquisher's Spirit
Agility: Quick on the Draw
Get as much barrier as possible
Gear affixes:
Helm
Talent: Squad Leader/Ferocious Protection/Chaos
Block damage
Barrier
Bonus armour
Elite resistance
Maximum HP
Chest
Talent: Squad Leader/Ferocious Protection/Chaos
Block damage
Barrier
Bonus armour
Elite resistance
Maximum HP
Gloves
Talent: Squad Leader/Ferocious Protection/Chaos
Block damage
Barrier
Bonus armour
Elite resistance
Maximum HP
Boots
Talent: Squad Leader/Ferocious Protection/Chaos
Bonus movement speed
Block damage
Barrier
Bonus armour
Elite resistance or Maximum HP
Spear
Shield
Amulet
Ring
Potion
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 #30 for my city upgrades
Hex fragments to keep:
2 piece fragments for select character skills (to inscribe onto gear)
3-5 piece fragments for select character skills
3-5 piece fragments for wyrmling skills
3-5 piece fragments for modifiers with an average of 4 points per hex
Update my skill list:
check over all of the fragment keywords to make sure mine are up to date
take screenshots of each hex fragment icon (using the loot filter) and add the pictures to a column of the spreadsheet
Information I want to check, then add to my guide:
Discord: Eri - Gor RPG
1% - 10% - 25% - 40% - 70% - 100%
i think those are the chances to open a portal to the new endgame if you didn't open one
Discord: Mistia42
Find the quest "Dying Wish, Find the Ghostly Apparition" in The Snake's Citadel, go inside and locate the circle. Stand outside the circle, hold down your attack skill, and AFK until you reach max level.
Discord: Mumpitz
You can basically take any quest where you need to defend an area for 100 seconds. Just sta outside the circle and the quest does not end but spawn in new enemies.
Another type of quest are those where you need to acquire quest items that drop from enemies. As long as you dont pick up the quest items, the game continues to spawn enemies.
Discord: Mumpitz
All those trigger Swift Manipulator. But the passive has an unlisted internal cooldown.
Discord: Mumpitz
Elites with the giant mod cannot be CCed. But if you think the Control talent will then be useless, it still works, as its progressing the bar every time a CC would have been applied.
Discord: Mistia42
I need to find if I have any older videos. Right now, once you stop channeling, you're completely unable to move for about 1 second, it feels extremely clunky and awful.
Discord: Mistia42
The two puzzle sections (Hunt board 4: Arkeokruog and hunt board 5: Iratonog) might have issues. The first involves activating all floor tiles next to the lit torches. The second has hints along the way leading up to the mechanism (similar to Hunting Board 2, though more spread out).
Discord: Mistia42
When get 5 stacks overpower buff by using two skills that have different ranks of the Overpowered modifier, how is the damage bonus calculated?
The Overpowered buff provides a global damage bonus, not one that only applies to skill A or skill B.
So both A and B will be affected by the 5 stacks buff, but I'm not sure how the bonus is actually calculated.
quick test, it looks like the buff's per stack bonus is refreshed based on the latest stack added. So whenever the stack count changes, every stack adopts the rank bonus of the skill that just triggered the newest stack.
If this is true, then i could just get 5 stacks with R30 skill A, and then refresh them indefinitely with R1 skill B to permanently keep the 50% damage bonus from R30.
For instance, using skill A (R3/3%) twice and skill B (R15/7%) three times
would that give 27%, or is it calculated differently?
Damage over time ignores "Direct Damage Reduction" and armour, adding extra value to their damage numbers.
Check if you get City XP:
by making your first crafts, like a ring
by upgrading your dragon whelps' armor
Test how the different damage multipliers interact with each, particularly how different elements (from modifier fragments and both weapons) affect the DPS tooltip.
Modifier damage increases are multiplicative with each other and other damage increases.
In the hunt boards where it grants a resistance, it seems to be:
Board 2 - "Hunt for Herpetanax" grants 6% Electric resistance
Board 2 - "Hunt for Eydadreki" grants 6% Toxic resistance
Board 4 - "Hunt for Saur Iknog" grants 2-6% Physical resistance
Board 4 - "Hunt for Corrupted Knight" grants 6% Fire resistance
Board 5 - "Hunt for Kaldadottir" grants 6% Ice resistance
Board 3 - "Hunt for Lost Oracle" grants ?% movement speed
other bonuses?
Get a screenshot of the completion of the last Hunt Board final mission, when I complete it on my Barbarian.
Completing endgame activities has a chance to spawn a green portal, which starts a Purgatory mission.
Once you enter the portal and load into the new zone, a purple timer bar on the left will start filling (and time counts down). The goal is to fill the yellow bar on the left by killing enemies before the purple timer fills.
The maps are mostly linear, and each floating island spawns a purple portal that brings you to the next island. There are also special spots on the map which add time to the purple bar. If you successfully fill the yellow bar first, a purple portal on the last island will appear, allowing you to fight the boss. If not, you fail and have to go back to town.
In reference to the new purgatory mode: "Lower difficulties have slightly longer timers, if that can help." per jonaZu [Eko - Lead GameDesigner]. Also, Ravenous weapons can drop on any difficulty, but the lower the difficulty, the lower the chances.
Ravenous weapons can only drop in the Purgatory endgame activity.
Changes to my guide based on the patch notes:
Pendants can now have affixes and a talent on each rarity
Wyrmling Level now scales with the Character's level rather than its own level
Added a city count to the character selection screen (up to 4 cities can be hosted and 4 can be joined)
Characters now spawn in the War Room when playing in an endgame group
Things to check from the patch notes:
Tweaked Permanent Shroud (Wyrmling passive): damage -50%, area +50%
Updated push-back mechanism behaviour in 'Prison Céleste' (decreased projectiles spawn rate and push-back force) (this was the amazingly annoying portion of Dracomundus during the campaign that you would constantly get knocked back during)
Removed projectile scaling on Lightning Storm and Thunderous Ricochet (Electric wyrmling) (which might change the builds slightly as these were optimal wyrmling skills)
Area of Effect of Merciless Evasion (Tracker) can now be increased with modifiers
Transmogs are now unlocked for items that are donated to the Grand Benedictor or converted via the loot filter
Tributes wall and Eternal Gift customization are now available for both players in local coop (one at a time, based on who opened the gift first)
Loot filters can now be used by both players in local coop
Loot preview is now available for both players in local coop
Updated the Dungeon Purification Quest Title (Quadriple Purification) with a suffix (?/4) on the "Enter The Dungeon" objective.
Fixed an issue where the lasers from the rotating stone puzzle could collide with characters (as well as if summons still block them)
Fixed a rare issue during “Kill the dragon in the egg” quest where rebounding skills could accidentally hit the dragon eggs before the objective started, potentially blocking progression. The objective area has been slightly adjusted to prevent this from happening
Fixed an issue with Ethereal Darts (Oracle) where holding Shift + Left Mouse Button could cause the character to unexpectedly step forward after releasing the input, instead of remaining stationary as intended (check description in hex fragments list)
Fixed Electrified Blades (Electric wyrmling) projectile scaling (check for build use)
Fixed Accuracy talent not triggering properly
Fixed an issue where the Force Attack action could stop responding if it was used right as a cinematic or dialogue started
Fixed an issue where players couldn’t find items with two specific Draconic Affixes from the Draconic table (likely the missing ones at the bottom of the guide)