Evolutions F2P / non-DPS / Fresh Player
The recommended weapon evolution path if you're free-to-play or not focused on pure DPS. Don't skip ahead — each stage lists the damage multiplier and the checkpoint you need before evolving further.
- Main line: Scythe → Shield Breaker → Sword of Light/Dark. Evolve Vanguard any time you reach Guild Tier 5.
- Do not proceed past Vanguard Evolution 2 until it's fully achieved.
- Use a random Base Attack piece before Vanguard is evolved — don't over-invest; 1 star is enough.
Ringlord Set
A base attack farming set, not a damage set — don't build damage stats on it.
- 2-piece: Inactive Soul Ring pages grant 50% of their effects.
- 4-piece: Increases Ringlord effects by 500%.
- Ringlord Effect is the only main stat that matters; 1x Revive Attack relic at high stars is enough.
- Use Vengeance with Ringlord to farm base attack.
Optimal Late-Game LB Setup
Thunder/Lightning-build gear: Thunder Doom (LB), Seventh Omen (M7), and 3x Ringlord (Halo), paired with the Doomstorm 4-piece set.
- 2-piece: +3 to the maximum repeat count of Thunder Apotheosis.
- 4-piece: Thunder Apotheosis multiplies each repeated strike's damage by x3.
- Relic priority: x2 Critical Damage, Final Damage, Thunder Damage, Shield Damage Multiply, +1 of the above.
- Build Thunder Damage last — but keep it if you get a lucky roll.
- You can keep 1x Thunder Pact for early ascensions, but replace it with a Halo after.
- If you happen to get a Halo first, just keep it.
Optimal Skull Set Setup 20M+ revives needed
Abyss Walker (Skull Coin), Weapon Sigil, Seventh Omen (M7), and 2x Ringlord (Halo), combined with the Death King 2-piece + Gravesmith 2-piece set.
- 2-piece: Each Death King level increases Skull damage by 100%.
- 2-piece: Converts Weapon Sigil bonuses into independent damage.
- Relic priority: x2 Critical Damage, Final Damage, Skull Damage, Shield Damage Multiply, +1 of the above.
Skull vs. LB: Revive Count Thresholds
Which build to run depends on your revive count and whether you're farming Guild or Tower content.
- Guild: No potions/codex → 0 revives. Crit/Insight potions + AWE/Lv. 2800 weapons → 20M–40M.
- Tower: 20M–45M revives across every stage.
Optimal Late-Game Soul Ring Setups
Page 1 loadouts differ by target content; Page 2 is a shared general-purpose page.
- Slayer + Venge: For quickly cutting through low rebirths only.
- If progress stalls and levels get heavy, farm base damage with the Ringlord set instead.
How to Upgrade Your Relics
Three ways to modify a relic: Rerolls, Resets, and Hellfire.
- Rerolls: change every stat, redistribute stars randomly, 10% chance to add an extra star (max 5).
- Resets: reset relic level to 0 but keep the main stat; stars are removed and re-rolled from scratch.
- Hellfire: reduces relic level by 4, which in practice removes one latest star (needs a Devil's Horn to push 5★ → 6★).
- 5★ and under relics should only use Resets.
- Priority for special-type relics: Necklace > Codex > Core.
Challenge HP Reduction — Is It Any Good?
Short answer: yes, but build it last.
- 5★ relics → ~3.27x damage increase in Tower & Hell Road (≈ under 3 tower levels).
- 6★ relics → ~144x damage increase in Tower & Hell Road (≈ 22 tower levels).
- It should not be your first 6★ stat — other stats net a 64x damage increase (≈18 tower levels) that's also usable outside the tower, which outweighs Challenge HP Reduction even accounting for the extra ascension it grants.