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[[Main Page| Wiki]] > [[Dungeons Of Eternity]] > [[New Player's Guide]]
{{#breadcrumb: Dungeons_Of_Eternity}}
 
= The Game =
<bootstrap_card class="enemy-stats-card" header="[[Dungeon Raid]]" footer="Loot and conflict heavy mission">
<bootstrap_card class="enemy-stats-card" header="[[Dungeon Raid]]" footer="Loot and conflict heavy mission">
[[File:Dungeon Raid selected.jpeg|link=Dungeon_Raid]]
[[File:Dungeon Raid selected.jpeg|link=Dungeon_Raid]]
</bootstrap_card>
</bootstrap_card>


There are four [[missions]]: [[Dungeon Raid]], [[Crystal Hunt]], [[Soul Harvest]] and [[Sandbox Arena]].
There are four [[missions]] in [[Dungeons Of Eternity]]: [[Dungeon Raid]], [[Crystal Hunt]], [[Soul Harvest]] and [[Sandbox Arena]].


You should spend most of your time running [[Dungeon Raid|Dungeon Raids]] to quickly level up and acquire an array of [[Weapons]]. We'll discuss the other types of [[missions]] later in this guide, but for now: choose the lowest [[Difficulty Tiers]] (1 or 2) to get a feel for the game. It should take you about 15-20 full dungeons runs to get to Level 15. You'll get there faster in multiplayer, but all levels are reachable in solo-play.
You should spend most of your time running [[Dungeon Raid|Dungeon Raids]] to quickly level up and acquire an array of [[Weapons]]. We'll discuss the other types of [[missions]] later in this guide, but for now: choose the lowest [[Difficulty Tiers]] (1 or 2) to get a feel for the game. It should take you about 15-20 full dungeons runs to get to Level 15. You'll get there faster in multiplayer, but all levels are reachable in solo-play.


Gather your friends or just zone into [[The Outpost]]. You'll appear near your personal room which is used to craft and equip weapons from [[Weapon's Modules]], craft [[potions]] when you gain sufficient talent points from running [[Soul Harvest]] missions, change your appearance cosmetically, and upgrade your suit with buffs known as [[EXO Points|EXO Suit Perks]].
Gather your friends or just zone into [[The Outpost]]. You'll appear near your personal room which is used to craft and equip weapons from [[Weapon Modules]], craft [[potions]] when you gain sufficient talent points from running [[Soul Harvest]] missions, change your appearance cosmetically, and upgrade your suit with buffs known as [[EXO Points|EXO Suit Perks]].


At the beginning levels you don't have enough [[EXO Points]] to make use of the EXO Suit area (the area is located in your personal room, to the left of the door). You can craft [[Small Health Potion|Small]] and [[Large Health Potion|Large Health potions]] using the fabricator (to the right of the door). You don't have enough crafting points (gained from [[Soul Harvest]] missions) to craft more advanced potions.
At the beginning levels you don't have enough [[EXO Points]] to make use of the EXO Suit area (the area is located in your personal room, to the left of the door). You can craft [[Small Health Potion|Small]] and [[Large Health Potion|Large Health potions]] using the fabricator (to the right of the door). You don't have enough crafting points (gained from [[Soul Harvest]] missions) to craft more advanced potions.
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* Run [[Dungeon Raid|Dungeon Raids]] for experience and loot
* Run [[Dungeon Raid|Dungeon Raids]] for experience and loot
* Gain [[Weapon's Modules]] from looting [[chests]]
* Gain [[Weapon Modules]] from looting [[chests]]
* Gain Experience Points (XP) and Level Up
* Gain Experience Points (XP) and Level Up
* Craft [[Weapons]] using [[Weapon's Modules]]
* Craft [[Weapons]] using [[Weapon Modules]]
* Find the [[weapons]] that suit you best
* Find the [[weapons]] that suit you best


= What you missed from not running the tutorial =
== What you missed from not running the tutorial ==
A lot of first time players miss a couple of tricks that make the quality of gameplay so much better. You should run the tutorial, it's reasonably quick (10 minutes) which includes combat training (both melee and ranged) and will show you the movement and actions that you might otherwise miss.
A lot of first time players miss a couple of tricks that make the quality of gameplay so much better. You should run the tutorial, it's reasonably quick (10 minutes) which includes combat training (both melee and ranged) and will show you the movement and actions that you might otherwise miss.


The tutorial also has its own dungeon (that takes 10-15 minutes to fully clear) which doesn't include as many hazards as some of the [[Dungeon Raid|Dungeon Raids]] you'll pick from [[The Map Table]].
The tutorial also has its own dungeon (that takes 10-15 minutes to fully clear) which doesn't include as many hazards as some of the [[Dungeon Raid|Dungeon Raids]] you'll pick from [[The Map Table]].


== Options "Auto Run" and "Hold for Options" ==
==== Options "Auto Run" and "Hold for Options" ====
"Enable Autorun" will allow you to move faster through the dungeons without having to keep holding down the thumb-stick. You're fingers will thank you; your controller will last longer.
"Enable Autorun" will allow you to move faster through the dungeons without having to keep holding down the thumb-stick. You're fingers will thank you; your controller will last longer.


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</div>
</div>


== Climbing ==
==== Climbing ====
Climbing up chains and ladders is a fundamental part of the game. You'll frequently find treasure at the top of each and some rooms will require you to climb to move through to the next room.  
Climbing up chains and ladders is a fundamental part of the game. You'll frequently find treasure at the top of each and some rooms will require you to climb to move through to the next room.  


=== How to climb efficiently ===
===== How to climb efficiently =====
Look UP and press 'A' to move up a chain speedily. Look DOWN and press 'A' to move down a chain speedily.
Look UP and press 'A' to move up a chain speedily. Look DOWN and press 'A' to move down a chain speedily.


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</div>
</div>


=== How to teleport off a chain or climb a ladder fast ===
===== How to teleport off a chain or climb a ladder fast =====
 
While one hand is holding the chain, use the other hand's thumb-stick to choose a place to teleport. Let the thumb-stick flick back to center position to engage teleportation.
While one hand is holding the chain, use the other hand's thumb-stick to choose a place to teleport. Let the thumb-stick flick back to center position to engage teleportation.


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</div>
</div>


=== Wrist gadgets show health, coins looted and kills ===
=== Wrist gadgets show health, [[coins]] looted and kills ===
<div class="card-deck">
<div class="card-deck">


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</div>
</div>


== How To Dungeon Raid ==
== Know Dungeon Raids ==
Your teams objective is to work your way through the tunnels of planet Eternity to locate and [[Save the Drone]] that was lost during a previous scouting mission. Along the way you will engage [[enemies]] find [[chests]], upgrade your [[weapons]] and increase your EXO Suit's features through acquiring [[EXO Points]].
Your teams objective is to work your way through the tunnels of planet Eternity to locate and [[Save the Drone]] that was lost during a previous scouting mission. Along the way you will engage [[enemies]] find [[chests]], upgrade your [[weapons]] and increase your EXO Suit's features through acquiring [[EXO Points]].


There are some key points to dungeon raiding.
There are some key points to dungeon raiding.


=== Know the Rewards System ===
== Know the Rewards System ==
The [[Rewards System]] consists of gaining Loot (coins, [[potions]] and weapon's modules) as well as XP to level up.
The [[Rewards System]] consists of gaining Loot ([[coins]], [[potions]] and weapon's modules) as well as XP to level up.


Your level determines the strength of the [[Weapon's Modules]] that drop from [[chests]]. Levels are determined by experience points aka XP. You start out at Level 1 with 0 XP:
Your level determines the strength of the [[Weapon Modules]] that drop from [[chests]]. Levels are determined by experience points aka XP. You start out at Level 1 with 0 XP:


* Level 2 requires 1000 XP
* Level 2 requires 1000 XP
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** Maximum player level.
** Maximum player level.


==== Notes about XP ====
=== Notes about XP ===
* As noted in the [[Rewards System]], most XP is gained through completing the final room in Raid Dungeons
* As noted in the [[Rewards System]], most XP is gained through completing the final room in Raid Dungeons
* The second best way to gain XP is to open chests because each coin you pickup/loot gives you 1 XP
* The second best way to gain XP is to open chests because each coin you pickup/loot gives you 1 XP
* for coin stacks on the ground: if you pick up 2 coins and another of your teammates picks up 3 coins: all of your teammates (including you) receive 5 coins, although you only gain 2 extra XP.
* for coin stacks on the ground: if you pick up 2 [[coins]] and another of your teammates picks up 3 [[coins]]: all of your teammates (including you) receive 5 [[coins]], although you only gain 2 extra XP.


The final room in a dungeon is also called the "Save The Drone" Mission. If you are dead-set on min/maxing XP you'll want dungeons with the least rooms and quickest access to the final area. But, this min/maxing technique ignores loot chests where you'll gain new weapons (and coins for XP). You also want to maximize your item rewards by looting as many chests as possible.
The final room in a dungeon is also called the "Save The Drone" Mission. If you are dead-set on min/maxing XP you'll want dungeons with the least rooms and quickest access to the final area. But, this min/maxing technique ignores loot chests where you'll gain new weapons (and [[coins]] for XP). You also want to maximize your item rewards by looting as many chests as possible.


If you can find a dungeon with 7 chests/weapons modules, that is generally considered above average. Ten or more is a GREAT dungeon.
If you can find a dungeon with 7 chests/weapons modules, that is generally considered above average. Ten or more is a GREAT dungeon.
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If you set the difficulty above the recommended you will receive higher valued weapons from chests (no more than one above your players tier)
If you set the difficulty above the recommended you will receive higher valued weapons from chests (no more than one above your players tier)


=== Know Chests ===
== Know Chests ==
There are three Tiers of chests denoted by their physical size and number of skulls on them. [[Tier I Chests]] are the smallest and have NO skulls. [[Tier 2 Chests]] have one skull directly in the middle of lid where you place the key. [[Tier 3 Chests]] are the largest and have three skulls: one on the lid and two at the front feet.
There are three Tiers of chests denoted by their physical size and number of skulls on them. [[Tier I Chests]] are the smallest and have NO skulls. [[Tier 2 Chests]] have one skull directly in the middle of lid where you place the key. [[Tier 3 Chests]] are the largest and have three skulls: one on the lid and two at the front feet.


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If you are running solo: judicially use your keys for the largest chests. For multi-player with level 40s and above, your experience will be increased by the shear number of mobs your group will dispatch. This will more than make up for advanced player's desire to loot every chest, even the smallest, immediately.
If you are running solo: judicially use your keys for the largest chests. For multi-player with level 40s and above, your experience will be increased by the shear number of mobs your group will dispatch. This will more than make up for advanced player's desire to loot every chest, even the smallest, immediately.


Any weapon's damage for any [[Weapon's Modules|Weapons' Modules]] you find will be between ABOUT 1x and 2x what your level is at the time of the drop -- this scales to level 60. The scale factor is dependent on the type of weapon, like crossbows are closer to 1x. Long Swords are closer to 2x.
Any weapon's damage for any [[Weapon Modules]] you find will be between ABOUT 1x and 2x what your level is at the time of the drop -- this scales to level 60. The scale factor is dependent on the type of weapon, like crossbows are closer to 1x. Long Swords are closer to 2x.


=== Know Enemies ===
== Know Enemies ==
[[Enemies]] on planet Eternity come in many [[Enemies#Enemy Classification|classes]] and can be [[Enemies#Enemy Categories|categorized]] with respect to their color and abilities. Class groups enemies into [[Enemies#Critters|Critters]], [[Enemies#Monsters|Monsters]], [[Enemies#The Undead|The Undead]] and [[Enemies#Sorcerers|Sorcerers]]
[[Enemies]] on planet Eternity come in many [[Enemies#Enemy Classification|classes]] and can be [[Enemies#Enemy Categories|categorized]] with respect to their color and abilities. Class groups enemies into [[Enemies#Critters|Critters]], [[Enemies#Monsters|Monsters]], [[Enemies#The Undead|The Undead]] and [[Enemies#Sorcerers|Sorcerers]]


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</div>
</div>


=== Know Potions ===
== Know Potions ==
 
<div class="card-deck">
<div class="card-deck">


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</div>
</div>


You'll mainly be using [[Small Health Potion|Small Health Potions]] and [[Large Health Potion|Large Health Potions]], but through chest loot you can receive any of the other [[Potions|Potion types]]. All potions have good use but consider the [[Invisibility Potion]] a game changer for all levels, since it offers you a respite from attacks and gives you enough time to kill a few enemies as well as resurrect your fallen teammates.


==== Smashing potions on the ground allows everyone to receive their effects ====


You'll mainly be using [[Small Health Potion|small]] and [[Large Health Potion|large health potions]], but through chest loot you can receive any of the other [[potions]]. All potions have good use but consider the [[Invisibility Potion]] a game changer for all levels, since it offers you a respite from attacks and gives you enough time to kill a few enemies as well as resurrect your fallen teammates.
=== Share potions ===
Smashing potions on the ground creates a puddle and allows everyone to receive their effects.
<div style="margin: auto; width: 66%;">
<youtube>Aon1diyxbgM</youtube>
<youtube>Aon1diyxbgM</youtube>
</div>
=== Inventory Items ===
Other items can be placed in your inventory.
<div class="card-deck">
<bootstrap_card header="Keys" footer="Keys are used to open doors and chests.">
[[File:Three Keys.jpg]]
</bootstrap_card>
<bootstrap_card header="Power Gems" footer="Power gems are used to charge [[Magic Staffs]].">
[[File:Gem.jpg]]
</bootstrap_card>


=== Other Items ===
<bootstrap_card header="Skeleton Key" footer="A Skeleton key is used to unlock passage to the end rooms of the dungeon.">
[[File:Skeleton Key on Pedestal.jpg]]
</bootstrap_card>


<gallery>
File:Three Keys.jpg|alt=Key|Key used to open doors and chests
File:Gem.jpg|alt=Power Gem|Power gem used to charge magic staves.
File:Skeleton Key on Pedestal.jpg|alt=Skeleton Key|Skeleton key used to unlock passage to the end rooms of the dungeon.
File:The Map.jpg|alt=The Dungeon Map|A map to the current dungeon.
File:One Coin.jpg|alt=One Coin|a single coin
File:Stack of Coins.jpg|alt=Stack of Coins|A stack of ten coins.
</gallery>


=== Pay attention to hazards ===
<bootstrap_card header="The Dungeon Map" footer="A map to the current dungeon.">
[[File:The Map.jpg]]
</bootstrap_card>
 
 
<bootstrap_card header="Aztec Death Whistle" footer="a skull that can be used to vanquish the [[Death Reaper]].">
[[File:28B8CA94-21ED-4DA1-95CE-C984126D5428_4_5005_c.jpeg|link=Aztec Death Whistle]]
</bootstrap_card>
</div>
 
== Know Hazards ==
Exploding barrels cause 83% damage.
Exploding barrels cause 83% damage.


Poison barrels cause a total of 25% damage over time: 4% every 3 seconds for 15 seconds then a final 5%.
Poison barrels cause a total of 25% damage over time: 4% every 3 seconds for 15 seconds then a final 5%.
Laser traps cause xxx
Fireball traps


Fall damage:
Fall damage:
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If you are not in combat when you die you will be automatically revived with 25% health.
If you are not in combat when you die you will be automatically revived with 25% health.


=== Know the Combat System ===
== Know the Combat System ==
The [[Combat System]] includes you and your enemy's health, damage, buffs and debuffs.
The [[Combat System]] includes you and your enemy's health, damage, buffs and debuffs.


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|50%
|50%
|}
|}
=== Know the weapons ===


A variety of [[Weapons]] can be crafted and the adventurer can store them in three slots, Left Hip, Right Hip and on their back.[[File:A set of weapons.png|thumb|[[Hammers]], [[Chrono Staffs]], [[Swords]], [[Axes]], [[Bows]], [[Clubs]], [[Shields]]|none|711x711px]]
== Know Weapons ==
A variety of [[Weapons]] can be crafted and the adventurer can store them in three slots, Left Hip, Right Hip and on their back.


==== Weapons Groups: ====
<div class="card-deck">
There are broadly nine different weapons classes (which determine how a weapon is used in combat and stored on person while not fighting). Of these classes there are many individual of weapons types that can be said to the same class, for instance maces, hammers and clubs are all considered different types of weapons but in the same class; in this case they can all be used in melee and their physics of throwing them is the same. Each weapon type has a different damage charts and there are many models (how they look) for each specific weapon type.
 
Magical Staffs are a little different. There are eight individual magical staffs and they are different in how they are used and the effects they cause.<gallery>
<bootstrap_card header-image="[[File:A set of weapons.png]]">[[Hammers|Hammer]], [[Chrono Staff]], [[Swords|Sword]], [[Axes|Axe]], [[Bows|Bow]], [[Hammers|Club]], [[Shields|Shield]]</bootstrap_card>
File:Axes-exemplar.png|[[Axes]]
 
File:Hammers-exemplar.png|[[Hammers]]
</div>
File:Daggers-exemplar.png|[[Daggers]]
 
File:Swords-exemplar.png|[[Swords]]
 
File:Bows-exemplar.png|[[Bows]]
 
File:Crossbows-exemplar.png|[[Crossbows]]
There are broadly ten different weapons classes (which determine how a weapon is used in combat and stored on person while not fighting). There are many individual weapons types that can be said to be od the same class, for instance maces, hammers and clubs are considered to be different types of weapons but in the same class; in this case they can both be used in melee and the physics of throwing them is the same. Each weapon type has a different damage charts and there are many models (how they look) for each specific weapon type.
File:Staves-exemplar.png|[[Magic Staffs]]
 
File:Shields-exemplar.png|[[Shields]]
Magical Staffs are a little different. There are eight individual magical staffs and they are different in how they are used and the effects they cause.
</gallery>
 
Some weapons can be slotted on either hip, and other weapons can be strapped to your back. You can bring a total of three weapons into dungeons.
 
=== Hip Slotted Weapons ===
<div class="card-deck">
 
<bootstrap_card header="[[Axes]]" footer="Reliable melee weapons. They can also be thrown at hostiles making it a great mid-range weapon.">
[[File:Axes-exemplar.png|alt=Axe|frameless|128x128px|link=Axes]]
</bootstrap_card>
 
<bootstrap_card header="[[Hammers]]" footer="Hard-hitting and more effective on armored hostiles. They can be thrown but distance is limited.">
[[File:Hammers-exemplar.png|alt=Hammer|frameless|128x128px|link=Hammers]]
</bootstrap_card>
<bootstrap_card header="[[Daggers]]" footer="Useful in close-quarter combat. They can also be thrown with a high velocity with a quick return.">
[[File:Daggers-exemplar.png|alt=Dagger|frameless|128x128px|link=Daggers]]
</bootstrap_card>
 
<bootstrap_card header="[[Swords]]" footer="Swords come in a variety of blade lengths making them great melee weapons. Swords are good for parrying.">
[[File:Swords-exemplar.png|alt=Sword|frameless|128x128px|link=Swords]]
</bootstrap_card>
</div>
 
<br/>
 
=== Back Slotted Weapons ===
<div class="card-deck">
 
<bootstrap_card header="[[Bows]]" footer="A great range weapon and effective on all hostile types.">
[[File:Bows-exemplar.png|alt=Bow|frameless|128x128px|link=Bows]]
</bootstrap_card>
 
<bootstrap_card header="[[Crossbows]]" footer="A great one-handed range weapons.">
[[File: Crossbows-exemplar.png|alt= Crossbow|frameless|128x128px|link=Crossbows]]
</bootstrap_card>
 
<bootstrap_card header="[[Longswords]]" footer="powerful two-handed weapons that deliver heavy knock-back.">
[[File: longsword-exemplar.png|alt= Longsword|frameless|128x128px|link=Longswords]]
</bootstrap_card>
 
<bootstrap_card header="[[Spears]]" footer="versatile long weapons, perfect for stabbing at a distance. They can also be thrown for ranged attacks.">
[[File: spear-exemplar.png|alt= Spear|frameless|128x128px|link=Spears]]
</bootstrap_card>
</div>
 
<br/>
 
<div class="card-deck">
 
<bootstrap_card header="[[Magic Staffs]]" footer="[[Magic Staffs]] come in a variety of different types, each with unique abilities. Power Gems are required to use magic. Once depleted, insert another gem to continue using.">
[[File: Staves-exemplar.png|alt=Magic Staff|frameless|128x128px|link=Magic Staffs]]
</bootstrap_card>
 
<bootstrap_card header="[[Shields]]" footer="[[Shields]] protect against all hostile attacks and projectiles. A quick shove forward will perform a knockback attack.">
[[File: Shields-exemplar.png|alt= Shield|frameless|128x128px|link=Shields]]
</bootstrap_card>
</div>


==== Weapons Rarity: ====
=== Weapons Rarity ===
Weapons have a rarity classification which determines how often you may find them in dungeons as well as the strength of the features on they weapon itself.
Weapons have a rarity classification which determines how often you may find them in dungeons as well as the strength of the features on they weapon itself.


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Unique, Rare and Legendary weapons can be found with Elemental features, either Fire, Ice or Poison and can also have enchantments known as [[Perks|Weapon's Perks]].
Unique, Rare and Legendary weapons can be found with Elemental features, either Fire, Ice or Poison and can also have enchantments known as [[Perks|Weapon's Perks]].


==== Weapons Perks: ====
=== Weapons Perks ===
[[Perks]] are enhancements on Unique, Rare and Legendary weapons. Some are applicable to all weapon classes, like [[Perks#attack power|Attack Power]] and [[Perks#elite damage|Elite Damage]]. Others are available only on specific types of weapons, like [[Perks#slowing|Slowing]] and [[Perks#reload|Reload]].
[[Perks]] are enhancements on Unique, Rare and Legendary weapons. Some are applicable to all weapon classes, like [[Perks#attack power|Attack Power]] and [[Perks#elite damage|Elite Damage]]. Others are available only on specific types of weapons, like [[Perks#slowing|Slowing]] and [[Perks#reload|Reload]].


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|Heals 4-29% of player health when blocking
|Heals 4-29% of player health when blocking
|}
|}
==== Perk Colors ====
Some perks will add a distinctive color to the weapon.
Some perks will add a distinctive color to the weapon.


==== Weapons Elements: ====
There is Fire, Ice and Poison. they add a distinctive color


=== Know the colors ===
<div class="card-deck">
[[Colorization]] is used to hint at various aspects of the game


Realms have their own colors.
<bootstrap_card header="Slowing">
[[File:slowing perk arrow tip.png]]
</bootstrap_card>


Missions have their own colors.
<bootstrap_card header="Criticals">
[[File:critical perk arrow tip.png]]
</bootstrap_card>


Potions have their own colors
</div>


For enemies: color means strength and/or elemental
==== Weapons Elements ====
There is Fire, Ice and Poison. Weapons with elements have a distinctive, shown below are those colors when imbued on arrows:  


For weapons: color means rarity, elemental and/or perk, this is also true for arrows which will glow when a perk has PROCed.
<div class="card-deck">
[[File:Arrow elements and perks.png|alt=Arrow elements and perks|none|thumb|889x889px|Arrow elements and perks]]
 
<bootstrap_card header="Fire">
[[File:fire arrow tip.png]]
</bootstrap_card>


=== Know Combat Tricks ===
<bootstrap_card header="Ice">
[[File:ice arrow tip.png]]
</bootstrap_card>


<bootstrap_card header="Poison">
[[File:poison arrow tip.png]]
</bootstrap_card>
</div>
== Know Combat Tricks ==
* Enemies are more exposed when you are above them (for instance, on stairs) and you can hit them on the top of the head.
* Enemies are more exposed when you are above them (for instance, on stairs) and you can hit them on the top of the head.
* Enemy legs are fair game
* Enemy legs are fair game
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* to hit something crawling on the ground, throw your weapon sideways and flick it to make it spin
* to hit something crawling on the ground, throw your weapon sideways and flick it to make it spin
* to hit bats, step away from them and throw as they are flying towards you. don't try to swipe at them from a standing position and don't throw your weapon as the traverse your field of view.
* to hit bats, step away from them and throw as they are flying towards you. don't try to swipe at them from a standing position and don't throw your weapon as the traverse your field of view.
<div style="margin: auto; width: 66%;">


<youtube>xmfwNiPNdaU</youtube>
<youtube>xmfwNiPNdaU</youtube>


=== Find your combat style ===
</div>
 
== Find your combat style ==
You have three slots to hold weapons, starting out with a [[Swords|Sword]] in your Left Hip Slot, a [[Axes|Throwing Axe]] in your Right Hip Slot and a [[Bows|Bow]] in your Back Slot. You'll need to decide which [[Weapons]] suit your gaming style, but generally you want at least one ranged weapon (either a hip throwing weapon or a back-slot bow/crossbow or staff).
You have three slots to hold weapons, starting out with a [[Swords|Sword]] in your Left Hip Slot, a [[Axes|Throwing Axe]] in your Right Hip Slot and a [[Bows|Bow]] in your Back Slot. You'll need to decide which [[Weapons]] suit your gaming style, but generally you want at least one ranged weapon (either a hip throwing weapon or a back-slot bow/crossbow or staff).
[[File:Weapons' Damage Scatter Plot.png|alt=Weapons' Damage Scatter Plot|thumb|Weapons' Damage Scatter Plot]]
 
<bootstrap_card header="Weapons' Damage Scatter Plot">
[[File:Weapons' Damage Scatter Plot.png]]
</bootstrap_card>


Sharp weapons are extremely effective against Zombies, blunt weapons are more throwable and effective against skeletons, although daggers are the most throwable weapon. Swords do the highest damage.  All sharp weapons can stick into your opponent which can leave you needing your offhand weapon to continue the fight until it becomes available.
Sharp weapons are extremely effective against Zombies, blunt weapons are more throwable and effective against skeletons, although daggers are the most throwable weapon. Swords do the highest damage.  All sharp weapons can stick into your opponent which can leave you needing your offhand weapon to continue the fight until it becomes available.
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Move to the large map table in the middle of the outpost
Move to the large map table in the middle of the outpost


[[File:Outpost Map Table.jpg|thumb|Outpost Map Table|alt=Outpost Map Table|none]]
<bootstrap_card header="Outpost Map Table">
[[File:Outpost Map Table.jpg]]
</bootstrap_card>


=== Select any realm from the four listed, they are colorized: ===
Select any realm from the four listed, they are colorized:
[[File:Outpost Realm Selection Panel.png|thumb|alt=Outpost Realm Selection Panel|none|Outpost Realm Selection Panel]]
 
<bootstrap_card header="Outpost Realm Selection Panel">
[[File:Outpost Realm Selection Panel.png]]
</bootstrap_card>


Realms are designated by their own colors (on the table map). Their names are [http://forsaken-planet.com/mediawiki/Underworld_Realm Underworld], [http://forsaken-planet.com/mediawiki/Sandstorm_Realm Sandstorm], [http://forsaken-planet.com/mediawiki/Vilehalls_Realm Vilehalls] and [http://forsaken-planet.com/mediawiki/Lavaforge_Realm Lavaforge]. [[Realms]] are slightly different in difficulty, feature their own flora, fauna and environmental hazards which increase their XP value and loot drops. With [[Lavaforge Realm|Lavaforge]] being the most difficult and most profitable Realm.
Realms are designated by their own colors (on the table map). Their names are [http://forsaken-planet.com/mediawiki/Underworld_Realm Underworld], [http://forsaken-planet.com/mediawiki/Sandstorm_Realm Sandstorm], [http://forsaken-planet.com/mediawiki/Vilehalls_Realm Vilehalls] and [http://forsaken-planet.com/mediawiki/Lavaforge_Realm Lavaforge]. [[Realms]] are slightly different in difficulty, feature their own flora, fauna and environmental hazards which increase their XP value and loot drops. With [[Lavaforge Realm|Lavaforge]] being the most difficult and most profitable Realm.


<div style="margin: auto; width: 66%;">
<div class="card-deck">
<gallery>
 
File:Underworld_Realm.webp|[[Underworld Realm]]
<bootstrap_card header="[[Underworld Realm]]">
File:Sandstorm_Realm.webp|[[Sandstorm Realm]]
[[File:Underworld_Realm.webp|link=Underworld Realm]]
File:Vilehalls_Realm.webp|[[Vilehalls Ream]]
</bootstrap_card>
File:Lavaforge_Realm.webp|[[Lavaforge Realm]]
 
</gallery>
<bootstrap_card header="[[Underworld Realm]]">
[[File:Sandstorm_Realm.webp|link=Sandstorm Realm]]
</bootstrap_card>
 
<bootstrap_card header="[[Underworld Realm]]">
[[File:Vilehalls_Realm.webp|link=Vilehalls Realm]]
</bootstrap_card>
 
<bootstrap_card header="[[Underworld Realm]]">
[[File:Lavaforge_Realm.webp|link=Lavaforge Realm]]
</bootstrap_card>
 
</div>
</div>


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Red missions are dungeon raids.
Red missions are dungeon raids.


<div style="margin: auto; width: 50%;">
<div class="card-deck">
 
<bootstrap_card header="[[Dungeon Raid]]" footer="loot and combat heavy mission">
[[File:Dungeon raid map icon.png|link=Dungeon Raid]]
</bootstrap_card>
 
<bootstrap_card header="[[Crystal Hunt]]" footer="gain EXO-suit points to assign for buffs">
[[File:Crystal hunt map icon.png|link=Crystal Hunt]]
</bootstrap_card>
 
<bootstrap_card header="[[Soul Harvest]]" footer="gain points for crafting potions">
[[File:Soul harvest map icon.png|link=Soul Harvest]]
</bootstrap_card>
 
<bootstrap_card header="[[Sandbox Arena]]" footer="combat practice and PVP">
[[File:1BE116F9-A6B3-4262-88AE-1A5550ED17E0 4 5005 c.jpeg|link=Sandbox Arena]]
</bootstrap_card>


<gallery>
File:Dungeon raid map icon.png|[[Dungeon Raid]]: loot and combat heavy mission
File:Crystal hunt map icon.png|[[Crystal Hunt]]: gain EXO-suit points to assign for buffs
File:Soul harvest map icon.png|[[Soul Harvest]]: gain points for crafting potions
</gallery>
</div>
</div>


=== Select a difficulty ===
=== Select a difficulty ===
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Tiers 1 is the easiest difficulty and will be the default while you are between levels 1 to 10. Dungeons of Eternity's difficulty scaling is pretty reasonable and my suggestion is to trust it until you are beyond level 15 when you acquire Vitality EXO Perk.  
Tiers 1 is the easiest difficulty and will be the default while you are between levels 1 to 10. Dungeons of Eternity's difficulty scaling is pretty reasonable and my suggestion is to trust it until you are beyond level 15 when you acquire Vitality EXO Perk.  
=== Get to the tele-porters ===
=== Get to the teleporters ===
 
<div class="card-deck">
 
<bootstrap_card header="Telelporter">
[[File:Outpost Teleporter Pads.jpg]]
</bootstrap_card>
 
<bootstrap_card header="Countdown">
[[File:Outpost Countdown to teleportation.jpg]]
</bootstrap_card>


<div style="margin: auto; width: 50%;">
<bootstrap_card header="Splash Screen">
[[File:Entering Veiled Maze Splash Screen.png]]
</bootstrap_card>


<gallery>
File:Outpost Teleporter Pads.jpg
File:Outpost Countdown to teleportation.jpg
File:Entering Veiled Maze Splash Screen.png
</gallery>
</div>
</div>


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=== Level 1: Run Forgotten Tombs ===
=== Level 1: Run Forgotten Tombs ===
A full run, including smashing the breakables and collecting all coins, of the tutorial dungeon, "Forgotten Tombs" will net you about 3,500 XP which should level you to half-way between levels 3 and 4. Pick other dungeon raids or ask your teammates if the can share their best dungeons.
A full run, including smashing the breakables and collecting all [[coins]], of the tutorial dungeon, "Forgotten Tombs" will net you about 3,500 XP which should level you to half-way between levels 3 and 4. Pick other dungeon raids or ask your teammates if they can share their best dungeons.
[[File:Common and Unique Weapons.png|alt=Common and Unique Weapons at the Fabricator|thumb|Common and Unique Weapons at the Fabricator]]
 
 
<div class="card-deck">
 
<bootstrap_card header="Common and Unique Weapons at the Fabricator">
[[File:Common and Unique Weapons.png]]
</bootstrap_card>
 
</div>


=== Level 5: Unique Weapons with Elements and Perks appear ===
=== Level 5: Unique Weapons with Elements and Perks appear ===
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=== Level 15: EXO Vitality becomes available ===
=== Level 15: EXO Vitality becomes available ===
By level 15 you'll know what you like and what doesn't work for you.
By level 15 you'll know what you like and what doesn't work for you.
<div style="margin: auto; width: 66%;">


<youtube>tliHEx4nFtY</youtube>
<youtube>tliHEx4nFtY</youtube>
</div>


After you acquire vitality it is easier to play the mob heavy waves of the [[Soul Harvest]] missions.
After you acquire vitality it is easier to play the mob heavy waves of the [[Soul Harvest]] missions.
<div style="margin: auto; width: 66%;">


<youtube>OXq8X5b3bBY</youtube>
<youtube>OXq8X5b3bBY</youtube>
</div>


=== Level 24: Legendary Weapons appear ===
=== Level 24: Legendary Weapons appear ===


=== Level 30: EXO Haste becomes available ===
=== Level 30: EXO Haste becomes available ===

Latest revision as of 22:21, 14 March 2025

There are four missions in Dungeons Of Eternity: Dungeon Raid, Crystal Hunt, Soul Harvest and Sandbox Arena.

You should spend most of your time running Dungeon Raids to quickly level up and acquire an array of Weapons. We'll discuss the other types of missions later in this guide, but for now: choose the lowest Difficulty Tiers (1 or 2) to get a feel for the game. It should take you about 15-20 full dungeons runs to get to Level 15. You'll get there faster in multiplayer, but all levels are reachable in solo-play.

Gather your friends or just zone into The Outpost. You'll appear near your personal room which is used to craft and equip weapons from Weapon Modules, craft potions when you gain sufficient talent points from running Soul Harvest missions, change your appearance cosmetically, and upgrade your suit with buffs known as EXO Suit Perks.

At the beginning levels you don't have enough EXO Points to make use of the EXO Suit area (the area is located in your personal room, to the left of the door). You can craft Small and Large Health potions using the fabricator (to the right of the door). You don't have enough crafting points (gained from Soul Harvest missions) to craft more advanced potions.

Concentrate on these tasks (until about level 15):

What you missed from not running the tutorial[edit | edit source]

A lot of first time players miss a couple of tricks that make the quality of gameplay so much better. You should run the tutorial, it's reasonably quick (10 minutes) which includes combat training (both melee and ranged) and will show you the movement and actions that you might otherwise miss.

The tutorial also has its own dungeon (that takes 10-15 minutes to fully clear) which doesn't include as many hazards as some of the Dungeon Raids you'll pick from The Map Table.

Options "Auto Run" and "Hold for Options"[edit | edit source]

"Enable Autorun" will allow you to move faster through the dungeons without having to keep holding down the thumb-stick. You're fingers will thank you; your controller will last longer.

"Options Long Press" will prevent the game menu from showing up when your thumb slips over the button.

Enable Autorun
Long Press for options panel

Climbing[edit | edit source]

Climbing up chains and ladders is a fundamental part of the game. You'll frequently find treasure at the top of each and some rooms will require you to climb to move through to the next room.

How to climb efficiently[edit | edit source]

Look UP and press 'A' to move up a chain speedily. Look DOWN and press 'A' to move down a chain speedily.

How to teleport off a chain or climb a ladder fast[edit | edit source]

While one hand is holding the chain, use the other hand's thumb-stick to choose a place to teleport. Let the thumb-stick flick back to center position to engage teleportation.

You can also use this technique to teleport vertically or horizontally about 40 feet; ladders are similar.

 

Hands and Wrists[edit | edit source]

Your hands and wrists have hints as to how the game is progressing.

Hands show health[edit | edit source]

50% health or above
Below 50% health
Last stand


50% health or above
Below 50% health
25% health
Last

Wrist gadgets show health, coins looted and kills[edit | edit source]

The gadgets on your left wrist show health and coins looted
The gadget on your right wrist shows number of enemy kills

Know Dungeon Raids[edit | edit source]

Your teams objective is to work your way through the tunnels of planet Eternity to locate and Save the Drone that was lost during a previous scouting mission. Along the way you will engage enemies find chests, upgrade your weapons and increase your EXO Suit's features through acquiring EXO Points.

There are some key points to dungeon raiding.

Know the Rewards System[edit | edit source]

The Rewards System consists of gaining Loot (coins, potions and weapon's modules) as well as XP to level up.

Your level determines the strength of the Weapon Modules that drop from chests. Levels are determined by experience points aka XP. You start out at Level 1 with 0 XP:

  • Level 2 requires 1000 XP
  • Level 3 requires 2500 XP
  • Level 4 requires 4500 XP
  • each additional level requires 500 more experience points than the last level to traverse

(more specifics in Level Mechanics)

Other critical pieces of information are:

  • Your player level is associated with a recommended dungeon difficulty tier.
  • Your player level is associated with the tier of the weapons you loot from chests.
  • Your player level is associated with Weapon Quality/Rarity (common, unique, rare and legendary) which have increasingly better stats even in the same weapon's tier.
  • Difficulty settings on dungeons can increase the the tier of weapons' drop by at most one

There are 7 weapon tiers (one through seven) and they are differentiated by their shape (3D model in VR).

Player Level association with Dungeon Difficulty and Weapon Rarity:

  • Level 1
    • Your default dungeon difficulty starts out as Tier 1.
    • You start receiving Common weapons.
  • Level 5
    • You start receiving Unique weapons.
  • Level 8
    • Default dungeon difficulty increased to Tier 2.
  • Level 10
    • You start receiving Rare weapons.
  • Level 17
    • Default dungeon difficulty increased to Tier 3.
  • Level 24
    • You start receiving Legendary weapons.
  • Level 26
    • Default dungeon difficulty increased to Tier 4.
  • Level 34
    • Default dungeon difficulty increased to Tier 5.
  • Level 41
    • Default dungeon difficulty increased to Tier 6.
  • Level 50
    • Default dungeon difficulty increased to Tier 7.
  • Level 60
    • Maximum player level.

Notes about XP[edit | edit source]

  • As noted in the Rewards System, most XP is gained through completing the final room in Raid Dungeons
  • The second best way to gain XP is to open chests because each coin you pickup/loot gives you 1 XP
  • for coin stacks on the ground: if you pick up 2 coins and another of your teammates picks up 3 coins: all of your teammates (including you) receive 5 coins, although you only gain 2 extra XP.

The final room in a dungeon is also called the "Save The Drone" Mission. If you are dead-set on min/maxing XP you'll want dungeons with the least rooms and quickest access to the final area. But, this min/maxing technique ignores loot chests where you'll gain new weapons (and coins for XP). You also want to maximize your item rewards by looting as many chests as possible.

If you can find a dungeon with 7 chests/weapons modules, that is generally considered above average. Ten or more is a GREAT dungeon.

Set the difficulty to 1 (the easiest) and you will receive just as many chests as you would on difficulty 7.

If you set the difficulty above the recommended you will receive higher valued weapons from chests (no more than one above your players tier)

Know Chests[edit | edit source]

There are three Tiers of chests denoted by their physical size and number of skulls on them. Tier I Chests are the smallest and have NO skulls. Tier 2 Chests have one skull directly in the middle of lid where you place the key. Tier 3 Chests are the largest and have three skulls: one on the lid and two at the front feet.

Tier 1 Chest

Tier 2 Chest

Tier 3 Chest

There are Three sizes of chests:

Your experience is maximized by running dungeons with the least number of rooms and the most Tier 3 Chests. This is because the final fight is where you gain the most XP (about 2000 points for just saving the drone)

Your loot, however, is maximized by finding the most weapons modules. Lower level players only receive weapons modules from Tier 2 Chests and Tier 3 Chests.

Chests require keys to open them and sometimes they are behind doors which require another key to unlock the door.

If you are running solo: judicially use your keys for the largest chests. For multi-player with level 40s and above, your experience will be increased by the shear number of mobs your group will dispatch. This will more than make up for advanced player's desire to loot every chest, even the smallest, immediately.

Any weapon's damage for any Weapon Modules you find will be between ABOUT 1x and 2x what your level is at the time of the drop -- this scales to level 60. The scale factor is dependent on the type of weapon, like crossbows are closer to 1x. Long Swords are closer to 2x.

Know Enemies[edit | edit source]

Enemies on planet Eternity come in many classes and can be categorized with respect to their color and abilities. Class groups enemies into Critters, Monsters, The Undead and Sorcerers

Critters

Monsters

The Undead


Sorcerers

Know Enemy Colors[edit | edit source]

Color to signify strength of mobs as well as enhanced damage capabilities.

Enemies#Toughness


Other colorization, like bright-green, bright orange-red, and bright-blue signify the elemental attack abilities of the mob.


Know Potions[edit | edit source]

Named Potions



You'll mainly be using small and large health potions, but through chest loot you can receive any of the other potions. All potions have good use but consider the Invisibility Potion a game changer for all levels, since it offers you a respite from attacks and gives you enough time to kill a few enemies as well as resurrect your fallen teammates.

Share potions[edit | edit source]

Smashing potions on the ground creates a puddle and allows everyone to receive their effects.

Inventory Items[edit | edit source]

Other items can be placed in your inventory.

Keys

Power Gems

Skeleton Key


The Dungeon Map


Aztec Death Whistle

Know Hazards[edit | edit source]

Exploding barrels cause 83% damage.

Poison barrels cause a total of 25% damage over time: 4% every 3 seconds for 15 seconds then a final 5%.

Fall damage:

  • one full floor (onto stone): 87% damage
  • half a floor (onto stone): 16%
  • falling onto water will give you less damage

In addition, some vases, boxes and barrels contain critters, when broken they will attack.

Some hazards cause immediate death:

  • Spike pit
  • Ceiling Spikes Crushes
  • Wall Spike Crushes

If you are not in combat when you die you will be automatically revived with 25% health.

Know the Combat System[edit | edit source]

The Combat System includes you and your enemy's health, damage, buffs and debuffs.

You start off with 100% health. You don't generally regain health unless you have a specific healing Weapon's Perk or EXO Perk or until you use a health potion.

The damage you do is the damage number on your weapon +/- the strength of your throw or swing (although this is not quantified anywhere in the tutorial). Your damage is augmented by your weapon's perks and your exo suit perks.

Enemies arrive in waves with wave numbers varying between 1 to about 7. Each wave will have between 2-5 enemies per player at once.

Damage received is a percentage of your total health, as:

These numbers are for the lowest level, also known as "light", enemies. A more comprehensive table is Combat_System#Enemy_Damage_Chart
Enemy attack damage
Humanoid elbow, bare hand, bear hug 8%-16%
Humanoid Axe, Sword, Hammers 8%-16%
Hummanoid Arrow shot 8%
Scorpion pinch 25%
Scorpion stinger throw 8%
Bee Explode 50%

Know Weapons[edit | edit source]

A variety of Weapons can be crafted and the adventurer can store them in three slots, Left Hip, Right Hip and on their back.


There are broadly ten different weapons classes (which determine how a weapon is used in combat and stored on person while not fighting). There are many individual weapons types that can be said to be od the same class, for instance maces, hammers and clubs are considered to be different types of weapons but in the same class; in this case they can both be used in melee and the physics of throwing them is the same. Each weapon type has a different damage charts and there are many models (how they look) for each specific weapon type.

Magical Staffs are a little different. There are eight individual magical staffs and they are different in how they are used and the effects they cause.

Some weapons can be slotted on either hip, and other weapons can be strapped to your back. You can bring a total of three weapons into dungeons.

Hip Slotted Weapons[edit | edit source]

Axe

Hammer

Dagger

Sword


Back Slotted Weapons[edit | edit source]

Bow

Crossbow

Longsword

Spear


Magic Staff

Shield

Weapons Rarity[edit | edit source]

Weapons have a rarity classification which determines how often you may find them in dungeons as well as the strength of the features on they weapon itself.

Common Weapons are the most basic and have no enchantment qualities.

Unique weapons have a blue glow to them
Unique weapons have a blue glow to them

Classed just above Common Weapons are Unique Weapons, next are Rare Weapons and lastly Legendary Weapons which are the strongest in the game.

Unique, Rare and Legendary weapons can be found with Elemental features, either Fire, Ice or Poison and can also have enchantments known as Weapon's Perks.

Weapons Perks[edit | edit source]

Perks are enhancements on Unique, Rare and Legendary weapons. Some are applicable to all weapon classes, like Attack Power and Elite Damage. Others are available only on specific types of weapons, like Slowing and Reload.

Some Other interesting Perks:

All Weapons attack power Increases damage by 5-35%
criticals Gives 20-32% chance to critically strike for 300% damage
Axes throw damage Increases throwing damage by 5-35%
explosions Gives 20-32% chance to explode for 200% damage
Crossbows slowing Gives 20-32% chance to slow enemy
reload Gives 1-7 extra shots per reload
Bows shot distance Increases shooting range by 10-70%
slowing Gives 20-32% chance to slow enemy
Daggers vampire Gives 20-32% chance to heal 25% of player health
poison Gives 20-32% chance to poison enemy
Hammers slowing Gives 20-32% chance to slow enemy
area damage Gives 20-32% chance to explode for 200% damage
Swords vampire Gives 20-32% chance to heal 25% of player health
stab damage Increases damage by 50%
Two-Handed Swords unblockable prevents parries
vampire Gives 20-30% chance to heal 25% of player health
knock-back distance Increases distance enemy is thrown when pushed
Shields knock-back distance Increases distance enemy is thrown when pushed
absorb Heals 4-29% of player health when blocking

Perk Colors[edit | edit source]

Some perks will add a distinctive color to the weapon.


Slowing

Criticals

Weapons Elements[edit | edit source]

There is Fire, Ice and Poison. Weapons with elements have a distinctive, shown below are those colors when imbued on arrows:

Fire

Ice

Poison

Know Combat Tricks[edit | edit source]

  • Enemies are more exposed when you are above them (for instance, on stairs) and you can hit them on the top of the head.
  • Enemy legs are fair game
  • all enemies are right handed and hold their weapons accordingly
  • after an enemy attempts a strike, they expose their head and shoulders for a short time.
  • to hit something crawling on the ground, throw your weapon sideways and flick it to make it spin
  • to hit bats, step away from them and throw as they are flying towards you. don't try to swipe at them from a standing position and don't throw your weapon as the traverse your field of view.

Find your combat style[edit | edit source]

You have three slots to hold weapons, starting out with a Sword in your Left Hip Slot, a Throwing Axe in your Right Hip Slot and a Bow in your Back Slot. You'll need to decide which Weapons suit your gaming style, but generally you want at least one ranged weapon (either a hip throwing weapon or a back-slot bow/crossbow or staff).

Weapons' Damage Scatter Plot

Sharp weapons are extremely effective against Zombies, blunt weapons are more throwable and effective against skeletons, although daggers are the most throwable weapon. Swords do the highest damage. All sharp weapons can stick into your opponent which can leave you needing your offhand weapon to continue the fight until it becomes available.

There are those that swear by the Bow Mechanics in this game as truly realistic. Others who may play in a sitting position may use Reload crossbows as they are the simplest to point and shoot.

Magical Staffs offer a variety of attack styles include direct attacks with the Fireball Staff to crowd control with the Ice Staff and also a healing option with the Healing Staff.

You can use The Combat Simulator to examine how Perks relate to specific attack styles and against specific Enemies.

Use The Gear Drop Calculator to figure out how likely a weapon will appear with a specific set of perks.

For the first thirty levels or so the weapons you find will have about the same damage as your level number.

Find GREAT dungeons; save and share them![edit | edit source]

Ask others for their BEST dungeons, save them using the Saved Dungeons Console.

What makes a good or GREAT dungeon? A dungeon that fits your style of gameplay and offers enough reward for the effort you are putting in.

How to start a game[edit | edit source]

The player with the crown on their head is the leader. The leader should choose a Dungeon Raid:

Move to the large map table in the middle of the outpost

Outpost Map Table

Select any realm from the four listed, they are colorized:

Outpost Realm Selection Panel

Realms are designated by their own colors (on the table map). Their names are Underworld, Sandstorm, Vilehalls and Lavaforge. Realms are slightly different in difficulty, feature their own flora, fauna and environmental hazards which increase their XP value and loot drops. With Lavaforge being the most difficult and most profitable Realm.

Select a red mission from the map[edit | edit source]

Red missions are dungeon raids.


Select a difficulty[edit | edit source]

Dungeon Difficulty Panel
Dungeon Difficulty Panel

Tiers 1 is the easiest difficulty and will be the default while you are between levels 1 to 10. Dungeons of Eternity's difficulty scaling is pretty reasonable and my suggestion is to trust it until you are beyond level 15 when you acquire Vitality EXO Perk.

Get to the teleporters[edit | edit source]

Telelporter

Countdown

Splash Screen

Significant Milestones[edit | edit source]

Level 1: Run Forgotten Tombs[edit | edit source]

A full run, including smashing the breakables and collecting all coins, of the tutorial dungeon, "Forgotten Tombs" will net you about 3,500 XP which should level you to half-way between levels 3 and 4. Pick other dungeon raids or ask your teammates if they can share their best dungeons.


Common and Unique Weapons at the Fabricator

Level 5: Unique Weapons with Elements and Perks appear[edit | edit source]

It should take you two or three full dungeon runs to get to level 5 when Unique Weapons appear.

Level 12: Rare Weapons appear[edit | edit source]

Level 15: EXO Vitality becomes available[edit | edit source]

By level 15 you'll know what you like and what doesn't work for you.

After you acquire vitality it is easier to play the mob heavy waves of the Soul Harvest missions.

Level 24: Legendary Weapons appear[edit | edit source]

Level 30: EXO Haste becomes available[edit | edit source]