A guide to getting through your first reincarnation, lots of spoilers below so be ware if you want to explore the game for yourself.
Guide to the First Reincarnation
You'll start the game in the town with a few available actions. Actions are split into 5 different categories, from left to right:
- Instant Actions: You'll get the effect instantly after clicking it. Hovering over the action and pressing A will let you do it the maximum number of times.
- Loop Actions: These actions take time. You'll spend the required resources (if any) upfront, gaining resources under [Progress Effects] every second while the action is running, and receive the completion effect when the timer ends, clicking out of the loop action won't refund any resources and will pause the timer.
- Upgrade Actions: Storyline actions will appear here. They can only be completed a limited number of times (usually only once) per reincarnation.
- Next Action: Actions that will lead to unlocking new areas, unlocking more parts of the game.
- Dungeon: Go into a battle screen where you fight through different enemies. they can drop items, and most dungeons also have completion rewards.
All actions that aren't Loop Actions complete instantly.
After getting motivated and talking to Dad, you'll unlock a training battle (and Dad very kindly doesn't retaliate). Once you beat him, he'll give you some seeds which you should immediately use on You (the Main Character, I'll refer to as MC below) by going to Party - Level Up to hit harder. Seeds will be the quickest way to improve combat stats for a while, and you should always try to keep your fighters max seeded.
After unlocking and doing the second training battle, the exp reward will be enough to let you perform a Sacred Ritual (the game's function to rank up) to rank 1, and for the rank up you'll also gain an inspiration point and a habit point. Your first inspiration points should be used to buy Introduction in the Astral World until it's maxed, and allocate all of your habit to the Worship routine for now for some Sacred Ritual multiplier.
Run around and do some more chores, and you'll soon unlock the very first dungeon - Riverbank.
Riverbank and Waterfall
- Most enemies can drop their research, which allows you to recruit that enemy as a friendly unit. They won't necessarily have the same attacks, but will roughly reflect their strength in the dungeon.
- Party members and most enemies will, by default, both attack and be attacked from top to bottom in order. So you'll usually want your strongest units at the back to both live longer and dish out more damage.
- Party members' stats are determined by the [Base stats] at the top, multiplied by some factor (indicated in their tooltip)
You should beat the first training fight with Dad a few more times (since he'll give you a Physical seed in addition to a random seed), and max MC's Physical before going in.
With max seeded MC you should be able to kill a few enemies before dying. Keep going back in and eventually you'll get some summons.
To add them to the party, go to the Party menu and click Set next to the summon, and remember to periodically go back to fight the first training battle with Dad for more seeds to power them up. You should be able to get through after getting research from all 3 enemies.
Completing dungeons for the first time improves MC's max level, and you should keep MC max levelled/seeded at all times as they'll always be a strong unit, and their special stat improves XP gain as well as a Sacred Ritual multiplier.
Waterfall is much of the same with stronger enemies. Snake's passive will give a hefty stat bonus to your team, and Wolf will be a strong attacking unit (even better than MC) at a high enough level.
If you get lucky and manage to get Flower Fairy, you'll notice that her default skill is non-damaging, and you'll have to change her skill to an attacking move. Her passives of flower and weed regeneration will speed up some of the early game story actions.
If you do get a flower fairy, keep it in your party and Appraise Herb whenever your Weed reaches max. You'll need somewhere around 81 herbs in this area in total for story progression.
Onwards to Rank 5
After clearing Waterfall, it'll be a short while until you reach rank 5 to unlock the next dungeon. Stay in Waterfall as the enemies give better XP, more Wolf/Snake research, as well as leather which is the resource you need the most in area 1, but do not convert pelt to leather as you'll need those too.
Place summons with Habit Efficiency in your party (basically have Slime in instead of Goblin until you need the leather cap), as extra efficiency makes the Worshipping routine run faster.
At rank 2 you unlock A Crying Girl's conversation, choosing either option gives the same reward, has no impact in the overall storyline, and the enemies in both branches have similar stats. They should be beatable once you obtain summons from Waterfall.
You'll also unlock formations from the Learn Tactics action. Formations are temporary buffs that you can activate for 30 seconds at a time with a 3 minute cooldown. You can tick the box next to them to leave one on autocast, and you should definitely check Friendly Formation for more item and research drops for now. Later on, certain skills will have Additional Effects when specific formations are active.
At rank 3 you unlock the Energy tab under Routine, as well as access to your first skill from Dad.
Regular Routine gives you action every time its bar fills, making you regain Action a bit faster if you invest some habit into it.
The other routines are (in groups of 3): Max resource, passive regeneration, and habit-driven regeneration for Stamina and Mana respectively.
Skills have certain resource costs, and the Slash skill you get from Dad takes stamina. Since MC should already be one-shotting Waterfall enemies without it, you can ignore the entirety of Energy tab and the skill for now to rank up faster.
At rank 4 you'll unlock Familiars under the Routine tab, which lets you invest habit for some very nice bonuses such as Destiny regen or extra combat stats (which will be crucial later), but again only distracts you from ranking up at the moment.
At rank 5 you'll be able to unlock the 3rd dungeon, the Dim Cave, and be greeted with the boss of Area 1 - the Orc.
His attacks once charged will wipe out the health bar of any of your summons a hundred times over. But the charging gives you some time to take him down.
However, doing so at rank 5 will not be possible, except...
Alongside Orc you'll have unlocked new Upgrade Action - Dark Magic Circle. This unlocks Dark Ritual, which resets some stats to 0, most notably rank (which lets you re-rank up for more inspiration), and in return you get an adjusted talent value, which will act as an xp multiplier in Sacred Ritual, as well as a small multiplier to Habit Efficiency. Dark Ritual immediately after you unlock it.
Unless specifically gated by rank, you should perform Dark Rituals as often as you can - inspiration upgrades have significant impact on your speed of progress, whereas trying to stay in a run will encounter a slowdown in progress rather quickly, as the amount of xp required to rank up is exponential (1000*4^(rank-1)).
A few things contribute to the talent multiplier, but for the early game a large portion will be provided by Luck (each summon with maxed luck gives +100% talent). Stay until you max luck on Slime, Bird and possibly Goblin if you're close, if you haven't before your first DR.
Getting back at Orc
After performing the Dark Ritual once you can get right back to Waterfall. For this run your goal is to beat the Orc.
Stay in Waterfall and focus on Worshipping routine until you hit rank 5 again. With the 5 extra insp you should have the Introduction upgrade maxed.
Now, with much better Habit Efficiency (you should have ~2.9 by now thanks to summons), we can make some use of the other Routine tabs:
Level Summon Familiar to level 2 and grab 1-3 levels in Max Stamina, and unlock Slash if you haven't yet. Now you have enough tools at your disposal to defeat the Orc.
Every summon should have maxed Physical, Snake should have maxed Special for maximum stats. Equip Slash on MC and allocate all of your habit to Energy Recovery for stamina regen.
Use Physical Formation after Snake attacks for the last time (or right after Snake dies), and you should be able to beat Orc by just a hair (in my game I beat it by about 3hp).
Defeating the Orc will give you a bunch of useful rewards:
- An extra party slot. Note that you can only have 5 active party members in dungeons, but extra party members will still have their passive effect applied. Gets more and more useful as you acquire more and better summons.
- Stab, a more useful skill than slash. Its Additional Effect is to deal 50% more damage when Physical Formation is active, and 5% of overkill damage will be dealt to the next enemy.
- A title that you can change in the Party screen that gives you a bit of extra stats.
And most importantly, additional upgrades in the Astral World that will help immensely towards progressing to the next area.
Infinite Inspiration upgrades
With Orc you unlock inspiration upgrades in columns 1 and 3. Column 1 upgrades can be bought an unlimited number of times (just like Instant Actions), but are much less efficient than column 3 upgrades. Always check if you have a better deal from column 3 when looking to buy Habit Efficiency+/Status ups.
You've also just unlocked Quests under the Party tab, you can put summons that you don't need into squads and make them go on quests, which are similar to loop actions that'll periodically give you some resources and gives you a completion reward at the end.
You cannot put a summon that's in a squad into your party, so only put them into squads if you think they won't be useful for a while. For now, just stick Slime in and make it do something that seems decent.
If you have a quest with a Sacred Ritual% (until next Dark Ritual), or Dark Ritual% (until next Dark Ritual) reward, do not complete it immediately as we can make good use of them for rank walls later.
Unless you think you can reasonably enrol into a school in under 20 minutes (if you're following this guide, with active play you should at most be rank 7), Dark Ritual immediately, and do another one hour DR, investing all inspiration points into Habit efficiency+ (column 3) then Status up (column 3) once maxed. In another run or two after that, you should start pushing to rank 10 to unlock the next area.
Pushing to Rank 10
Plan for getting to the next area
At some point the dad will recommend you to go to school, which all require rank 10 and a different amount of Destiny/Gold, and is a prerequisite for you to leave the town.
Each class once unlocked will have a specific set of routines unique to them, and different skills as well as classes in school.
With active play, Warrior is the fastest class by an extremely large margin
and the class we'll be using for this guide. It also happens to require the lowest amount of destiny, requiring only 270 max destiny for us to enrol (gold cap is comparatively much easier to get from Expand Gold Pouch).
A big chunk of the destiny cap will come from the Tea Party story chain, which is unlocked after interacting with each of the NPCs (Old Lady, Leatherwork, Slime Lovers, Bully, Girl, Priest) once. Flower Fairy (which you should certainly have by now) will help out a lot with her passive Weed generation.
Another prerequisite is also finishing the entire Leatherwork conversation, requiring 3+10+15+5*5+10*5 = 103 leather. In addition. 4+3*10 leather is required for the herb capacity required to start Tea Party, so in total you need at minimum 137 leather to progress through Town, and you'll need more for Material/Gold cap later.
What to do on this run
In this run you'll be pushing to rank 10. All of your inspiration gained in this run should go into the column 3 Habit Efficiency+ upgrade if it's not maxed yet, and column 3 Status up afterwards, then start saving for Doppelganger before buying anything in column 1.
Keep doing what you've been doing (Habit into Worship, stay in Waterfall) until rank 8 or so, then start completing the following story actions:
- Forest until 4 Wood cap, then firewood expansion until at least 40 Firewood cap.
- Tea Party and all subsequent story actions that cost 5 herbs or less (Weeding instant action and allocating some habit into Regular Routine helps a lot).
- Talk with Girl until the very last conversation so she doesn't leave your party. For wolf kills, leave only MC and her in the party and with her in front, and exit/reenter the dungeon if a Wolf isn't the first or the third enemy.
Norn as an ally gives +100% exp drop from enemies when she's in your party and should be immediately added to your team for xp farming.
And you should have about 270 max destiny by the end of all of it.
Leather should go into extra Durable Leather once you've crafted the tent (the defence bonus will help out in the beginning of the next area), and you'll get enough leather to max just about everything except for the seed pouch/material bag from the push.
Pushing to rank 10 will take approximately 2 hours. Your can DR immediately after enrolling into Warrior School, and you'll unlock your first Forest dungeon after talking to dad and getting some more wood. Don't forget to let Norn run away before getting her back by Leaving Together for the extra 5 destiny cap and stat bonus!
If you think Norn's stats look a bit weird for all 50%s across the board you would be right, Norn's stats is scaled on the average stats of all other party members in the party, including ones beyond the 5th slot.
e.g. If you only have Norn and MC in the party, she'll have half of MC's stats.
Once you've beat a dungeon once, if you beat it again, you'll no longer be kicked out of that dungeon if your team wipes (and the dungeon will instead autorestart) until you DR. It's frankly not great as far as player experience goes, since manually restarting for new summons is usually forced upon entering a new area, as we are now.
Getting through Lostlorn Forest for the first time is one of the steeper difficulty spikes of the game, and having to sit through 5 entire waves of harpies and tortoises may seem impossible at first.
It's still worthwhile to run it a few times and hopefully get one or two summons, as they'll help killing Orc faster, from whom you'll need the pork for the Bully.
The next big improvement in stats comes from the Cafeteria action in Forest which is just barely doable after doing almost everything in town. Take Grilled Fish for the attack boost - we'll be trying to go through most of the game by rushing enemies down glass cannon style.
In order to beat forest you'll need the Tortoise and probably the Harpy summons. Unfortunately, there's no real way to avoid active play here - it's either that or spamming 1 hour DRs for Status ups.
My team that beat Forest for reference (amusingly I forgot to put Orc in the passive slot, it's a Bird which doesn't contribute to combat stats):
This is with all 10 Status ups bought, 0 Status ups in column 1, Lesser Devil 2 and all 10 durable leathers.
Requires Stab on MC and have enough habit allocated to Energy Recovery routine to fully fill the bar. Reset until you get a good wave 1 (no harpies), and ideally a wave 2 with no harpies to keep Tortoise alive. Activate Physical Formation if you feel like you're safe for the remainder of the dungeon in wave 3 (Stab will one-shot harpies while in phys form).
Once you beat Lostlorn Forest, grind Destiny for Forest Hut - Open the Closet. It'll give you an item which provides you with a whopping +10 atk and def, with which you should be able to idle Lostlorn Forest with ease.
Where to spend Inspiration
By now you should have spent 10 points in Introduction, 10 points in Habit Efficiency+ and 10 points in Status up.
The next upgrade to aim for is Doppelganger - it allows you to run a loop action while also running a dungeon, basically doubling your productivity since you'll want to chop down a lot of trees soon. After that, start dumping into Habit Efficiency (column 1) and picking up Sacred Ritual+ at some point.
You may have seen some people recommending Blazing Aura. I assure you that 50 inspiration is much better spent elsewhere. In fact, Blazing Aura scales so poorly you'd likely progress faster buying 10 Status ups in column 1 upfront, as you won't be able to make Blazing Aura give you +10 all stats in a reasonable amount of time. We'll have enough Status ups from column 3 upgrades alone.
Lostlorn Forest - Deep
In each every area there is a rare monster in the second dungeon. Barring a few exceptions, most of them have no use in combat, but provide very helpful bonuses such as resource regen.
It's certainly worth staying in areas to get their first research drop. But DO NOT intentionally farm for more of their research in dungeons - later on we'll have a way to acquire massive amounts of rare research in minutes.
Manually grind for Lizard Man summon (until Kaz adds autorestart without having to beat the dungeon, this is one of the worst grinds in the game). He comes with fantastic attack, a +attack passive, and his default attack has a whopping 15 base power compared to Tackles 7.
We won't be using his default attack, however: Drooling Monkeys will tear him apart if they hit.
Grind to finish the Bully's conversation if you haven't and start idling in Lostlorn Forest after that. Then, after max seeding Lizard Man you can use the following team to get through Lostlorn Forest Deep:
Equip both MC and Lizard Man with Stab, and allocate enough habit into Energy Recovery routine to make the bar solid.
Drooling Monkey - Tackle, Aqua Tail is faster but too weak to kill anything on its own.
Again you'll want to manually restart until you see a favourable wave 1 (no Harpies and at most one of Lizard Man/Drooling Monkey, a good example would be Tortoise/Tortoise/Monkey/Tortoise, in a dream scenario you'd have the Rare enemy as wave 1). However this time you need to save before you do resets to preserve formation timer, as you must activate Physical Formation once you're down to Lizard Man + MC, and you're attacking into something that wouldn't kill it (e.g. MC into Tortoise).
Unfortunately, since Drooling Monkey's Water Drool attack has the same speed as Stab, we have 2 problems:
- Every time we enounter a monkey, it's guaranteed to land a hit (both creatures attack in the same tick and land.
- Every time we encounter a Harpy followed by a Monkey, we'll take a hit from both (Air Cutter is faster than Stab).
Both Lizard Man and MC can live only one attack from a monkey and die to a second, so we need to see 3 monkeys or less after you activate Physical Formation in order to get through (if both your last party member and the last enemy die on the same tick, it does not count as a completion).
With the level ups from Forest Deep, MC will now live 2 hits from Monkey, so manually resetting for a second completion to trigger autorestart will be slightly easier.
The rare enemy from this area is rarer than Flower Fairy (and the rarity only goes up as we get into later areas), but if you do manage to get their research, you'll want to keep them in your party around for a while - they become useful in the next area.
Keep idling in Forest Deep for mushrooms, and save them for Norn first instead of the addict - we'll be heading straight for the boss. After a gigantic slog for a total of 20 mushrooms, 12 Wooden statues and 4 Goddess Statues, you'll unlock the next dungeon. Make sure you buy Read Fire Spellbook at some point before doing so.
As painful as Goddess Statues are to craft, they'll still pay off their cost of 190 destiny each in the long run, so do absolutely craft max Goddess Statues and Wooden statues.
All of your inspiration at this point should be going into Habit Efficiency+, this is the plan until 30 Total Habit Efficiency, after which you should start saving for the Party Slot.
Lostlorn Forest - Abyss
During the grind in Forest Deep you would've noticed some interesting type interactions: Harpies taking away half of Tortoise's health each hit, while failing to one-hit your snake.
The 4 most common types are Fire, Water, Earth and Air. Their type match up goes as follows:
Fire > Wind > Earth > Water > Fire.
A super effective attack between those types will deal 1.5x its base damage, whereas a not very effective attack will deal 0.7x its base damage. Otherwise it deals normal damage.
You'll see that Wolf is Ice type, and you'll encounter even more types later.
And at long last, we finally meet the boss. Shoutout to Norn for keeping us stuck here for approximately 3 hours, because the boss is immediately beatable.
- Drooling Monkey - Tackle
- Snake - Fireball
- MC - Stab
(Had a lv11 maxed Orc in the back as well as lv3 Lesser Devil, fairly confident neither mattered)
Its gimmick is Woody Protection, which reduces all damage taken by 50%. However, if it gets hit by a fire attack, it'll instead spend a turn Burning, as well as removing the Woody Protection buff.
The boss itself is RNG and randomly uses Bind Whip (causes a character to spend 1.0s skipping their turn for 2 turns), Woody Blow (weak, fast attacking move that will 2-hit the last 3 party members) and Gravity Apple (strong, slow attacking move that will 1-hit anything in that team).
With some decent luck (the boss wasting 2-3 turns) and good Physical Formation timing (use it immediately after snake dies), treant will be down.
Treant's reward isn't as plentiful as Orc's, but still very meaningful:
- With the extra levels, you can now safely idle in Lostlorn Forest Deep.
- The summon gives bonus attack based on the amount of wood you have, and will replace snake as a support soon (keep in mind you can use Beetle to get to 20 wood, then switch it out - you'll keep overcapped resources).
- A new title that gives Wood regen, which synergises nicely with the Treant summon.
- Some new upgrades in the Astral World (most notably more cheaper Habit Efficiency+).
Side note: With treant's extra levels, you should now be able to beat the rank 10 Dad fight with Stab. Complete some of the unlocked story actions if you need the max Destiny.
In order to get to the next area you'll need 600 max Destiny. Now since Treant is super unreliable to farm still, we're going to ignore Norn and do 2 things:
- Go back to Forest Deep to farm mushrooms for the mushroom addict (you'll want at least 19 total to talk with him 4 times to unlock Wheat)
- Farm Orc for his research in order to get to 400 gold cap (takes lv16 Orc with a maxed level Drooling Monkey), you should at most 3-hit Orc now with MC-Stab, Lizard Man-Dragon Flame Slash and Drooling Monkey-Tackle at this point.
If you want to speed up getting destiny, you can fight Training Room - Skill, which will give you 5 destiny every time you beat Dad.
Keep progressing through Chef's conversation, and you'll unlock Baking.
Ignore chef's request to get 10 bread from you, and feed yourself first instead. After your consume your 10th serving for a total of 55 bread, you'll unlock the strongest feature of the game.
Finishing the last bit of bread gives you a ???, which can then be used to buy the upgrade in Akashic Records. Unlocking Gluttony under the Routine tab.
Gluttony allows you to consume food items in exchange for stat bonuses as well as higher DR multipliers. Eating the same food item between DRs will cause you to need to eat more in order to gain a level. The status increases from gluttony are kept between DRs, and will be the primary way of boosting stats for the rest of the game.
Generally, you'll only want to eat easily farmable food, and mainly food that gives you useful stats. Comparing pork to mushroom for example, pork gives us +atk% which we'll always want, and at this point is already easy to farm, compared to mushrooms which gives us useless matk% and we have to suffer through 5 waves of enemies just to get one.
From this point on, you'll likely want to start idling Dim Cave for more pork.
It's also yet another incentive to do 1 hour DRs, but unfortunately we're approaching our next rank gate.
After eating some pork, finally give the chef the bread he wanted and get enough max destiny to proceed, ideally skipping Norn's apple chain altogether - we'll come back when Treants become easily farmable.
Warning: from this point on, builds may be applicable to Warrior only.
Around now your talent will start to have an noticeable effect on your Habit Efficiency. If you've been following the guide, with around 30 Total Habit Efficiency, class routine starts to become somewhat usable.
Levelling a class Routine will provide proficiency, a speed bonus to that routine for the reincarnation by (level gained/1000)%, up to a maximum of 10% per DR and capped at 100%, so you do want to start running them at some point to make it easier for yourself in the future.
A reminder to start saving for Party Slot after reaching 30 total Habit Efficiency (the amount required to run Energy Recovery/Regular Routine/etc at max speed with 1 habit).
The next dungeon is locked behind a total of 1100 destiny (but realistically around 2.7k to go through), and unfortunately also requires rank 14.
I recommend farming Lostlorn Forest - Deep to at least rank 12 with Norn before parting with her and starting the Academic City destiny grind to take advantage of her +100% xp drop bonus.
To speed up the grind as much as you can, switch to Friendly Angel familiar, craft all 10 Wreaths, have Goblin in your party while Praying, and add (after farming Lostlorn Forest Deep for that long I sure hope you have it) Forest Fairy in your party and drink some tea.
Unlocking the dungeon
Take Adventurer's Guild (200) - Talk with Receptionist x3 (900), after which you'll see numerous guild quests as well as the dungeon unlock - House clean up.
Unless you had a pelt quest going, cleaning the streets is much faster. Hand one of them in and you'll unlock your first new dungeon.
You will be able to kill some enemies thanks to Dragon Flame Slash, but the summons are pretty meh and are frankly not worth grinding for, and you'll need to attend some classes to get the power you need to clear it.
Getting to classes
Take Entrance Cememony (400) - Speech by the Principal x3 (1260) - Greet the teacher (300g)* - Talk with teacher x6 (1050g)
*We're not taking the destiny regen at the cost of max destiny here as we'll soon have ways to generate destiny a lot more effectively.
You'll have unlocked a whole bunch of new stuff by the end of the conversation:
Are your way of getting to the next 3 areas, acquiring a new title unlocks an area so your next rank gates are ranks 25, 31 and 35 respectively.
Tournament and Facilities
Tournament is a series of (rapidly increasing in difficulty) 1v1 (MC only) fights that will unlock certain facilities at specific rounds, every class also has a facility available to them immediately after finishing the Speech by Principal actions:
- Round 1 - Municipal Library (Sorcerer's Facility)
- Round 2 - Cooking Workshop
- Round 4 - Dr. Strange (Tamer Facility)
- Round 6 - Knights Training Area (Warrior Facility)
With the 2 movement you get from talking to the teacher, go to the Knight's Training Area immediately. Talk to the Knight gives some combat stats but do not talk to the commander and give away your muscle statue yet. It's not hard to recover the attack through gluttony, but lost attack is lost attack.
What we'll be attempting immediately, are fights with teachers that give very lucrative rewards in the form of huge stat boosts and skills.
Beat the beginner teachers in the order of Sword - Rod - Spear, using pretty much any party with MC - Stab and Lizard Man - Dragon Flame Slash as your last two will work.
Keep farming pork for more attack, at around 130 base attack my level 61 max seeded Lizard Man started one shotting the Orc with Dragon Flame Slash for even faster pork.
With the extra stats and our god and saviour, Sharp Spike, we can now deal with the new dungeons.
Hoarder's House and Sewer
- Red Slime, Rat - Tackle
- Lizard Man, MC - Sharp Spike
- Passive Slots - snake and (now max level) orc, drop snake if you don't have a 7th party slot.
Gluttony: +22%atk, +1%hp
Lesser Devil 6 (massive overkill on that department, can get away with much lower, just need to 4shot red slime and 2shot everything else)
Red slime is an amazing tank that'll singlehandedly carry you through. Didn't seed rat at all and didn't even use Physical Formation.
Immediately proceed to sewers and manual for Ghoul, because...
Ghoul - Sharp Strike
A seeded Ghoul at base level has good enough stats that it'll kill everything with Sharp Spike (Using 2 Sharp Spikes is faster than Black Insect's Phantom Dive, using 3 Sharp Strikes is faster than Ghoul's Ghoul Claw), so Ghoul is simply untouchable with sufficient base attack.
The only issue you may run into is stamina regen. Have at least 9 max stamina, run Energy Recovery routine at full speed and run Energy Recovery Loop Action to be safe.
With the levels from Sewers, MC can now one-shot Orc work Sharp Spike for the fastest pork farming possible.
The rare enemy of this area is I would say the only one worth heavily grinding for. As it provides Dark Ritual%, Research dropped amount% in addition to Muddy Mucus + Stench regen. However, this guide will proceed under the assumption that you don't have it for the remainder of the run.
Sewer - Abyss
Purification Slime's first gimmick: Magic Absorb - Converting all magical damage received into healing - is completely meaningless to us. However, we'll still need some good damage in order to take down its huge health pool.
Its second gimmick: Purify. It will continuously spend a turn not attacking, instead consuming 10 Muddy Mucus from our inventory, as long as we have more than 10. This will let us buy enough turns to defeat it with minimal grinding.
Go back to Hoarder's House with Lizard Man, MC, Ghoul all equipped with Sharp Strike to farm 10 Dung in total to get into the Slums. Give the the Drunk 410g, and he'll give you your second muscle statue for another juicy +10 atk.
Side Note: When faced with the decision, Go deeper into the Slums. Staying out of the slums starts a gigantic quest chain, requiring you to craft hundreds of Goddess Statues to increase Goddess Statue Cap. We don't need that much destiny for our first reincarnation.
Your next 2000 destiny should go towards finishing Talking to the girl in the slums asap, as it unlocks an instant action that lets you convert gold to destiny.
Go back to the Sewer and grab the Black Insect summon if you're missing it, it gives +atk and research drop% which are both very nice passives to have.
Go back to farm some Orcs and with a Red Slime in your party, Clean Gutters until you max out your Muddy Mucus (this guide will only get 30, as the Red Slime is barely above base level). Purchase Cleaning Tools will speed it up slightly.
Lizard Man, Ghoul, MC: Stab
- Passive slots: Orc, Black Insect (lv36 Special)
- Lesser Devil level 4 (absolutely not needed)
- Gluttony: 46% ATK, 1% HP
30 Muddy Mucus.
Activate Physical Formation right before MC attacks for the second time.
Purification Slime's title is pretty much only useful for the muddy mucus regen, but the summon has a passive ability of Sacred Ritual%, which means you should start temporarily swapping it into the party to close to gap to ranking up.
Its food item, Slime Jelly, is also amazing as it's also Sacred Ritual%. We'll be farming Purification Slime for it pretty extensively when it becomes reasonable.
With the extra levels, you can now easily crush Tournament Round 1 (could've done it after beating the Sewer, but we didn't need the unlocks anyway).
Unfortunately all of the inspiration upgrades from Purification Slime are of no help to us at the moment. Ignore all of them and keep pumping Habit Efficiency.
As a point reference, at this point in the game I have bought all Habit Efficiency upgrades in the 3rd column, as well as 33 Habit Efficiency+ upgrades in column 1. The only Status ups bought so far have been the 10 points at the beginning of Lostlorn Forest.
Our next task is to push to rank 25 to acquire a new title and unlock the next area.
Pushing to Rank 25
Like many other games of this genre, offline progress for this game is not as good as being online, but you'll still get some decent XP as well as research.
In general, set offline progress dungeon to your highest area will be helpful for maximising xp.
The next area of the game unlocks at rank 25, and if you've been playing actively so far then you might only be hovering around rank 18. This is where Warrior starts to shine in its second aspect and why we've been hard pushing Habit Eff. for: rank pushing.
Warrior routine 3 (Image Training) and routine 5 (Chivalry Spirit) improve XP gain and Sacred Ritual% respectively, and overall will give you up to 3 ranks of advantage on other classes during rank gates, saving hours of forced waiting.
Before committing to the push, consume everything in the gluttony tab (you can save 1 mushroom for unlocks later but it's really not a big deal) to max out your DR multiplier from satiety first. Now would also be a time to collect a Dark Ritual% (until next Dark Ritual) Quest reward, just before the push, and/or collecting a Sacred Ritual% (until next Dark Ritual) Quest reward during the push.
Once you've started the run, start spending all inspiration on Status ups instead. We'll need a lot of it for the next stage. Note that the 10 inspiration for +5 all stats from Treant is a better deal than the 15 inspiration for +7 all stats from Purification Slime.
Keep farming Orc for more attack (we'll need staggering amounts for the next zones given how underlevelled our summons are), don't forget to spend some gold into Miracle Stone/Rabbit Foot.
Warrior routine 4 (Optimisation) will make units with Weapon attribute attack faster (which unfortunately doesn't include MC or Norn), so switch Lizard Man/Ghoul to the lead after getting a few levels in it.
Struggling for Destiny
If you're rushing, you might be here with as little as 900 max destiny out of the required 1100. This run is a good time to patch that up.
Depending on how much pork you ate, you may be able to start oneshotting Treant for apples for the Norn's storyline back in the Forest. For reference, at 270 Base attack, MC will oneshot with Stab.
Start farming some apples once you feel satisfied about your killing speed and stick around for a while for the improved gold gain, as it'll speed up your destiny gain through Donate to Orphanage as well.
Talk with Shady Merchant for Dung line opens up another quest line for muddy Mucus, will give you a decent chunk of Max Destiny for relatively little effort.
If you haven't already done so, now is a good time to grind sewer, finish off everything to do with Stench and grab some extra Black Insect/Ghoul levels along the way. Forest Fairy will slowly generate enough Herbs to complete Herb Addict's quest line.
Reuniting with Norn
I haven't touched on how to get Norn back, even though the option to visit her was available right when you entered the city. This is because she is locked behind a gigantic destiny wall that pretty much needs Donate to Orphange (unlocked after talking to the girl in the Slums) to be cracked down in any reasonable amount of time. Reminder that you can press A while hovering over the button to donate all of your cash.
Norn's Room x2 (1410) + Talk with Norn x4 (2080) + Norn's room (1000) + Talk with Norn x7 (3150) = 7640 destiny is required to get Norn back.
The Monster Research Data upgrades are worth buying out immediately. Even though we won't be specifically grinding for research for a while, every bit of extra research contributes to needing a tiny bit less stats to grind.
The Norn we get back now has stats equal to 100% of the average stats of all other party members, and provides +0.1 Destiny regen as well as stronger mana/luck bonuses, and at last she is strong enough to be used in some loadouts.
Prepare another 10 bread. You'll need an extra 10 guild points in order to take on the next area, so hand in Deliver Bread once (unlocked after getting the title). DR immediately after unlocking the next area.
Starting in Coastal City we'll start feeling some pressure of being severely understatted (only maxed MC and everything else is pretty much base level). In order to brute force through the remainder of the game, we'll need to invest heavily into attack.
You'll see that trying to get through Rocky Road seems nigh impossible - this is expected. We'll be defeating Intermediate teachers first, and to do that we needed the Rank 25 title (+26 attack compared to Forest People), as well as one of two summons from Rocky Road:
- Hound Dog is an amazing summon that gives +All Stat% as well as boosting Donate to Orphanage. It'll pretty much remain in the party as a solid support for the remainder of the reincarnation.
- Rock Turtle is unfortunately not as great, but still has enough stats to work with.
Once you've gotten either of the two, seed them up in Physical (and Special for Hound Dog), and use the following team to beat the teachers in the order of Rod -> Spear -> Sword:
- Gluttony: 141% atk, 44% hp (remember when I said we needed a lot of attack?)
- Passive Slots: Black Insect (lv103 Special), Purification Slime (lv101 Special)
- Astral World upgrades: All Status ups from Treant (100 insp) and 2 Status ups from Purification Slime (30 insp)
- Orc, Ghoul - Sharp Spike
- MC - Stab
Activate Physical Formation immediately after starting.
As long as Hound Dog/Rock Turtle can live a normal attack, you should have enough to get through.
The reason we do Rod first is because Swing deals the least damage of the three, and fortunately it also gives +HP as a reward, letting us live both of the other teachers' attacks with the exact same team afterwards.
Along with the stats we've also received some upgraded versions of earlier attacks. We'll use these in order to progress past Coastal City.
Rocky Road and Rocky Hill
Immediately after beating the Intermediate teachers, it becomes possible to beat Rocky Road.
Passive Slots: Black Insect (lv103 Special), Purification Slime (lv101 Special)*.
*Having Purification slime like I did in the screenshot is actually a mistake, and you should switch it out for Lizard Man instead for more attack, as well as a damage bonus to Power Swing (Power-Weapon Additional Effect).
First take out Norn for Treant and check If MC can oneshot Rock Turtle with Power Swing. If they can, then they'll solo the dungeon with no luck required.
Otherwise, sick to the screenshot and the following:
Orc, Norn, Ghoul, MC - Sharp Spike
And activate Physical Formation after Hound Dog dies.
This requires some luck, similar to the Drooling Monkey situation in Lostlorn Forest - Deep, you'll need to encounter < 4 Rock Turtles after being down to just Ghoul and MC.
Doable almost immediately after completing Rocky Road and max seeding MC. The Sculptor conversations will give some quick cheap stat boosts.
Passive Slots: Black Insect (lv103 Special), Lizard Man (lv61 Special)
MC - Power Swing
It's not reasonable to attempt to live through Brown Slimes like we did Rock Turtles, as only MC can live a hit. Instead, grind enough attack to oneshot Brown Slimes with Power Swing.
I noticed that I forgot about Lizard Man way too late, and 770 attack in fact overkills them by about 1000 hp. 755-760 attack should be sufficient.
With the levels from these two dungeons, you'll now be able to one shot Purification Slime with Power Swing at around 770 attack, and it's time to add Slime Jelly to your diet.
It's a good thing that that happened too, because the boss of this area - Rock Golem - requires astonishingly high stats to beat, so much so that we'll be skipping it, and going directly for the rank 31 title first.