Beginner's Guide

**Before you get started reading, I strongly recommend that you use your browser's Search feature (if it has one), and try writing in any key terms you can think of that you might be confused about, in hopes they were used somewhere on this page. Example: on Windows computers, in the Google Chrome browser, pressing the Control and F keys together, should open the "Find" menu.**

**Also, again, don't be afraid to visit -> -> -> the official Discord server <- <- <- if you have any questions you'd like personally-answered, there.**

**Links to lists of other guides: Guides & Category:Guides**

## General Tips

**I should clarify, the order of progress is probably, in one way, described as... Research & wave-clearing -> Enchanting -> Staff of Knowledge Levels -> Awakening -> Kindling into new Eras.**

**Better yet, from the horse's (TopCog's) mouth: this page of the wiki, with a wonderful flowchart of mechanics, and how they interact with one another/sometimes feed back into one another.**

**I only mention this, to provide an idea of the more important, up-front goals, and then the future goals.**

 **The Codes page, and -> -> -> the official Discord server's <- <- <- code text channel, can help you to find all up-to-date codes, which can be used in the Tap Wizard 2 Item -> Vault Item, to earn some little rewards to help boost your early-game progress.**

**A run is defined as "the point from which your Wizard Rewinds to leave the Chronozone, to enter the Battlefield, and die to re-enter the Chronozone, again.**

**Note that Enchanting is a crucial mechanic, in that it both multiplies your Damage (synergizing with your Power Damage modifier), and provide Research Cost Discounts, giving your Gold more spending power.**

 **Try and keep the prices of Initiating Researches pretty evened-out, between all 5 types of Research Projects, and you should be fine.**

**Albeit coming with the downside of also automatically Funding Research Projects (which comes at a cost, slightly slowing down sooner affording Initiation of uninitiated Researches Projects, here and there), if Funding of said Researches could even be afforded, the Memory Tree provides a Trait (called Overachiever) which automates Initiation and Acquisition of (complete) Research Projects, to alleviate some of the micro-management aspect of the game, so you can let your Wizard run free and kill, without having to monitor the game so often for new Research levels.**

**Note that each Trove which spawns on-screen (not including Boss Chests, which are automatically looted after killing their accompanying Boss), despawn after 30 seconds, though you needn't worry about if Gem or Timeshard Troves despawn; they'll keep spawning, until you collect all 8 and 24 of them (respectively, to Gem/Timeshard Troves) per day. Selecting Gems and Timeshards in your inventory, at the very bottom of the GUI, will show you when the day will reset, and when those two types of troves will begin spawning again.**

**It's up to you if you want to/can manage to, but I'd \*STRONGLY\* recommend you keep your Eye of Vision active, hourly. This makes you deal x1.10 More Damage, earn x1.10 More XP for your Staff of Knowledge levels (HUGELY important), and also makes you earn x1.10 More Timeshards, which helps for Kindling into new Eras (also very important!)**

**Don't hesitate to Augment (or Kindle), The Chronosphere, once you have enough Timeshards to do so. I don't think it'll hamper your progress, whether you do or don't, but neither is there really any downside to it.**

* **Awakenings unlock a lot of content, as well as Wave advancement, and eventually Kindling, so look forward to that to open up a lot of potentially-diverse and fun gameplay!**

**Also note, that the Kindling system was designed, with a concept partially in mind, that it's okay to take breaks from the game (in part, for those already at the endgame and waiting for new content)-- on the other hand, remember that just a little bit of active play per day, even, can help speed things (progress) along a bit, insomuch as to reach new Eras.**

## Options-Related Tips

**In the Options Item -> Display Item, I'd recommend you turn** Bonus Format from "Increased / More", to "x / +" (albeit that it's only a preference, for better-understanding how your stats are modified by various sources), and **"Display Souls as percent of Power" on; that way, you'll be able to monitor what percent of your Power you've earned, in Souls, each run.**

* **Being able to see what percent of your Power you have, in Souls helps, because: if you're not close to earning a new Spell Perk from your Staff of Knowledge leveling up; if you're not close to Acquiring (or Initiating) a Research Project level that'll help you progress a little farther; and you're earning less than ~5% of your current Power in Souls; and, overall, it's been awhile since you last Enchanted, that's probably a sign that it's a good time to Enchant.**

In the Options Item -> Graphics Item, it might be helpful to set "Damage Numbers" to off, to theoretically decrease lag (I think that setting is off by default, though I could be mistaken); likewise, turning "Hide flying resources" on, for similar reasons.

**In the Options Item -> Display Item, "Show Health as a percent" being on, allows you to be able to see health as a percent (to know when Health Troves, which restore 25% of your total Health, will be fully-purposed, rather than wasted in value, if collected while you're above 75% Health).**

**In the Options Item -> Display Item, you might want "Show run timer" on, just to get a sense of how long your runs last (if active, that number/timer will appear just below your Wizard's health bar, and the Wave indicator).**

**At the very bottom of the Options Item -> Display Item, an >>> button can be selected, to take you to a second page of the UI, where you can activate a damage tracker; it functions such that your Spellbook, found in your Main Pack, will show how much total damage you've dealt during a run (which helps you see visual proof of your growth, your combination of Spells' effectiveness, et cetera), and, within the Spellbook, you'll be able to see information on your upwards of 4 slotted Spells' contribution to that damage dealt, by showing what percent of that overall damage was dealt by each slotted Spell.**

## Unlockable Items-Related Tips

**When you unlock the Lantern of Recall at Wave 7, when you select it in your "Main Pack" (those 3 rows of the toolbar at the bottom of the screen), you can select a cog button at the top-left hand side of the GUI for the Lantern of Recall, and you'd generally want to make sure that the Lantern is Enabled (at the very least, it's helpful to know that option to enable/disable Lantern Mode is there, in case there's any scenarios you'd prefer it was disabled/if you don't want lantern mode activating, due to being inactive in the Chronozone for longer than 30 seconds at a time).**

* **It can be helpful to temporarily disable the Lantern of Recall, if you don't want Lantern Mode activating whilst activating Runes.**

**Note that the Lantern of Recall provides a happy medium between... One alternative, which is that, if you get Offline Gains, the majority of your growth (save for Research Project completion time) is stunted to 20% (1/5th) of your Online Gains, and the Lantern of Recall/Lantern Mode is a bit of a saving grace; you collect the same amount of Runes from Troves, as if you were getting Online Gains outside of Lantern Mode, though you'll suffer a gradual loss of Gold and Souls, per death transitioning you to the Chronozone, and Lantern Mode returning you to the Battlefield, so... active play is ideal, and Lantern Mode is the second-best alternative, if you can't manage to check on the game often enough to manually leave the Chronozone with a tap/click; Offline Mode, being generally the worst for progress.**

**Likewise, when you unlock the Chalice of Eternity at Awakening Rank 3, it's advised that you select the cog when selecting the Chalice, and turn on "Wait for server communication before commencing Awakening", to assure that your Awakening has a better chance of placing/being recorded on the leaderboard, to compete for Magic Die (which can help you reroll some RNG-based content in the game). If the game automatically and falsely bans you for detected cheating/hacking behavior, you can visit the Discord server, and contact TopCog to request and pursue an appeal process, to amend the mistake.**

* **It's someone recommended by late-game players, that you hold onto Magic Die until Era 3, unless you absolutely need to use them (they become helpful in the Runic Table, in Eras 3+).**

**When you're at Awakening Rank 5, you'll unlock the Battle Trance Hymnal. Its wiki page explains that, amongst all 4 aggression levels:**

* **None: Targeted distance is ~42m[eters].**
* **Low: Targeted distance is ~34m[eters].**
* **Med: Targeted distance is ~25m[eters].**
* **High: Targeted distance is ~17m[eters].**

**Each respective aggression level setting, correlates to each targeted distance (and you can view Spells [wiki page, which has info about Spell ranges, or view the Spells] in your Spellbook, and press the question-mark on the upper-left hand side of the GUI detailing the spell, to see more advanced information about it, including spellcasting range, to get a sense for what aggression levels may be most suitable for your spell, aside from just using each setting, to feel out which performs best for you-- if you'd like your Wizard chasing down enemies to kill them fast, or steering clear and kiting them, et cetera).**

**Generally, there's no need to deliberate acquiring all the Lore entries from the Pendant of Mystery. This being, because they reward you with Gems, and 15 minutes worth of Staff of Knowledge XP, per entry complete.**

**The Grim Potion will send you back to the Chronozone, which has some useful applications, and isn't terribly detrimental. It can help to:**

* **Jumpstart the activation of any Runes, which are enqueued and ready to activate upon your Rewinding to leave the Chronozone;**
* **If you experienced an unusual spike in power, but are on a low Wave, returning to the Chronozone, wherein your return back to the Battlefield, will jump you ahead in Waves (in Era 2, this may occur if you use Time Warp Runes during the Enchanting Reclamation phase).**

**The Feather Duster, however, will wipe out all of your Research levels, your Staff of Knowledge levels, your Gold and Souls/Power earned, and it's [Feather Duster's] basically a non-beneficial soft-reset, best used only if you're super-unsatisfied with RNG in your run, or if you want to take a different path, if you will, than how you chose to set up your current run (or, whatever other reasons you'd have to use it).**

**Some features can be randomized by usage of the Feather Duster:**

* **Example, what Spell Perks you'd get from each Staff of Knowledge level;**

**While some factors are static, and determined since the last time you Awakened:**

* **Example, the battlefield appearance, and the types of enemies which appear.**

## Spell-Related Tips

**Don't stress too much on picking optimal Wizard Classes and Spell loadouts, and even Memory Tree builds (<- those are two potentially-helpful page, though), but likewise, don't be shy of asking the community for recommendations and help on ideas of what to do. And, be sure to take advantage of the Codex Item -> Ancient Tome Item, to look at the Spell Perks of different Spells, to see if there's any you want to try your luck at getting from the Staff of Knowledge, on any given class, for some devastating Spell combos (and, of course, when in Limbo/picking a Class [post-Awakening], just check out what each Class' Spell does, in its base form, sans-Spell Perks).**

**Note that, the higher a Wave you reach, the more experience towards leveling up your Staff of Knowledge, you earn (alongside the Analytic Absorption Research's levels, which contributes a multiplier to Experienced earned, and some Achievements buffing Experience gains, too).**

**It's somewhat explained, somewhere in the game, but.... Regarding your Staff of Knowledge, and Spell Perks:**

**A Spell of a specific type (this applies to all Spells, but, for example, Fire Stream), cannot have both Expedient Recitation, and Tempered Magic, as simultaneously-owned Spell Perks empowering it; only one Spell Perk, or the other.**

* **(So, if you're presented with one of those two Spell Perks as an option, but don't want it, it's usually best to just opt for any other Spell Perk, but that option, so that the Spell Perk you'd much rather desire, may potentially appear as an option, later.)**

**Likewise, a Spell of a specific type (this applies to all spells, too, but, for example, Fire Stream) can't simultaneously have both the Status Affinity Spell Perk (or any Spell Perks which trigger via enemies having Status Effects), and the Elemental Empowerment Spell Perk (which makes the correlative Spell apply Status Effects on hit).**

**Your maximum Staff of Knowledge level increases, the higher your Awakening Rank grows; at Awakening Rank 10, you'll have a maximum Staff of Knowledge level 20... Which means you'll have access to more spell perks by the end of a run, and each Staff of Knowledge level also provides you with a damage multiplier/increase, which further enables progress on those difficult achievements.**

**Each Staff of Knowledge level earned, increases your Wizard's damage by 5% (x1.05) More (if the Elemental Master Class of Wizard, 7% (x1.07) More); that's a multiplicative, mind you.**

**And, you can, indeed, once unlocked, use two copies of a Spell (save for if you're the Elemental Master Class of Wizard, which only has 8 unique Spells in its Spellbook, rather than any other Class having 6 Unique Spells in their Spellbook, and a copy of each Spell [for a total of 12 Spells]), and equipping two copies of a Spell causes its Cast Speed to be merely slightly staggered/decreased , but you'll still be dealing (theoretically) more Damage [I think], if not just benefiting from using two copies of that Spell slightly-more frequent (and applying any of its effects), simultaneously, in the Battlefield.**

**Some players might recommend the Firelight Maven Class of Wizard as (currently, unless changes/nerfs come) a fairly nice class; if your Spellbook slots are arranged something like Ionic Charger > Fiery Deluge > Ionic Charger> Fiery Deluge, you can use Fiery Deluge's innate "enemy vacuuming" effect to enforce some crowd control. Fiery Deluge's Elemental Overload Spell Perk can dish out nice extra damage; its [Fiery Deluge's] Slayer Spell Perk can add a little bit more damage; using Fiery Deluge's Elemental Empowerment Spell Perk can quickly apply Elemental Status Effects (up to 10 times a second) for extra Damage (over time); as well, if your Ionic Charger has the Status Affinity Spell Perk, that Spell Perk makes it so any enemies struck by Ionic Charger who possesses (Elemental or otherwise) Status Effects, accelerate Spells equipped to the right of Ionic Charger, as per the order your Spells are slotted in your Spellbook.**

* **(Acceleration meaning, cooldown reduction, which means Fiery Deluge spam-galore; more vacuuming, more damage. Though, Ionic Charger's Status Affinity perk may get eventually nerfed.)**

**That way, Fiery Deluge could benefit from a Tempered Magic Spell Perk to buff its Damage, and not suffer greatly from decreased Cast Speed, due to support from Ionic Charger's Status Affinity Spell Perk, while Ionic Charger could benefit from the Expedient Recitation Spell Perk, to increase its Cast Speed, spawning more [Ionic] Charges at a time, to more consistently accelerate your Fiery Deluge's cooldowns. Meanwhile, Ionic Charger's Elemental Overload Spell Perk, allows Ionic Charges to travel farther, so you don't have to even get as close to enemies, for its perks to proc.**

* **(There's a similar gimmick, more or less, regarding the Toxic Cloud Spell and its Spell Perks; that is, similar to the features of Fiery Deluge, save for that, unlike Fiery Deluge, Toxic Cloud doesn't actually pursue enemies).**

**In short, the recommendation may be to play as Firelight Maven, and to slot your Spells in this order:**

```
**Ionic Charger > Fiery Deluge > Ionic Charger > Fiery Deluge**

```

* **If you only have 2 or 3 Spell slots, then, in the case of two slots: use one copy of Ionic Charger, and one copy of Fiery Deluge; if three spell slots: then use one copy of Ionic Charger, followed by two copies of Fiery Deluge.**

**The recommended complimentary spell perks, are these:**

* **For Ionic Charger Spell Perks, I always prioritize:**

```
**Status Affinity > Expedient Recitation > Elemental Overload > Patience (never Elemental Empowerment, never Tempered Casting)**

```

* **For Fiery Deluge, I always prioritize, relatively:**

```
**Elemental Empowerment > Elemental Overload > Tempered Casting > Slayer (never Status Affinity, never Expedient Recitation)**

```

## Awakening-Related Tips

**Awakenings which increase your Awakening Rank, reward you with +4 Mirrors of Remembrance, which, when spent in the Memory Tree (where, within, most people would recommend, ideally, that you aim towards purchasing those large "Trait" memory nodes), significantly improves your power, even more (multiplicatively).**

**You might want to hold off on taking on Fates (which are fulfilled by picking them in Limbo, and then Awakening), once you unlock them, until your Awakening Rank is (close to) its maximum, because they're, indeed, challenging, but their first fulfillments also prevent you from earning Awakening Rank increases/corresponding Mirrors of Remembrance (if not already at the max Awakening Rank); however, they do award you with 50 Gems, each, for their first completion, and a permanent buff to a specific stat, which helps in the long run-- and, some Fates usually impose certain conditions/stat modifiers, which, later, may be more fun for you to play under the conditions of, or you may feel they help with Achievement completions, or provide optimal settings with which to complete Awakenings (faster) for their regular rewards.**

* **Completing Fates for the first time, at max Awakening Rank, does not reward you with 24 hours worth of Timeshards.**

**On the other hand, attempting Fates while not at max Awakening Rank, means your max Staff of Knowledge level is lower (stays at the same maximum level, while not gaining Awakening Ranks), meaning you'd need to spend less time to complete a Fate (theoretically).**

**Generally, yes, Traits are intended to stack in their effects. (Some might deliberately be intended not to stack, and some might not stack due to bugs, wherein reporting them at the Discord server helps!)**

**Note that Memory Tree traits are held in high regard, as being strong, and highly effective in providing substantial multipliers, typically, to stats, or providing somewhat exclusive and helpful effects (see this page, for a rundown of what you can get from the Era 1 Memory Tree).**

**Also, once you reach Awakening Rank 9, you're made to automatically select a "Boss" Fate-- all you need to know about that, is that, when you fight that boss, at particular stages of fighting it, if you die before completing that stage, you temporarily gain three copies of a random Spell Perk, or Trait, (or Mana Star per new highest Wave completed), respective to which phase of the boss you're fighting, which may all help with accomplishing certain tricky Achievements.**

**Note that, once you reach Awakening Rank 10, each successive Awakening (while not taking on a Fate you've never fulfilled before) will award you with 24 hours worth of Timeshards, propelling you closer and closer to Kindling into the new era (24 hours worth, based upon your current Timeshards gained per hour, which can be seen when selecting The Chronosphere).**

**Note that, if you feel you've botched your Memory Tree build, once per week, you're granted a free 'respec' (reset), and you could also get Respec Tokens from the Market (some are free, from codes or elsewhere), which serve the same purpose.**

## Rune-Related Tips

**Note that, yes, most every Rune's effects can stack (and, the proof is in that, there are at least two Runes which you are limited to only activating one instance of, per run).**

**Any Runes you activate (from the Rune Bag, or elsewhere) are actually "enqueued", and their effects only activate after you Rewind, and each Rune has a description, detailing its effects, and how many Runs it's meant to last, after officially activating post-Rewind.**

**It might be recommended that you keep ahold of Q3 and Q4 Runes, if you find them, and maybe save Q2 runes, too; but, it's up to you-- they're [Q2 runes] aren't as terribly-rare as Q3+ Runes, but...)**

**Albeit that it's already been mentioned, it may as well be emphasized; aside from when completing "use Runes" Achievements, it can be handy to save Runes; although it might take a handful of weeks, or so, uses for Runes will be diversified, once you reach Era 3.**

## Achievement-Related Tips

The top 5 rows of **Era 1 Achievements** **(see the Achievement Guide page)**, **will mostly be gradually completed, naturally, as you play** (an exception, being, Rune activation Achievements; that's on you to make sure is completed).

**Note that completing Achievements are crucial, as each one completed exponentially-increases how many Timeshards you earn, making it easier to reach Kindling to Awaken into a new Era.**

You'd definitely need to stock up on Runes (not activating them as you loot them) to complete the "Runeddicted" Achievement, requiring your having 50 Runes activated (after Rewinding) during a run, at once; that being, if you feel like you'll survive in a run for a long while (which helps, providing you the time to activate all the Runes needed), and want to complete that Achievement.

* To clarify, when you're positive you have 50 Runes, you might want to activate them mid-run, or while in the Chronozone (being careful not to tap/click to start the next run, until you have all needed Runes, active.)

The "Survivalist" Achievement... would probably be an Achievement which is easily-enough completed, as you play; if need-be, you can help its progress along, with usage of multiple Runes, or after you perform a sizeable Enchantment; at least wait, if possible, until you can get 15 or more Enchantment levels at once (more Enchantment levels, always being more ideal).

Don't worry about Funding Research Projects, except for in regards to the "Pocket Change" (Fund a Research Project with less than 5 seconds remaining) Achievement. It just eats up way more Gold than it's worth, that could be better spent on Initiating any inactive Research Projects.

The "Bosser" (Defeat 8 bosses in a single run) Achievement, may be a bit tough, and may be most-easily accomplishable when gaining large amounts of Enchantment levels at once, or if you just Awakened/started a new run (especially with helpful Runes active, to support your progress through 8 new Waves); note that Bosses only appear on Waves you haven't beaten before, (though, Boss spawns reset, each Awakening).

The "No Time to Think" Achievement (completing Wave 20 without Research) might be tough, too... may heavily rely on Runes, but primarily & moreso on Enchantments, and may be easier-complete under some particular circumstances.

As for the "Great Power" (Achievement), again, that might be easier at higher Awakening Ranks, or with Runes to help you push farther, allowing you to earn more Souls/Power, so you can conduct a higher Enchantment...

As for the "Do You Even Status" Achievement; I think it helps that the Achievement qualifies that there's only a requirement simply for "Status Effects" (which enemies can spawn with/apply on their own, as you fight them) and not just "Elemental Status Effects". Either from the slew of Traits available in Limbo after Awakening (post-Awakening Rank 4+), or from the Memory Tree, the Status Fiend Trait would definitely help with that Achievement, aside from just having Elemental Empowerment Spell Perks-- most preferably, as an Elemental Master, using a Spell from each element, that has the Elemental Empowerment Perk.

The "FAST" Achievement, typically requires saving up Fight and Flight Runes of all qualities, Haste Runes of all qualities, hoping that you get the Deer Totem, and theoretically getting the Fleet Footed and Acrobatics Traits from the Memory Tree/from the post-Awakening Trait options, in Limbo. Note that, also, in the Memory Tree, there are 9 total "Memory of Speed" nodes, worth a grand total of +24% (x1.24) Increased Movement Speed. Here's a tool, linked elsewhere in the wiki, as well, to help you with determining if you can complete FAST: https://cadence-s.github.io/tw2-tools/fast.html

As for the "Totemememememem" Achievement, "10 Totems activated in a single run" you could theoretically accomplish that with... well, the more Totems you have unlocked, the better. You might not even need the "Totem Whisperer" Trait from post-Awakening Limbo, or from the Memory Tree, but literally just by relying on stalling on a single Wave, by unequipping all Spells, once very few (say, 1-10 enemies) are left alive, letting your Wizard run away from, and ideally survive, being in the Battlefield with them, gradually collecting Totems 10 times without dying.

* Or, just playing normally, and the Achievement might get completed. Granted, at base, they [Totems] have an average 6-minute cooldown, between spawns.

For the "Can't Touch This" Achievement, Era 1 players can loot the Q2/Q3/Q4 Evasion Runes after Awakening Rank 6, which provides at least a 10% Dodge Chance; additionally, the Acrobatics trait, from the Memory Tree, and/or from post-awakening Limbo, could help.

## Fates-Related Tips

Fates Guide here.

Some may recommend that you complete Fates as soon as you unlock them (before you're at your max Awakening Rank), because, at lower Awakening Ranks, your max Staff of Knowledge level will be lower, so you'll need to earn less levels for it, to Awaken and fulfill each Fate. (That being because, Awakening to complete Fates when not at max Awakening Rank, doesn't cause your Awakening Rank to increase, so your Staff of Knowledge level required to Awaken stays the same, each time you run a Fate.)

On the flip-side of the coin, completing Fates before being at max Awakening Rank, means your Awakening Rank won't increase when you complete Fates (you only get the stat rewards, and 50 Gems for fulfilling a Fate for the first time), so you won't earn +4 Mirrors of Remembrance, either, to spend in the Memory Tree.

Some might consider Awakening faster, and easier, with all 40-42 Mirrors of Remembrance spent in the Memory Tree, first, and thus consider taking on Fates more desirable, only after reaching max Awakening Rank.

## Market-Related Tips

**Once you unlock the Market, be sure to claim Garry's free Jagged Totems when available, and your first free Magic Die from the consumables section of the marketplace (which becomes repeatedly free to claim once, each time you awaken-- once you advance far enough in the game to discover that feature).**

* **Even when in Era 3, some pros recommend that you only Polish Jagged Totems to collect Fighting type Totems (rather than Refining Jagged Totems to get Spirit Totems), as the latter can only be used once a day, while Fighting Totems are useful in each and every run.**
* **Be sure to Unlock the Totem Pouch item, so that you can start Polishing Jagged Totems in your Bag, and collect/activate/level your new, functional Totems in the Totem Pouch.**
* **You can have three different "Offense" Totems, and 3 different "Defense" Totems, simultaneously active in your Totem Pouch; increases to their levels increases their Appearance Rate (they appear as little green objects on the Battlefield, activated when your Wizard touches them).**
* **There is a "pity" system which helps to make sure you don't get \*terrible\* luck of getting one of the same type of Totem, over and over again.**

**Don't hesitate, when you have the Gems, to buy the extremely cheap Heirloom Ring from the Market, once you have the Market unlocked. It'll help, to assure you continue gaining experience and Staff of Knowledge levels and Spell Perks, even if you leave the game inactive for long enough.**

**It'd probably be wise to save up at least enough Gems for the Rings and Wizard Skins that come with rings, rather than buying consumables, albeit that how you use your Gems, is at your discretion, and accordant with your preference.**

* **Do note, for what it's worth, that TopCog even put together a comprehensive guide on his differentiating between the values of each Ring, here.**
* **And here's my own relative guide on assessing the values of each Ring, within price brackets, here.**

**It is generally recommended that you save your Consumable items unless you desperately need to use them.**

## Final Tips

Lastly, although the information becomes gradually revealed to you as you play, and there's not much to elaborate on, out of the information provided in-game, other than a reason to draw attention to it; it might be worth your time to skim through the information in The Codex Item -> Information Item.

Specifically, you could learn about:

* How the reclaiming/Power and Soul system works (when Reclaiming after Enchanting at the Obelisk Shard, 1% of your current Power is "replicated", if you will, per 3 seconds, aside from Souls earned from kills/Troves/Boss Chests being automatically converted into Power, until you Reclaim all the Power you used to Enchant with);
* Bonuses with terminology denoting "More/Increased & Less/Decreased" (multiplicative/additive, + & x, respectively) and how those systems function/synergize, given certain sources;
* How Elemental Status Effects function between their damage over time-components [albeit counting as one instance of an Elemental Status Effect, multiple stacks of a damage over time can apply, with their own unique duration, although their special effects don't stack, rather only applying once] and their special effects;
* How to reach Kindling/a new Era, faster.
	+ Although worded potentially confusingly, in the section explaining Kindling faster, you -don't- have to complete all Fates, in order for Awakenings at max Awakening Rank, to earn 24 hours worth of Timeshards.
	+ However, you still have to be at max Awakening Rank, and have completed a Fate for the first time and claimed its intended awards, for Awakenings performed to fulfill a Fate you've already completed before, to reward you with 24 hours worth of Timeshards.

**(Feel free to edit this page, if you have the permissions to, if you feel you can better reorganize this information, elaborate on anything that may've been glazed over, explain important details more precisely & effectively, add on any other tips for beginners... provide other tactics for means to ends, correct any misinformation, improve and beautify the formatting, fix typographical and grammatical errors, et cetera, et al. As long as it serves as a potentially-useful, and comprehensive resource for curious players!)**

**Thanks for reading, good luck, and have fun!**