General tips and tricks

## General tips

* Advanced Auto-Rebirth [ Traveling Best EXP Area ] is generally bad, especially if you don't understand how exactly it works and how to use it
	+ It can often have worse results than using favorite area, sometimes drops people to unclearable areas etc. And that's just for rebirths, farming materials etc. can be another problem.
	+ In theory, every 30 minutes, it runs a simulation of each area at all levels that are multiples of 25 (including 0). Then after a rebirth, it drops you to the best exp/s at lv0 and on leveling to every multiple of 25, it checks what's the best area it remembers for that level and drops you there.
	+ There are several major problems though, some randomness, some design (certain mechanics have changed since this was implemented).
	+ It doesn't wait until you clear an area and it will prevent you from getting many area clears if you hit an area switch before a clear.
	+ You can't rebirth before clearing an area and this could make you run around areas instead of rebirthing.
	+ If there's a swarm that causes an area to become unclearable, this will drop you there if it was good without it. Some people also claim that if you end on a swarm with this on, it will prevent you from rebirthing until the swarm is gone.
	+ The sim has major problems with calculating stats after T2/T3 rebirths and can throw you to areas where you can't kill a single thing after a rebirth. This is very bad because you are unlikely to use this feature for other rebirth tiers.
* Guild level 100 is very important - it unlocks trapper rank 5 and allows you to generate portal orbs several orders of magnitude faster with the Journey of a thousand miles quest. This is a game changer, especially for forging anvils and super dungeons.
	+ After you unlock this quest, you should focus on clearing it faster. Tune of total taming and trapper's tag can help you a lot.
* Going up to f9 in slime super dungeon is always viable for max floor rewards.
* Furies scale with log2 of def (DEF/MDEF/their After variants, depending on specific Fury). This means that as long as you have any of that DEF, further increase will have only limited effect on total damage multiplier. Remainder after the log10 doesn't count for SD furies, only After defs count.
* Pet ranks are very important - bestiary milestones include improving pet passives and these improve almost everything.
* Pets can often deal far more single target damage than other skills. If you can get sonnet, anthem and angel's ATK/MATK buff at once, you can use it to clear solo challenges that would be unclearable otherwise. Using an order can further increase the damage, if you have the skill slots (3 or 4 global slots are needed for most chars). Slayer potions can further increase their damage, emelda doll has no effect on them.
* Field curses can't be reduced. You generally use equipment to overcome them. After move speed can be used to mitigate move speed reduction.
* Focus 1st weapon, armor and jewelry slots on maximizing damage - many handicapped challenges leave you with only one/all of these 3 and you will need the stats from them.
* As long as you meet the level/trap condition, you can capture monsters. This can be useful for clearing no equipment missions. Get into a corner, equip tune and something to keep enemies away (gravity arrow, aoe skills with knockback etc.) and capture an entire area of enemies you couldn't possibly kill.

## Quests

* If any character clears an area/dungeon and gets at least 1 full clear, it completes the quest for all characters who accepted it. This is especially useful for Find my brother/husband quests.
* Level requirements for quests are based on highest level ever reached. They won't get locked on rebirth or WA.
* You don't have to claim quest rewards right after you complete them. This is important because you can't get more than 30 levels at once (there's a way to increase the limit later on) and can wait with claiming until you level up enough to not waste any experience.
* Level 250 unlocks All things yellow quest, a lot of experience for 100 captured yellow slimes. This is a major experience source for a while.
* If you have favorite quests and lazy questing, you can set quest area to a dungeon.
* Most apprentice quests of the same number are comparable in difficulty. The exception is Apprentice of weapon 6 - there are only 49 normal weapons up to super rare and you have to bring either an artifact or FT weapon to level 20. Even if you do all apprentice quests at once, don't wait with armor/jewelry 6 until you can clear weapon 6.
* Survival title quests can be easily completed with 20%/floor health drain modifer in super dungeons.

## Skills

* Piercing attacks have projectiles that don't disappear when they hit something. They will continue moving and can hit additional enemies in their path. "Non-piercing" projectiles disappear after they hit anything.
* High AoE skills can clear multiple waves at once. This effect is overall stronger on piercing attacks (the projectile can stay longer and clear more waves).
* Wing Attack, Wing Shoot and Burst arrow have multiple staggered attaks fired one after another. This can be useful for clearing multiple waves. Additional attacks can be aimed at enemies other than primary target, even these outside of range.
* Wing shoot and knife toss have (underclared) piercing projectiles.
* Angel's buffs affect both characters and pets.
* Each of Spread Toss projectiles is a separate attack and hits everything in its AoE. With high enough AoE or charging into the enemy, all projectiles can hit the same enemy.
* Lucky Strike and Assassination have innate critical chance that bypasses field debuff. This is useful for SDs and challenge bosses.
* Archer's non-piercing arrows hit and disappear when they get an enemy in their AoE. This significantly lowers their effective AoE until they cover the entire screen.
* Sonnet's pet damage bonus works only for normal attacks, not for orders. Sonnet + anthem is stronger than sonnet + order in HC challenges.
* Skill level decreases cast time by up to 50% (1% per 50 levels). SPD, certificate of competence and SD cast speed powerup combine to "Speed effect". Speed effect can reach up to 90% cast time reduction. These 2 are multiplicative for up to 95% cast time reduction. Skill passives lowering a skill's cast time are another multiplier on top of that. Minimal cast time is 0.1s.
* Skills start uncharged when entering area and start charging. Charge is reset on area clear/failure. At peak area clear speed, skills with higher cast time than 0.1s won't trigger (0.125s is alrady too slow).

## Rebirths

* For guild experience, faster rebirths are always better. Until you can rebirth in a single 10 wave area clear, lower level is better.
	+ You generally want to rebirth asap unless you have a reason not to. This is usually needing higher max level for rebirth bonus/unlocking a quest, capturing high level monsters or having a long general quest in progress.
* T2/T3 rebirths are very useful for AP, many people consider it to be their main benefit. You only need higher count for this, not more rb points and faster is better.
	+ You care about the T1 AP bonus, not the T2. The T1 will be far stronger with enough T2 rebirths. T2 and T3 rebirth bonuses are multiplicative for T1 rebirth AP bonus.
* T2/T3 rebirths reset skill levels including skill passives. The rebirthed character can become a lot weaker after the rebirth. It is better to T2/T3 rebirth characters one at a time to keep some leveled global skills and/or some equipment levels from other characters until your proficiency gains are high enough.
* For the early fast T2/T3 rebirths, the only real source of rebirth points are general quests. Grabbing the fast and easy ones is a viable strategy that can give you some levels too (slime lover, find my brother series, whatever else you can quickly get).
* High max level of T3 rebirth can be used to produce T2/T3 rebirth points from skill levels during fast rebirths.

## Raising pets

* King of Fairies quest line can reward traps you can't buy yet. It can be used to capture pets you wouldn't get otherwise.
* Dedicated equipment loadout for taming/loyalty point gain is far more potent than a general purpose loadout. Good base items are from treant set (hagoita) and flametiger set (costume, ramen with level + increment anvils). All enchants should be taming/loyalty points. Make a separate set for each to get full effect. If you make only one, make TPG and use it for loyalty as well.
* Capturing monsters and Field training expedition rewards are mulltiplied by the highest TPG/pet EXP value among your active and passive characters. With high enough level, these expeditions will be the only viable source of taming points/ pet exp.
* Tune of total taming lv 50+ can capture multiple monsters with high enough AoE. Spider 8 is the best area for raw capture numbers (mostly useful for the global quest line).

## Super Dungeons

* You bring in only log10 of many stats - these are yellow in the ability tab. Increasing them outside SDs does almost nothing inside. Only the "After" value matters.
* Pet stats are logged too but they get the same after stats you char does. The 2 stats you really care about are range and damage type.
* Your luck stat won't help you with equipment drops. Dictionary upgrades are very useful - enchant slot upgrades have full effect and are the main source of enchants on dropped artifacts.
* Range and AoE are good enchants on passives - even after the log10 hits, they make a big difference.
* High equipment drop chance on equipment is useful in SDs, especially with low rank equipment drop powerup. Log10 of 1000% is 3% for it and while not much, this is a notable difference in SDs.
* Don't unlock powerups just because you can afford them - they can be useless at the time and offered instead of something useful. Unlock only what you need (check the list on this wiki).
* Surviving hits isn't viable, enemy damage scales faster than your HP/damage reduction can. Focus on damage and dodge to not get hit.
* There's a challenge boss every 10 floors. They can be significantly harder than other enemies.
* Ancient monster talismans have no effect on challenge bosses but work on normal (including boss type) mobs in SDs. Disassemble as many as needed to clear monsters before challenge bosses.
* Artifacts on passive characters level up slower but consume nitro at full speed. If you are limited by nitro, level artifacts only on currently active character. Artifacts are unaffected by offline playtime, you have to actively play (and feed them nitro) to level them up.
* Enemies of the same level are comparable in power, but higher tier enemies give more coins and fame. This makes burning garden the best SD for fame farming and DC farming. Florz degen farm is slower, but far more ticket efficient for DCs. Spiders are bad, their base fame/DC drops are worse than slime's.
* You can use enchants on artifacts to clear slime f100 sooner (by turning rubies into ruby pieces), but you shouldn't overdo it. ATK/MATK enchants will be useless once you clear f100.
* Healing potions, certificate of competence, slayer oils, kor doll and emelda doll have full effect in SDs.
* Don't ignore modifiers during fast WAs. Modifiers that don't slow you down and don't cause fails are good for some ruby pieces and guild fame (from enemy levels).
* Ancient class talismans are a major source of SD progression. You won't get too far without getting more DPS from these. Kor Hall has the same effect and is greatly boosted by improving SD max floor reward multiplier.

### Modifiers

* ATK/DEF swap should be always on after modifiers are unlocked. Focus your enchants/equipment on DEF/MDEF.
* Fame is mostly enemy level and SD dependent. Use all additive modifiers that don't harm you and get as many damage increasing subtractive ones to increase clearable enemy level for fame farming.
* Negative modifiers for more damage are useful to reach higher floors of SDs you haven't cleared yet. Getting the topaz/rubies/max floor effects sooner is always good.
* Disable move modifier prevents you from manually moving and disables automove. It does not disable movement from skills and you can use the skills to move (orders, kiting, shield charge, sneaky strike).
* Dodge drain mods are mostly harmless and should be used freely.
* HP drain/s can kill you but if its drain is small, it can be a mostly free mod. HP drain/floor can't kill you but the lack of HP can be dangerous. Combining them is suicidal without utility slot and a healing potion. It can kill you even with healing potions if you increase you attack speed a lot without heal powerup. This combination can be used for modifier pushes, shouldn't be touched otherwise.
* Exploding monsters modifier causes you to take a hit from every enemy you kill. It is unavoidable. This modifier is suicidal, don't use it.
* Disabling equipment effect only disables equipment effect of the char in SD. Other characters are unaffected, this includes range/aoe enchants affecting the active in SD. This mod is great until you get very high equipment effect and artifact effect.

## Expeditions

* You can't claim training equipment with full enchant inventory.
* You get expedition experience for the entire passive offline playtime if the expedition is running when it starts, but no more than 1 reward, even with blue treant (if your expedition has 20 minutes left and you get 10 hours, you get 1 finished expedition ready to claim and 10 hours of experience).
* Setting longer expeditions for timeskips improves expedition rewards, doesn't improve expedition experience.

## World Ascensions

* Auto area progression goes forwards until it gets all required clears, you get killed or it reaches a locked area. This can be a problem if you set all areas to 1 clear. You can level clear all areas of the last unlocked region before purple magicslime levels cartographer to unlock the next one. A solution is increasing number of clears needed (before magicslime, fairy, fox and treant areas).
* Milestones needed to WA are currently capped at 50. You won't need more than that and it will be easy to get, don't worry about having to do as much as possible in every WA.
* Fast WAs are very useful for getting talismans and certain forging anvils. Fast WAs are simply doing all challenges, possibly super dungeons you can do with minimal effort (usually if you need to do anything to clear it, it's too slow). The general rule of thumb is that less is more. If you can avoid doing something without it hurting clearing challenges, you don't do it. You really want one click challenges and persistent skill sets for this. Auto area progression is great too but a bit expensive. Auto MW adder is nice for keeping potion production going, but not strictly helping the WA itself.
* Fast WAs can be faster than expedition completion speed. You can stagger multiple marathon race expeditions (different start times) to make sure that at least 1 is completed and claimed between 2 WAs.

## Utility items

* Minor health potion and minor resource poultice are the best potions for alchemy points and nitro.
* Material multiplier mist is very useful and once you can sustain its production, keep it always on.
* Slayer's oils change damage element and add additional hit to the enemy based on the attacks damage. It doesn't change critical type (physcial/magical) and ATK/MATK stat of skills.
* Slightly sticky salve and minor resource poultice give a global multiplicative bonus and are additive when on multiple characters. You want someone to have them, but you don't need them on everyone.
* Fragments gained from disassembling talismans are multiplied by that talisman's level. Even talismans you don't use should get some levels for more fragments.
* Enchanted alembic gives a global bonus and all equipped add up. Every other talisman affects only the equipping character.