Monster Sanctuary

Monster Sanctuary

45 ratings
Equipment Mastery: The Weapon/Accessory guide
By SmugLookingBarrel
This guide will discuss and review every piece of equipment in the game, and explain the use cases for each one as well as giving each an overall rating. It also has some sample builds for different monster roles. It contains information both on what equipment you'll want to use for playing through the game, and on what to use in endgame to optimize your builds.
   
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Introduction and disclaimers
Monster equipment is just as important to overall performance as having the right skills, so in this guide, I’ll be breaking down all the equipment in the game, talking about situations where you might want to use each one, and rating each equipment based on its availability, and performance both for Story Mode and for Endgame.

A few general notes before we start:

Damage Dealers and Crit
If you’re looking to optimize your damage, you have two broad options: You can either focus on raising your Attack or Magic as high as you can, or you can use equipment that has Crit Chance and Crit Damage, to take advantage of that multiplier. Building for Attack or Magic starts good, but gets comparatively worse as the game goes on. During the first few levels in Mountain Path, the 10 Attack you get from Helmet is more damage than an entire build worth of Crit, but Crit gets better quadratically (as Crit Chance and Crit Damage both improve) while Attack scales linearly. The exact point where Crit becomes better varies a lot depending on the monster and on exactly what equipment you have, but it’s safe to say that by the time you reach level 20, you should consider trading in your Wizard Hat for a Cape, except for specific monsters who have skills that care about non-critical hits.

Get Multiple stats from your equipment
Equipment that give multiple stats are more efficient than those that give only one, and because every monster builds for at least two stats (Defensive monsters want Health and Defense, Damage Dealers want Crit Chance, Crit Damage, and Attack/Magic, most monsters want Mana Regeneration), accessories that give one stat are rarely used.

Don’t neglect your Mana
High damage on your attackers and enormous toughness on your supports are all well and good, but Mana is an important stat to get from your equipment as well. Almost no monster can continuously use the highest level of their attacks just from their base mana, and few of them have room to be picking up the skill Mana Plus until close to max level, so almost every monster runs some equipment to help out their Mana, usually Feather for damage dealers and Bracelet for supports. Generally one hybrid accessory’s worth of Mana Regeneration is enough, but some monsters might want more. It’s especially important when you reach a new skill tier and unlock higher level, more expensive skills.

This guide is my opinion
While I do my best to ground my assessments in fact, these assessments are my opinion, and your assessments may be different depending on circumstance. You’re encouraged to have your own opinion.

With that information out of the way, let’s go over the equipment.
Basic Weapons
Weapons are quite different from accessories in that, without the dark shift passive Dual Wield, you can only use one of them. So while the “second best” accessories are often commonly used alongside the best to stack useful stats, there’s not really a place for the second best weapons. This leads to a few super common weapons that are run on almost every monster in a role, and many weapons that see practically no use. Dual Wield gives some weapons a small niche as offhands, though since it’s almost exclusively used on damage dealers, its existence only really impacts weapons that are designed for that role.

Morning Star: 250 Attack, 70 Defense


One of these is found in Mountain Path, and they're available for purchase at 5 champions defeated. For an ingame playthrough, decent on pure physical defensive monsters, though those tend to be quite rare, and once you have access to the unique weapon Trident, you'd never use this over that.
Availability: 4/5
Story mode: 2/5
Endgame: 0/5

Claws: 250 Attack, 40 Mana Regen


Buyable as soon as you reach the Keepers' Stronghold, this is another decent option for physical supports. While it's not strictly outclassed the way Morning Star is in endgame, a monster's single weapon slot is better spent on a powerful passive effect and Mana Regeneration needs should be handled by accessories.

Availability: 5/5
Story mode: 2/5
Endgame: 1/5

Katar: 250 Attack, 12% Crit Chance


You can find one in Blue Caves but can't buy them until 12 Champions defeated. This is the premier option for a crit-based physical damage dealer for story mode. In endgame it's largely outclassed by the Katana, but some monsters with high natural Crit stats but low Attack sometimes still use it, like Ucan and Mimic.

Availability: 2/5
Story mode: 5/5
Endgame: 2/5

Wand: 250 Magic, 70 Defense


Can be bought as soon as you reach the Keepers' Stronghold, and is a solid option in story mode for pure magical support monsters. In endgame, there's a plethora of support weapons with strong passive effects, which most monsters will use and make up the Defense loss with accessories.
Availability: 5/5
Story mode: 4/5
Endgame: 1/5

Orb: 250 Magic, 40 Mana Regen

Buyable from the merchant in the Tree of Evolution, this is another good option for a pure magical support, especially since healing skills tend to have high mana costs. It's outclassed by the Harp and the Scepter in endgame.
Availability: 3/5
Story mode: 3/5
Endgame: 0/5

Staff: 250 Magic, 12% Crit Chance


You can find one in the Keepers' Stronghold and can buy them after 5 Champions. This is the premier option for a crit-based magical damage dealer in story mode, but in endgame it's outclassed by the Fan, which has more Crit Chance and a 5% damage bonus.
Availability: 3/5
Story mode: 5/5
Endgame: 0/5

Cestus: 220 Attack, 220 Magic, 70 Defense


One is available in Mountain Path but you can't buy them until 9 Champions. This is a good option for hybrid support monsters for story mode (notably including Spectral Toad), but in endgame you'll likely trade this for a support weapon with a passive effect, and make up the Defense with some accessories. However, there are a couple monsters that do use this in endgame, like DPS Rocky.
Availability: 3/5
Story Mode: 4/5
Endgame: 1/5

Kunai: 220 Attack, 220 Magic, 40 Mana Regen


One is available in Mountain Path, but you can't get more until 18 Champions unless you're willing to farm for them. It's another solid pick for hybrid support monsters in story mode, but in endgame you should use a weapon with an effect and use accessories for Mana Regeneration.
Availability: 2/5
Story Mode: 3/5
Endgame: 1/5

Shuriken: 220 Attack, 220 Magic, 12% Crit Chance


Available for purchase as soon as you reach the Keepers' Stronghold, this is the premier weapon for crit-based hybrid monsters in story mode, and if you're switching around monsters a lot, these can be more useful than Katar or Staff because it's much easier to swap between monsters. In endgame, it's outclassed by Scythe.
Availability: 5/5
Story Mode: 5/5
Endgame: 1/5


Wooden Stick: 325 Attack, 25 Magic, 60 Defense, shield allies for 600 at the start of combat

These stats are assuming you’re a Goblin Brute with Stick Focus, which is the only reason to ever use this. Brute doesn’t need Attack and the Defense from this is worse than Morning Star, so you’re basically using your weapon slot to unlock the Preemptive Shield passive, but that’s still good, and Dark Shift builds can use this in the offhand and still get the full shield from it.

Availability: 5/5
Story Mode: /5
Endgame: /5
Unique Weapons
Abyssal Sword: 250 Attack, 250 Magic. When attacking or being attacked, gain a random buff or inflict a random debuff


Can't be gotten at all in story mode. In endgame, this is a reasonable choice for any monster that cares about buffs and debuffs and doesn't have enough on-hit effect to merit using a Bow. The effect is random but it's reasonably good no matter what you get.
Availability: N/A
Story Mode: N/A
Endgame: 3/5

Bow: 230 Attack, 210 Magic. Each attack triggers an additional 30% damage hit


One of the easiest Unique weapons to get, as it's buyable from the Merchant in the Tree of Evolution. It's a great choice for any support monster that attacks, as it will add more combo and more chances to trigger passives that have a chance to trigger for each hit of an attack.
Availability: Ancient Woods
Story Mode: 4/5
Endgame: 4/5

Fan: 200 Magic, 15% Crit Chance, increases Damage, Healing, and Shielding by 5%


Another weapon you won't see at all in Story mode, but once you get it, it immediately outclasses the Staff for crit-based magical damage dealers, and is also useful on crit-based support monsters, even providing a boost to healing and shielding.
Availability: N/A
Story Mode: N/A
Endgame: 5/5


Fishing Rod: 205 Attack, 235 Magic. Non-damaging actions apply one random buff

One of the most complicated weapons in the game to get, requiring you to find 5 rare seashells throughout Horizon Beach. If you can manage that, you’ll be rewarded with one of the best support weapons in the game. In endgame it faces competition from Restoring Wand, Hexing Rod, and Purifying Mace, but adding an extra buff is still great, especially for monsters using buff actions, since this adds extra combo to those.
Availability: Horizon Beach
Story Mode: 5/5
Endgame: 4/5


Hammer: 190 Attack, 170 Magic, 46 Defense, 28 Mana Regen, 8% Crit Chance

This is a tough weapon to get, only available from a Champion in a later game area, but it's effect is surprisingly useful, as many crit-based support monsters would gladly accept the lower Attack and Magic to get some Defense and Mana Regeneration. It's not used much on damage dealers, but if your monster is using Critical Healing or attacking to trigger Critical Boon, this might be your weapon.
Availability: Mystical Workshop (Champion drop)
Story Mode: 3/5
Endgame: 4/5

Harp: 240 Magic, 18 Mana Regen, increases healing skills (active and passive) by 20%


Requires some backtracking to get, but is pretty much a strict upgrade to Orb on any healer who also needs Mana Regeneration. In Endgame, getting some extra healing might not be as good as passive buffs or debuff removal, but it's never bad.
Availability: Mountain Path (Requires Double Jump and Summon Rock/Mushroom)
Story Mode: 4/5
Endgame: 3/5

Heavy Mace: 265 Attack, non-critical damage is increased by 15%


Another weapon that can be bought from the Merchant at the Tree of Evolution. Only useful for a non-crit physical monster, but this weapon is part of the reason to even use such a monster, as its damage is very high, and it so happens that many of the monsters with passives that boost non-critical hits happen to be entirely physical.
Availability: Ancient Forest
Story Mode: 3/5
Endgame: 4/5

Hexing Rod: 160 Attack, 245 Magic. Healing, Buffing, and Shielding actions apply a random debuff to a random enemy


Can't be gotten until almost the end of the game, but this is an excellent effect for debuff monsters, providing a free debuff on top of your action's other effects. It even works with Attacks that are also heal/shield/buff actions, so it can be useful on monsters who use attacks like Poison Eater and Shielding Leaves.
Availability: Blob Burg (Requires Secret Vision)
Story Mode: 4/5
Endgame: 4/5

Katana: 200 Attack, 15% Crit Chance, 20% Crit Damage


Available as soon as you reach Stronghold Dungeon, the Katana is a strict upgrade to the Katar on most monsters who would use that weapon, and remains the best option for pure physical damage dealers even into endgame, while also being worth consideration for any physical crit-based supports.
Availability: Stronghold Dungeon
Story Mode: 4/5
Endgame: 4/5

Large Shield: 110 Attack, 110 Magic, 140 Defense, provides full defense in the offhand


Available in Mountain Path as soon as you have Double Jump, this weapon trades Attack and Magic for an enormous amount of Defense. In Story mode, that much Defense is usually not needed and you'd rather get the extra attack/magic from Cestus, while in Endgame, you'll likely prefer a passive effect from your weapon, but for some monsters who use Shield or other skills that scale with Defense this is useful, and some monsters genuinely want as much Defense as they can possibly get.
Availability: Mountain Path (Requires Double Jump)
Story Mode: 2/5
Endgame: 3/5

Mandolin: 240 Attack, 160 Magic, 9% Crit Chance, Healing skills (active and passive)


This is another one of the hardest weapons to get, being from a quest in Forgotten World, and it's only really useful on physical or Hybrid Critical Healing monsters, or on Crit-based Bard builds, as it's the only Instrument weapon that gives Crit Chance.
Availability: Forgotten World
Story Mode: 2/5
Endgame: 2/5

Moon Sword: 320 Attack, 320 Magic


Crit-based damage dealers would likely prefer Scythe or Torch while non-crit damage dealers might want Swallow, but there's a few cases where this is useful: The first is on Supercharged monsters who get a whopping 640 Magic from it. The second is on non-crit monsters with low natural Attack and Magic or who have a little bit of Crit Chance or expect to get some from their team, and the third is on a Crit-based monster who gets so much Crit Chance and Crit Damage from its team that it can afford to use its weapon purely on Attack and Magic.
Availability: Horizon Beach
Story Mode: 2/5
Endgame: 3/5

Pirate Hook: 230 Attack, 210 Magic, 10% Crit Chance, heal for 1000 on the first crit of an attack


A bit tough to get, being a drop from one of the harder champions, but it provides similar stats to the Shuriken while coming with a passive that gives you free healing. In Story Mode, that's a tradeoff you'll absolutely want to make to keep your damage dealer healthy, while in endgame it loses more compared to some of the better damage dealer weapons like Scythe, but remains reasonable for a support, and is one of the best options for Dual Wield monsters to hold in the offhand, as the passive healing is not halved.
Availability: Horizon Beach (Champion drop)
Story Mode: 4/5
Endgame: 3/5
Unique Weapons 2
Purifying Mace: 250 Attack, 200 Magic, actions by this monster remove a harmful stack from all allies


Harmful stacks are very rare in the story, and this can’t be gotten until Forgotten World. While there are a few fights where this can be useful, it’s probably not worth all the upgrade materials it would cost to get this leveled up. Once you reach endgame though, there are several fights where this is a huge help, though it remains very situational.
Availability: Forgotten World
Story Mode: 1/5
Endgame: 3/5


Restoring Wand: 190 Magic, 25 Defense, Healing, buffing, and shielding actions additionally remove 2 debuffs


Unlike harmful stacks, debuffs are very common in the story and remain common into the endgame, so this is a great weapon for any magical support, but it comes extremely late.
Availability: Abandoned Tower (Requires Secret Vision)
Story Mode: 5/5
Endgame: 5/5

Scepter: 240 Magic, 100 Mana, 18 Mana Regeneration


Available in Snowy Peaks, and a pretty strict upgrade to Orb on any monster using that weapon. In Endgame most monsters have enough Mana that they don't need a weapon like this, and would rather use their weapon slot on utility while getting some Mana from their accessories, though some very Mana-hungry monsters like Glowdra, as well as some builds of Light Elderjel, do still use this in endgame.
Availability: Snowy Peaks
Story Mode: 3/5
Endgame: 2/5


Scythe: 200 Attack, 225 Magic, 7% Crit Chance, 25% Crit Damage


A pretty strict upgrade to Shuriken and the best weapon for crit-based hybrid attackers, but it can only be gotten from a puzzle in a late-game area.
Availability: Underworld (Requires Grapple)
Story Mode: 5/5
Endgame: 5/5

Summoned Sword: 265 Magic, non-critical damage is increased by 15%


Like the Heavy Mace, it’s used on monsters that specifically try to maximize non-critical damage, but it comes a lot later, and magical non-crit damage dealers are rarer than physical ones.
Availability: Mystical Workshop
Story Mode: 3/5
Endgame: 3/5

Swallow: 240 Attack, 240 Magic, non-critical damage is increased by 15%


The Hybrid equivalent to Heavy Mace and Summoned Sword, but this one comes in really late, and faces competition from Moon Sword even within its role. The passive does retain its full effect in the offhand, which means this is run on all types of non-crit Dual Wield monsters.
Availability: Forgotten World (Champion drop)
Story Mode: 2/5
Endgame: 2/5

Torch: 230 Attack, 210 Magic, 30% Crit Damage, Increases damage by 5%


Can't be gotten until Forgotten World, and competes with Scythe for the weapon on Crit-based damage dealers. Worth considering if you have party members boosting your Crit Chance or if you don't have another Scythe, and it’s also used on the couple of monsters that build around Critical Consistency.
Availability: Forgotten World
Story Mode: 3/5
Endgame: 3/5

Thorn Tendril: 230 Attack, 230 Magic, 20% Crit Damage, apply a bleed stack on attackers equal to 500% of your Crit Damage (Halved in Keeper Duels)


Another weapon you'll likely never get in Story mode. This applies a bleed stack to a monster when they attack you, and the damage of that bleed stack is equal to some multiplier of your Crit Damage (for example, if you have a Crit Damage of +100%, the stack will deal 500 damage, or 250 in Keeper Duels). In most cases, the effect of this is simply not powerful enough to really merit building around compared to other, more versatile support weapons, though some teams that are heavily built around Bleed with passives like Bleed Out and Splatter can consider this.
Availability: N/A
Story Mode: N/A
Endgame: 2/5

Trident: 220 Attack, 50 Defense, 600 health, 70 Mana


Yet another weapon you can't reasonably get until the post-game, this weapon provides a great mix of defensive stats to a Physical support, while being a reasonable option for a physical non-crit damage dealer who can afford to trade some damage for toughness.
Availability: N/A
Story Mode: N/A
Endgame: 3/5


Warhorn: 240 Attack, 500 Health, Healing, Buffing, and Shielding actions also heal the monster with the lowest health by 125% of Attack value.


The only weapon that gives Health and is semi-available before the post-game, this is a reasonable weapon on any physical support, coming with useful Health and passive healing. It's also an Instrument, so Bard runs it.
Availability: Forgotten World
Story Mode: 3/5
Endgame: 4/5
Relic Weapons
THIS SECTION IS CURRENTLY WIP

For relics, Story Mode ratings assume this is the only relic you have access to and you're comparing it to non-relic equipment, while endgame ratings assume you have access to every Relic and are building teams with full relic equips.

Arch Bow: 225 Attack, 210 Magic, 10% Crit Chance, 20% Crit Damage, lose 50 Defense. Each attack trigger 3 additional 20% damage hits.

If you find this during the story, it's better than any non-relic weapon for Crit-based damage dealers and crit-based supports that care about the extra hits. If you have access to Eclipse Sword though, that outclasses this as a damage Relic for Crit monsters, which leaves this as only useful for crit-based supports, though any monster who uses Critical Boon would love to have this.

Story Mode: 5/5
Endgame: 3/5

Assisting Bow: 100 Attack, 150 Magic, 700 Health, 25 Mana Regeneration, Each attack triggers 3 additional 20% damage hits.

In story mode, this is a fantastic weapon for any attacking support, worth using on Crit-based supports if its your only relic weapon for the extra hits it gives, and fantastic on non-crit attacking suppports, especially those using debuff on hit skills with Proliferate. Once you reach endgame, it will likely only find a home on non-crit attacking supports, but it's still fantastic for them and one of the reasons they're so strong.

Story Mode: 4/5
Endgame: 3/5

Droid Sphere: 280 Attack, 280 Magic, 100 Defence, Increases damage by 20%, shield self for 1000 at the start of the turn. Can only be equipped by Construct monsters.

For Story mode, put this on any Construct you have. Once you reach endgame, Support constructs like Beetloid and Oculus will likely want Fishing Pole, while Crit-based Constructs like Ornithopter, Mimic, and Crackle/Sizzle Knight might prefer to get Crit Chance from their weapon, but this remains an option on all of them and is by far the best choice for Promethean, Goblin Pilot, and Steam Golem

Story Mode: 5/5
Endgame: 4/5

Eclipse Sword: 300 Attack, 300 Magic, 10% Crit Chance, 20% Crit Damage, take 15% more damage

An absolute powerhouse of a weapon for all crit-based damage dealers. Worth building around the toughness penalty for stats this good.

Story Mode: 5/5
Endgame: 5/5


Fishing Pole: 220 Attack, 250 Magic, 100 Mana, lose 50 Defense. Non-damaging actions apply 2 random buffs.

It's a Fishing Rod, except twice as good. Relics also don't have competition from better versions of things like the Hexing Rod or Restoring Wand, making this the premier weapon for every monster that isn't attacking, no matter when you get it.

Story Mode: 5/5
Endgame: 5/5

Grim Ripper: 240 Attack, 220 Magic, 7% Crit Chance, 40% Crit Damage, heal by 20% of the damage dealt, take 10% more damage.

Compared to a Scythe or a Shuriken, this is much stronger. Compared to an Eclipse Sword, the healing you get from this needs to matter beyond just keeping you at full health. If you're a damage dealer that has Healing Shield or Overheal, or maybe a passive that triggers for each heal you apply like Warlock Healing, you could consider this.

Story Mode: 5/5
Endgame: 2/5

Omni Sword: 230 Attack, 230 Magic, 50 Defense, 500 Health, 40 Mana Regeneration, 10% Crit Chance, can only be equipped by Warrior monsters.

A great mix of stats, providing important Crit Chance as well as some defensive stats to help offset the toughness and Mana penalties of some of the best Relics. If you have access to other Relics, Eclipse Sword is a better option for damage, and some support warriors like Monk and Ascendant would rather have the extra hits from Arch Bow.

Story Mode: 5/5
Endgame: 4/5
Basic Accessories
Shell: 100 Defense


One of these is available in Mountain Path, and you can buy +1 versions as soon as you reach the Keepers' Stronghold. Even for a monster whose goal is to be tanky, the Shell doesn’t offer enough compared to Hide, which also gives Health, and Bracelet, which also gives Mana Regeneration. The only possible exceptions are in Mountain Path, where this might be filling an empty equipment slot, and immediately upon reaching the stronghold, where +1 Shell is better than +0 versions of other equipment. You should never be upgrading this though.

Availability: 5/5
Story mode: 1/5
Endgame: 0/5


Vital Ring: 1000 Health


Similarly to the Shell, this is available in Mountain Path and you can buy +1 versions as soon as you reach the Keeper Stronghold, and also similar to Shell, it's only worth using in the cases where it's competing with nothing or with equipment at a lower upgrade tier. Vital Ring does have one use case that Shell doesn't, and that's on some Mimic builds, who get 1800 Health from it.

Availability: 5/5
Story mode: 1/5
Endgame: 0/5
Mimic: 2/5

Mana Ring: 120 Mana


+1 versions are buyable as soon as you reach the Keeper's Stronghold, and as before, Mana is better gotten on accessories that provide it and something else, like Ribbon or Diadem for defensive monsters or Needle or Brooch for damage dealers. The one exception Tengu, who has Mana Focus and quadruple Mana Overload and so get over 100 Attack and Magic from this.

Availability: 5/5
Story mode: 1/5
Endgame: 0/5
Tengu: 3/5

Sustain Ring: 60 Mana Regeneration


Buyable as soon as you reach the Stronghold, but only at +0. If you need Mana Regeneration, your first choice should be Feather for Damage Dealers and Bracelet for supports, and no monster wants Mana Regeneration so much that they're willing to run this alongside those items.

Availability: 5/5
Story mode: 1/5
Endgame: 0/5

Crit Ring: 15% Crit Chance


You can find one in Mountain Path and buy +2 versions at 5 Champions defeated. You'll likely be using one on your Mountain Path journey and then switch it out for a better damage accessory like Cape or Fang as soon as you get them, unless you're Mimic, who always uses this because of Ring Focus.

Availability: 4/5
Story mode: 2/5
Endgame: 1/5
Mimic: 5/5

Impact Ring: 30% Crit Damage


You can find one in Mountain Path, but you can’t buy more until 15 Champions. Crit Damage tends to be a worse stat for Crit monsters than Crit Chance, because you start with 50% and always get more from Food. Run this until Stronghold and then never again, unless you're Mimic.

Availability: 2/5
Story mode: 1/5
Endgame: 0/5
Mimic: 5/5

Bandana: 75 Mana, 10% Crit Chance


You can find one in Mountain Path and buy +2 versions at 3 Champions defeated, so you might go back and buy them for your damage dealers but never upgrade them. In the endgame, this is outclassed by Brooch, which trades 1% Crit Chance and 15 Mana for 55 Defense, and no monster wants both Mana and Crit Chance enough to run both.

Availability: 4/5
Story mode: 2/5
Endgame: 1/5

Belt: 75 Defense, 15% Crit Damage


Buyable as soon as you reach the Keeper's Stronghold, but Defense and Crit Damage is a strange mix of stats, leading to only really being seen on defensive monsters that use Critical Defense. In Endgame, it's outclassed by Medallion which has more Crit Damage and 25 Mana Regeneration, but is okay for your Story Mode playthrough on specific monsters.

Availability: 4/5
Story mode: 2/5
Endgame: 1/5

Bracelet: 55 Defense, 40 Mana Regen


You can find one in Mountain Path and another in Blue Caves, but they can’t be bought ever. This offers a great mix of stats for a defensive monster, and while the competition gets stronger as you unlock Hood and some of the Unique accessories, some monsters run this even in endgame.

Availability: 2/5
Story mode: 4/5
Endgame: 2/5

Bracer: 60 Attack, 60 Magic, 650 Health


Can be bought at 5 Champions defeated, which is unfortunately right around the point where Crit starts outperforming pure Attack/Magic builds, as that relegates this to the relatively niche role of hybrid non-crit damage dealers. Even there, it's outclassed by Totem, but some monsters choose to use both, especially those that have synergies with Health.

Availability: 3/5
Story mode: 3/5
Endgame: 2/5

Cape: 10% Crit Chance, 20% Crit Damage


You can find one in the Keeper's Stronghold, but can't buy them until 9 Champions. Crit Chance and Crit Damage are great stats to have together, and for ingame this is an essential piece for any damage dealer. It's still a great pure damage option in the endgame, but is often the accessory that gets cut if a build needs some toughness or some Mana.

Availability: 2/5
Story mode: 5/5
Endgame: 4/5

Coat: 10% Crit Chance, 700 Health

Good for crit-based damage dealers who want some extra bulk and are already using Fin, as well as a staple for crit-based support monsters. While you can't buy this until 15 Champions, they drop from Yowie, and are one of the only accessories I think are worth farming for.

Availability: 2/5
Story mode: 4/5
Endgame: 4/5

Diadem: 62 Defense, 85 Mana


One of these is available in Mountain Path, but you can't buy them until 15 Champions. In Story Mode, this is basically a second Bracelet, and you'll use it on the support that didn't get your actual Braceler. Once you reach endgame, there are better sources of toughness and Mana, like Bracelet but also Brooch for Crit monsters and Hood for supports.

Availability: 2/5
Story mode: 3/5
Endgame: 1/5

Fang: 50 Attack, 50 Magic, 10% Crit Chance


Another great accessory for damage dealers, with an excellent mix of offensive stats. Unfortunately very hard to get: You can get one in Blue Caves and another from the Monster Army at 850 Army Strength, but if you want more, you’ll be farming Nightwing for them. Even in endgame, its mix of Attack, Magic, and Crit Chance is very worth having.
Availability: 1/5
Story mode: 5/5
Endgame: 5/5

Feather: 36 Mana Regen, 11% Crit Chance


This is the only accessory that has Mana Regen plus any kind of offensive stat, so it’s run on many damage dealers. It can be bought as soon as you reach the Stronghold. Once you get access to Bead Chain, that's quite strong competition, but this remains a viable option for pure damage dealers who need Mana Regeneration.
Availability: 5/5
Story mode:4/5
Endgame: 3/5

Basic Accessories 2
Gauntlet: 65 Defense, 10% Crit Chance


A solid option for a damage dealer that wants to stay alive, and a staple of crit-based support builds. You get one in Mountain Path, but if you want more, you have to farm Goblin Hood. Once you have access to Buckler, that's usually better, but some monsters run both.
Availability: 2/5
Story Mode: 4/5
Endgame: 2/5

Helmet: 60 Attack, 60 Defense


You can get one of these in Mountain Path, and at that point, it’s one of the best items in the game, likely providing a 10% boost or more to physical damage with its 10 attack. However, this doesn’t stay good, and by the time you can buy these, you won’t want to use them except on a non-crit damage dealer. Once you reach endgame, Warrior Flask, Ancestral Medal, and Dumbbell all outclass this.

Availability: 3/5
Story Mode: 3/5
Endgame: 0/5

Hide: 65 Defense, 700 Health


The best non-unique accessory in the game for defensive monsters, offering both of the stats they want. You can find one in Mountain Path and buy them at 3 Champions, and you’ll want one on every support in your party, often even into the endgame.

Availability: 4/5
Story Mode: 5/5
Endgame: 4/5

Hood: 750 Health, 36 Mana Regeneration


This would be one of the best accessories in the game, outclassing Bracelet with its Health and Regen and being run on every support. However, you can’t get this until Forgotten World and can never buy them, so you probably won’t have this until the very end of the game. It's worth using even in endgame.

Availability: 1/5
Story Mode: 5/5
Endgame: 5/5


Needle: 60 Attack, 60 Magic, 70 Mana


You can’t find this until Magma Chamber and you can’t buy it until 7 Champions, at which point it’s lost the niche it would have had (providing Attack and Magic early game). Unless you use a Tengu, you won’t want this.

Availability: 1/5
Story Mode: 1/5
Endgame: 0/5
Tengu: 5/5

Ribbon: 750 Health, 70 Mana


This is a reasonable third pick for defensive monsters that need Mana. You can find one in Mountain Path, but to get more you’ll need to defeat 9 Champions or farm Caraglow. Once you reach Endgame, this is outclassed by Crown and largely also by Hood, though some Mana focused support monsters run this alongside Crown.

Availability: 3/5
Story Mode: 3/5
Endgame: 1/5

Scroll: 50 Magic, 48 Mana Regen


This is another non-unique accessory that’s extremely rare. You can find one in Snowy peaks, but if you want more you either need to 4 star a champion or farm Kongamato. Magic and Mana Regeneration is a decent combination of stats for Story mode for a non-crit Damage Dealer, though once you reach endgame you'll likely prefer Charging Sphere, Mage Flask, or Ancestral Medal.

Availability: 1/5
Story Mode: 2/5
Endgame: 2/5

Tome: 70 Mana, 40 Mana Regen


One can be found in Mountain Path, and you can buy them once you reach the Ancient Woods merchant. For most monsters, Mana and Mana Regeneration are better gotten as a secondary stat on other accessories. Also, if your monster has literally any healing at all, you can use Ocarina instead and get 10% healing for 10 less Mana.

Availability: 3/5
Story Mode: 2/5
Endgame: 0/5

Wizard Hat: 60 Magic, 60 Defense


Same story as Helmet, you can get one in Mountain Path and at that point it’s incredibly powerful as it’s the only accessory you can get that gives Magic, but it becomes bad fast.

Availability: 3/5
Story Mode: 3/5
Endgame: 0/5
Unique Accessories (Part 1)
Ancestral Medal: 55 Attack, 55 Magic, start with 1 Age stack and 5 Charge stacks


Your chance of getting this before the final boss is basically nil, but once you do get it, it's one of the strongest accessories in the game for non-crit damage dealers, coming with decent stats, 3% Damage, Toughness, and Mana Regeneration from an Age stack

Availability: N/A
Story Mode: N/A
Endgame: 4/5

Bead Chain: 600 Health, 7% Crit Chance, 25 Mana Regeneration

A great trio of stats for any crit-based support monster, and used on some damage dealers as well if they need Health and Mana Regeneration. Unfortunately rather difficult to get.

Availability: Blue Caves (Drops from Champion, requires Summon Big Rock and Grapple)
Story Mode: 4/5
Endgame: 4/5

Blood Vessel: 10% Crit Chance. Whenever an ally applies Bleed, regenerate 5 mana


In order for this to be better than Feather, you need to apply Bleed 8 times every turn. In Story Mode, that's justThat’s probably too much to ask unless your team is entirely built around Bleed, but in such a team, this can provide incredible mana sustain. The fact that each proc of this is a separate instance of mana being regenerated matters for Transfusion, as each application of bleed will cause a 10 point heal, triggering skills like Assistance and Warlock Healing. This also bears the distinction of being Mana Regeneration that isn't penalized by Chill.

Availability: Blue Caves (Requires Summon Big Rock)
Story Mode: 1/5
Endgame: 4/5


Brooch: 55 Defense, 60 Mana, 9% Crit Chance


Available early but you'll only ever have one, this is a solid choice for any crit-based support monster in Story Mode, effectively combining Bandana and Gauntlet into one item. Once you reach endgame, Bead Chain and Buckler are strong competition for the slot, which leads to this only really seeing use on Crit monsters that also care about Mana.

Availability: Keepers' Stronghold
Story Mode: 3/5
Endgame: 2/5

Buckler: 60 Defense, 7% Crit Chance. Allows the monster to receive an additional stack of Sidekick and Barrier


A solid item for crit-based support builds. Defense and Crit Chance are two things you want, Barrier buffs are useful for any monster, and if you’re a crit-based support, you’re probably doing at least a little attacking, and would like an extra Sidekick buff. I’d only run this on teams where I could reliably provide one or both of those buffs, and only on a crit-based support, but if you meet those conditions, this item will serve you excellently.

Availability: N/A
Story Mode: N/A
Endgame: 3/5

Cauldron: 50 Mana, 20 Mana Regeneration. Unique Aura: Debuffs are 10% more effective against enemies

The stats are decent, often enough to fulfil a monsters' Mana needs, while the effect is excellent for a debuff team. Worth running on your support if your team focuses on debuffs, especially in the later stages where you can apply multiple debuffs quickly.

Availability: Magma Chamber
Story Mode: 2/5
Endgame: 3/5

Charging Sphere: 600 health, 25 Mana Regen. Gain 3 Charge Stacks at the start of every turn


Buyable from Trade Golem as soon as you reach Mystical Workshop, this item gives a fantastic mix of stats for a support, and its passive is 9% damage with no other Charge synergies, while getting even better with them. This makes it a strong option on non-crit Damage Dealers as well as supports on Charge teams.

Availability: Mystical Workshop
Story Mode: 3/5
Endgame: 3/5

Crown: 55 Defense, 600 Health, 60 Mana


The second accessory that gives Health and Defense, this provides a little less than Hide but comes with some Mana. If you're looking purely to maximize your toughness, then this is run alongside Hide. If you can fit one pure toughness item, then Crown is chosen on any monster who cares about Mana. It's a bit tricky to get, being a Champion drop, but well worth the effort.

Availability: Ancient Forest (Drops from Champion)
Story Mode: 5/5
Endgame: 4/5


Drum: 65 Defense, Healing and shielding skills (active and passive) increased by 10%


A fantastic accessory for any healer or shielder, providing a 10% boost to the effectiveness of your skills (which is often more than you'd get from equipping a magic-boosting accessory, for example), and coming with useful Defense.

Availability: Stronghold Dungeon (Requires Light or Sonar)
Story Mode: 5/5
Endgame: 5/5

Dumbell: 60 Attack, 500 Health, allows the monster to receive an additional stack of Might and Regeneration


A difficult accessory to get, requiring some backtracking and fighting one of the tougher champions, but this is an excellent item for any non-crit damage dealer, providing damage, toughness, and the ability to hold an extra Might buff. By the endgame, some Crit-based damage dealers run this too and make up the Crit elsewhere because its stats and effect are so good.

Availability: Ancient Forest (Requires Improved Flyring, Champion drop)
Story Mode: 3/5
Endgame: 4/5

Flute: 40 Attack, 40 Magic, 9% Crit Chance, Healing skills (active and passive) increased by 10%


Compared to a Fang, this loses 1% Crit Chance and 10 Attack and Magic to get the 10% healing boost. A solid tradeoff for a crit-based damage dealer with any amount of passive healing., It's also the fourth best pure damage accessory, which means it's run on Equipment Mastery monsters just for its stats. However, being from Forgotten World means this comes in extremely late.

Availability: Forgotten World
Story Mode: 4/5
Endgame: 3/5

Fin: 600 Health, 8% Crit Chance, 15% Crit Damage


In terms of pure stats, this is probably the best accessory in the game, giving both crit stats and the best defensive stat, which means its used on almost every crit-based Damage Dealer as well as most Crit-based supports that care about Crit Damage (largely those with Critical Healing). Unfortunately, it’s a champion drop.

Availability: Snowy Peaks (Champion drop)
Story Mode: 5/5
Endgame: 5/5

Frozen Tear: 600 health, 60 mana, 15% Crit Damage


In general, accessories that give Crit Damage but not Crit Chance are used mainly on Critical Defense tanks and Critical Consistency monsters, and this is solid for both, providing some good Health, but not too many monsters want these exact stats.

Availability: Snowy Peaks (Champion drop, requires Crush)
Story Mode: 2/5
Endgame: 2/5
Unique Accessories (Part 2)
Gray Pearl: 100 Attack, 100 Magic, 100 Defense, 900 Health, 100 Mana, 15% Crit Chance. Can only be equipped by unshifted monsters.


By far the most powerful accessory in the game, for the cost of giving up access to a shift passive. In Story mode, you'll often find yourself in situations where you don't yet have every one of your monsters shifted, and in that case this is a pure, and enormous, upgrade. Once you do have the option to shift every monster, this becomes more of a tradeoff, but especially for damage dealers, the amount you get from running this over a shift can be substantial.

Availability: Magma Chamber
Story mode: 6/5, it's so good it breaks the ranking
Endgame: 4/5


Hourglass: 400 Health, 35 Mana. Unique Aura: Age stacks are 33% more effective


Another item you'll never get until the endgame. If you're running a dedicated Age team, it can be useful to have this on one of your supports, though because Age teams mostly struggle with the early turns anyways and this doesn't start being a big benefit until a few turns in, it's not as common on Age teams as Cauldron is on debuff teams.

Availability: N/A
Story mode: N/A
Endgame: 3/5

Infinity Flame: 40 Attack, 40 Magic, 600 Health, 65 Mana, 10% Crit Chance. Can only be equipped by Spectral Familiars


Since this is limited to four monsters, I’ll go over each one:
  • Spectral Wolf is a hybrid crit-based damage dealer, and has double Life Overload, so is getting 58 Attack and Magic from this before Hybrid Mastery, on top of the other stats. Always run this.

  • Spectral Toad is a bulky healer, and not having Defense on it makes this maybe not worth running, though the rare offensive Toad would definitely want this, and getting some extra magic for your heals isn’t bad.

  • Spectral Eagle is a hybrid crit-based damage dealer, though doesn’t have any passives that synergize with the other stats, so you’re losing 10 Attack and Magic compared to a Fang to get the Health and Mana. On all but the most absolute diehard glass cannon builds, that’s a trade you’ll definitely make.

  • Spectral Lion is a hybrid crit-based damage dealer, and has one instance of Life Overload, so is getting 49 Attack and Magic from this before Hybrid Mastery, on top of the other stats. Always run this.

On all but Toad, Flame is pretty much a must-run, and even Toad has some cases where you would run it. That's assuming you can get it of course, which you likely can't.

Availability: N/A
Story mode: N/A
Wolf: 5/5
Toad: 2/5
Eagle: 5/5
Lion: 5/5

Lightning Sphere: 75 Magic, Every hit has a 5% chance to apply Shock or Armor Break


This is an item that gets much better the later into the game you are, since not only do higher upgrade levels increase the chance of it triggering, but they also generally mean your attacks do more hits and thus can trigger it more often. It's pretty much exclusively used on monsters with Proliferate, since giving your hits a chance to apply debuffs is great when you get an extra hit for each debuff you apply.

Availability: Ancient Woods (Requires Improved Flying and Grapple)
Story mode: 2/5
Endgame: 3/5

Lucky Clover: 9% Crit Chance, 20 Mana regeneration. 15% Chance to gain a random buff when landing a critical hit.


You'll probably want to be getting at least one to two buffs on average from this per turn before you seriously consider using it, which means you need enough Crit Chance and extra hits to regularly be landing 7-10 Critical Hits per attack. That's a pretty tall ask. Thankfully, this item's stats aren't too bad, so worth considering over something like Feather if a monster needed just a bit of Mana Regeneration.

Availability: Forgotten World
Story Mode: 2/5
Endgame: 3/5

Mage Flask: 60 Magic, increases damage by 5%, heal self for 100% of Magic at the start of each turn.


One of the best accessories for non-crit magical damage dealers, coming with Magic along with a separate damage multiplier plus some free healing. Hybrid noncrit monsters will take Ancestral Medal first but some might also use this alongside Warrior Flask for their damage and healing. Very difficult to get before the endgame though.

Availability: N/A
Story mode: N/A
Endgame: 3/5

Medallion: 55 Defense, 25 Mana Regen, 20% Crit Damage


Defense and Crit Damage are generally considered to be less powerful than Health and Crit Chance respectively, so the Bead Chain or Brooch is the more common choice for the combination of Crit+Toughness+Mana, leaving this to only really be taken on monsters that build high Crit Damage to power Critical Consistency, and some Critical Defense tanks like Thanatos.

Availability: Blue Caves
Story Mode: 3/5
Endgame: 2/5

Ocarina: 60 Mana, 40 Mana Regeneration, Healing skills (active and passive) increased by 10%


You can get this in the first area of the game, and it offers both solid Mana and a nice boost to healing, which are both great for a healer. Since this comes so early, it isn’t even much harder to upgrade, and remains a viable option for healers even into the endgame

Availability: Mountain Path
Story Mode: 5/5
Endgame: 4/5
Unique Accessories (Part 3)
Omni Ring: 380 Health, 50 Mana, 18 Mana Regen, 5% Crit Chance, 10% Crit damage


The more stats an item has, the more efficient it is, which means Omni Ring is the most efficient item in the game, but you have to want almost every stat it gives. If you're a Crit-based monster who cares about Mana and needs a bit of Health, this is worth taking, and it's also sometimes taken on Equipment Mastery builds as a niece piece to round them out. Finally, Mimic always uses it, because it's a Ring.

Availability: Magma Chamber
Story Mode: 4/5
Endgame: 3/5

Ornate Pipe: 25 Attack, 15% Crit Damage, 10% Dodge Chance


The only equipment that gives Dodge Chance, this is a way to give any monster effectively 10% “damage reduction”, which is a difficult feat to match even with full defense items and synergistic passives, but it’s subject to RNG. Dodge suffers from diminishing returns, so this will actually be less effective on a monster who already has dodge chance, but will still offer plenty of effective toughness, as long as you aren’t unlucky.

Availability: Sun Palace (Champion Drop)
Story Mode: 3/5
Endgame: 3/5

Pandora’s Box: 60 Defense, receive 2 random buffs at the start of combat, which don’t count towards your maximum stacks of those buffs


Buffs are always great, and getting two of them for free, plus increasing your stack limits for them, is solid for any support, and some damage dealers, who care about buffs. While you can get this in the first area of the game, its effect only gives one buff until it's upgraded to +3, making it somewhat weaker in the early stages.

Availability: Mountain Path
Story Mode: 4/5
Endgame: 3/5

Poisoned Dart: 75 Attack, every hit has a 5% chance to apply Poison or Weakness


Similarly to Lightning Sphere, when you first get this and it's a 2.5% chance to trigger a debuff on your 4 hits attacks, it isn't very good, but as both it and your attacks scale up, this item gets better. It's only really worth running on Proliferate monsters even in endgame though.

Availability: Ancient Forest
Story Mode: 2/5
Endgame: 3/5

Shield Generator: 90 Mana, shield self for 100% of max Mana at the start of every turn


Provides some decent Mana and a strong passive shield. You'll likely want to be shielding at least 10% of your HP with this per turn before you consider using this, but a reasonable number of monsters have enough Mana to pull that off, and this can be great for long battles. Battles tend to be shorter in endgame, to the point where you'd probably want to be getting 15 or 20% of your Health as a shield from this before you pick this then.

Availability: Mystical Workshop
Story Mode: 4/5
Endgame: 3/5

Slime Skin: 750 Health. When getting attacked, 35% chance to apply Weakness to the attacker


The stack of weakness is applied before the attack’s damage is calculated, and so a slime skin proc can save a monster from an otherwise lethal attack. It also checks separately for each slime skin on your 3 monsters if an enemy uses an AOE, and any of them up to all of them can proc, if your team supports multiple weakness stacks. Now if the trigger doesn't happen, this is worse than Vital Ring, but the effect has so much potential that it's used often on many defensive monsters.

Availability: Blob Burg (Champion Drop)
Story Mode: 4/5
Endgame: 4/5

Spark: 45 Defense, 30 Mana Regen. When getting attacked, 60% chance to apply Burn to the attacker


Burn is a much less useful debuff to apply when getting hit than Weakness, but if you’re running a Burn team, it could be helpful to equip your supports with this, especially if they also need Mana Regeneration.

Availability: N/A
Story Mode: N/A
Endgame: 2/5

Sun Pendant: 32 Defense, 7% Crit Chance. Shield Self for 175 when receiving a buff


Similar to Shield Generator, you want to be receiving about 10% of your HP for in-game and 20% of it by Endgame to consider using this just for its effect, which generally means 3-4 buffs per turn. The real power of this item is on monsters with skills that trigger when they apply shielding, as the shield from this effect does trigger things like Augmented Shielding and Copy Shield.

Availability: Ancient Woods (Champion Drop)
Story Mode: 2/5
Endgame: 3/5

Tambourine: 650 Healhth, 7% Crit Chance, increases healing by 10%


The perfect accessory for a monster using Critical Healing, it’s run on some non-crit healers just for the Health and passive, and on some Crit supports just for the stats and maybe a boost to their Buffing Heal or Auto Heal. It’s also run on every Bard build, because it’s an Instrument

Availability: N/A
Story Mode: N/A
Endgame: 4/5

Tarot Card: 60 Magic, 500 Health. Allows the monster to receive an additional stack of Sorcery and Channel


Dedicated Sorcery teams can definitely set up a ton of Sorcery stacks in a hurry, so if this item is granting you an additional sorcery buff most of the time, it's very much worth having, especially on non-crit damage dealers who love the mix of Magic and Health it provides.

Availability: N/A
Story Mode: N/A
Endgame: 3/5

Thermal Reactor: 7% Crit Chance, 15% Crit Damage, every hit has a 5% chance to apply Burn or Chill


The third piece of the debuff trifecta, this one applies the worst debuffs, but has the best stats for a damage dealer. While Proliferate combo builders would still use this even if it had no stats, this item sees some use on monsters like Imori and Goblin Hood to trigger Antipode, and even some Draconoir builds use it purely for its stats.

Availability: Mystical Workshop
Story Mode: 2/5
Endgame: 3/5

Totem: 55 Attack, 55 Magic, 500 Health, shield self for 1000 at the start of combat


One of the best items for a hybrid non-crit Damage Dealer, coming with damage stats, some health, and a useful effect. Not commonly run on Crit monsters or on supports, but its effect isn't terrible, especially in PvP where the 1000 extra shield could save you from losing an important monster on the first turn.

Availability: Underworld (Champion Drop)
Story Mode: 3/5
Endgame: 3/5

Warrior Flask: 60 Attack, 5% damage, heal for 100% of attack at the start of each turn

Similarly to Mage Flask, excellent for a physical non-crit Damage Dealer and passable for a hybrid non-crit Damage Dealer. This one is actually available earlier than the Magic version, so might see some use in your in-game play through if you're using a monster who really benefits from it.

Availability: Forgotten World
Story Mode: 3/5
Endgame: 3/5
The Snack Bar
Each monster can consume up to 3 food items, with each one providing a stat bonus. Since these are pure stats, and there’s no real competition from Food with similar effects, the use cases for these are pretty clear:

Raspberry: + 10% Crit Damage


For crit-based damage dealers, run 3

Cookie Mushroom: Deal 3% more Damage, Heal and shield for 3% more each


For non-crit damage dealers, run 3

Banana/Peanut: 250 Health/25 Defense


Each of these increase overall toughness, and are included together in the “toughness” foods. In general, unless you have specific synergies with Defense (like Shield skills) or get extra HP from your equipment through passives like Health Focus (which don't affect food), triple Banana is better at improving overall toughness.

Orange: 32 Mana


Only commonly seen if you’re looking to hit a specific mana breakpoint to use a key active an additional time, or if you’re really focused on Mana (maybe with Mana Potential). It’s not even run on Tengu, as Cookie Mushroom adds more damage.
Sample Equipment Setups
Tanky Support Toad



Spectral Toad is an excellent tanky support and healer. This build uses Restoring Wand as its weapon for passive debuff removal, Crown for its great mix of stats, Drum for the passive healing effect, and Slime Skin for the chance of a Weakness debuff.

Proliferate Combo Fungi



Fungi is one of the best Proliferate combo builders, using Curse Chain, Toxin, and Weakening Crush to spread debuffs to the enemy team and build more combo. Bow gives it an extra hit, while it uses all three debuff accessories to give each hit the highest chance to add an extra debuff. Notably, hits from Proliferate can themselves trigger these items, and if they do it will trigger Proliferate again. For food, Bananas are run for extra health.

Equipment Mastery Crit Draconoir



Draconoir benefits from its Equipment Mastery passive to get even better crit. It runs Scythe as its weapon, since it needs attack and magic, with Cape, Fin, and Fang all providing high crit stats. Omni Ring is run in the fourth equipment slot for more crit and a bit of mana sustain.

Critical Healer Koi



Koi is an excellent example of a crit-based support monster. It can use Critical Healing, Critical Boon, and Critical Buffs to apply buffs and charge stacks to its teammates while healing them with Healing Wave, so it runs as much crit chance as it can, but no crit damage, relying on the 50% you get naturally to power up its heals and instead getting as much defense and mana as it can.

Non-Crit Darnation



Thanks to the Static and Static Mass passives alongside high attack, Darnation makes a strong non-crit damage dealer. This build uses Heavy Mace for the bonus non-crit damage, Dumbbell and Ancestral Medal provide Attack alongside a separate damage modifier, while Charging Sphere provides Health, Mana Regeneration, and more damage via its Charge stacks. Cookie Mushrooms are the food of choice for this build.
6 Comments
Nalkor Oct 21, 2023 @ 7:02am 
The comment is still being analyzed by the automated content check system. My advice is to just show the part that leads to the specific doc itself, others can just copy/paste that when already on the google docs site.
SmugLookingBarrel  [author] Oct 20, 2023 @ 8:03pm 
Steam prevents you from directly linking a google doc, but here's a link to the folder containing all the google doc guides I've made: https://drive.google.com/drive/folders/16cM4T6iUfJRU6QQW4CneI2KuF56VojnF?usp=share_link
Nalkor Oct 20, 2023 @ 7:53pm 
Where can I find the Google Doc? It's not listed in any of your guides as far as I can tell.
SmugLookingBarrel  [author] Oct 20, 2023 @ 2:00pm 
I actually have made an update version of this for the DLC equipment, which is available in Google Docs but never got added to the steam guide. Will start working on adding it as well as Relics.
Nalkor Oct 19, 2023 @ 2:48pm 
I know it's been over a year, but is the author still around and making guides? I'd like to see their input on the new items from the Relic of Chaos free DLC and any other items introduced since the guide was made/updated.
ExplosiveDruid Mar 1, 2022 @ 3:42pm 
Excellent writeup. Humorous, informative, concise, and visually accessible. Nice work!