Sword of Convallaria

Sword of Convallaria

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Reroll/Basic Tips/Tier list/Best in Slot equips/Destiny guide
De Hentaika
Has pretty much all you need to know as a new player.
From best characters to best equipment to currency spending recommendations to information about destiny(story) mode - it's ending and achieves.
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Introduction
I will be explaining rerolling process here and also offer a tier list for ~1 year from launch and some random tips to get you started efficiently.

For best rerolling you want to ideally use phone version since you can use 'guest account' there.
You can use bluestacks or any other emulator too.

If you plan to link to steam account later - do NOT click 'steam account' login option on PC as this creates a fresh account you will need to delete and that takes 15 days!
Use your other method(likely google mail) to login and then in account settings link this account to steam one.. albeit it hardly makes a difference since you can always login via other option too just as well.

If you don't want to bother with that and plan to use steam/PC - you will need to hope you get lucky via the amount of other login options you can do.

You can use however many facebook or google emails as alternative to the phone guest account method.

IMPORTANT NOTE:
I have decided I will stop playing on global and will stick to TW due to some absurd content creator giveaways where people who make some clickbait videos with barely 1k views get like 20-50k+ prem currency per month(the actual 'paid exclusive' one, not even the freemium currency), so this guide will remain in current state forever.

The characters are covered up to Chia release, so be aware of that, any character who comes after her is unaccounted for in this guide.

Destiny mode is covered up to Elaman faction(and that section of the guide is unpolished since it was done before the english release)
So Iria/Union/Papal/Elaman along with their achieves are covered while the other destiny content won't be covered.

Signature gear is not covered in the guide(at the moment of the guide they were relatively recent in TW and I still wanted to confirm how they handle them as f2p in TW were complaining about them and something was likely bound to happen as current means to get them for f2p were way too slow)
Reroll Process
1) Login via guest account(phone/phone emulator only) or whatever other method you prefer if you aren't using phone(google mail likely easiest alternative if you plan to stick purely to PC, would need to create different emails for rerolling though).
Some emulators(bluestacks for example) allow you to 'sync' multiple instances which will copy exact same actions you do. This means you can open as many as your PC can handle and thanks to guest account - do multiple rolls at same time.

2) Tutorial starts, there is no way to instantly skip it sadly.
Hold the screen to double speed the cutscenes/combat. Most cutscenes without choices are skippable in the bottom right corner.
You have 3 tutorial battles + first campaign battle you need to do before game allows you to act.
Each takes around a minute. Make sure you enable 'fast' setting in combat in top left screen.

3) After first 3 tutorial battles you get first gacha.
This one ALWAYS gives the same Legendary/Epic - Maitha + Falcon.
Maltha legendary is among the weaker in it's role out of SSR BUT for f2p she will likely remain for a long while.
Falcon is pretty good epic, partly since you will get her dupes during story, meaning she will be one of your first max dupe epic characters as f2p.
You can NOT get anything else of good rarity here.

4) Do final battle and game will open up.
During this battle choose first dialogue option for slightly faster battle.

5) You should automatically go into your home after the battle.
Near account name - select the icon to the right of your name and select 'mailbox' there.
Claim all emails with reward.
At game launch this yields 21 rolls + 790 prem currency(enough for 5 more rolls)

6) Go to same menu where you found mailbox and this time choose 'summon'
Time to choose for whom you reroll.

My recommendation for rerolling:
Check my tier list and check date of last guide edit. Guide has characters ~1 year in advance, if you see that a year has passed since last edt of guide - tier list likely changed.

Ideally one of the top characters is in current 'rate up' banner. Those have HUGE chance(check pity system section) to appear if you roll an SSR so shouldn't take long to reroll for that character in that case.

Arcana choice when you pull gacha doesn't seem to affect anything.. well, it might, but it's not something anyone aside of devs would know about anyway. The CURRENT roll certainly doesn't matter since it's already decided what you roll BEFORE you pull arcana as evidenced by achievement popping.
You have a total of 25 pulls(at launch) you can do - good luck! Maybe if you are starting later you will have more, who knows.

Generally speaking you shouldn't need too many attempts since chances.of getting unit you want is pretty huge as long as you roll SSR. And chances of SSR are decent across 25 pulls.

7.1) If you didn't get the SSR you wanted - select menu you used for mailbox/summon.
There should be 'cog' icon top right. Click it. This is settings menu.
Click 'log out' and start the process again in new account.
If you are on phone - you need to DELETE guest account. Guest account deletion is instant, no wait required.

7.2) If you meet your character goal - Stop Pulling that banner. Dupes are easily farmed even as f2p, you want different characters instead via prem currency.
You can optionally try to get 2 SSR start but that's pretty crazy chances.

Finalize your account and convert it into an actual non guest account(if you used that option)

If you were doing reroll on phone:
After converting account into whatever you prefer(google email is easiest) - you can then login on PC through said login method and bind account to steam through settings.
However that's not really needed if you know you won't lose your email/login method since you can always just use that to login.
Pity explanation
Pity works the following way:

Across all banners aside of beginner one(30 pulls for legendary, does not participate in regular pity rule) the pity always works the same.

Your pulls from ANY banner count towards one of the pities and are shared across all of them. You can check your current pity state in the gacha menu - select any gacha banner and click top right 'details' button,

There are two pity types:
1) Random Pity - that's the one which counts total usage from ANY banner.
On your 100th pull - you are guaranteed to get a legendary. It will follow the regular banner chances for whom you get.

If you are on 90 pulls without a legendary - you can start waiting until a banner you want appears to get a guarantee in next 10 pull.

ANY legendary you get resets this pity.

2) 'Guarantee banner character pity' - the progress for this one one is carried across all SIMILAR type banners.
There are 2 different types: Debut(solo) and Destined(2 character)
They both work similarly but count progress separately.
On 180th pull - you are guaranteed to get the banner character.
This pity resets only if you get banner character. If you got one on CURRENT banner then dupes of said character won't reset the pity. You can get any other legendary and this one will keep going.

If it's double character - you get one based on 2 factors:
1 - If you already got one of the two characters from THIS banner duration - you are guaranteed to get the 2nd one as pity.
2 - any other method of obtaining the character does NOT count towards this and you can get a dupe instead in that case.
Generally speaking - double banners are great idea if you want BOTH. As f2p I would probably stop once you get any of the 2 however.
Character Tier List
This is a list for a bit under a year in advance, I will mention the absolute best units in each class.

There are 3 of what I would call 'main classes'

Defender > Seeker > Breaker > Defender(type advantage)

And there are 2 'extra' classes:
Watcher > Destroyer
Destroyer is not strong vs supporter, it's one sided.
Destroyer gets higher stats to compensate not having advantage.

If character is not here - it doesn't mean you shouldn't use it. In general most SSR end up better than most SR.
It's more of a list of whom to ACTIVELY aim for. Anyone else is only neat if you get it by chance while going for below.

TLDR MUST ROLL FOR F2P:
This list is mainly for PvE, in live PVP tank classes and team survival boosters generally have more use.
That being said most of the below still work well in PVP anyway.

1) Gloria - used everywhere, top tier forever
2) Safiyyah OR Auguste - both are kings of damage. You want AT LEAST one. Saffiyah considered more versatile, Auguste much easier to peak but slightly lower ceiling
3) Cocoa - best support
4) Inanna OR Taair - offhealer/supports. Inanna - extra turn giver, Taair - energy battery
5) Homa - activates full potential of P dmg teams
6) Tristan - insane one turn burst, can do some one turn full clear strategies in tower 2.
7) Beryl/Acambe/Rawiyah(summer)/Agatha - those are a bit lower priority but all are extremely powerful situational characters. Only take Acambe if you got Taair.

Before you consider rolling something else - roll those if you know those are coming. For nearly an entire year afterwards nothing is AS high of a priority.

Runnerup explanation:
Runnerups are someone not top tier in ~1 year but IF you get them for free - they are very close and can be useful in certain situations, just not worth f2p pulling them.

Defender:
Tank Class.
The problem with most tanks is that if their only utility is tanking - that's usually not good enough.

Cocoa(not available at release) is the main choice.
Cocoa is support. NEEDS 5 stars to work at all.

Maitha - Your default tutorial SSR will do just fine all the way until end game. She is actually not the worst SSR tank but not a particularly good one either. Getting stars for free on SSR is neat too.
She technically has leader aura same as the other free SSR but an inferior version of it. Leader auras don't stack. To be exact they stack, but only the best parts of the aura work.
All leader auras so far AT LEAST provide a 10% ATK + 20% DEF. This part does NOT stack with more auras(both same faction and different faction - it does NOT stack) - highest is technically taken but only one exists atm..
What stacks is extra unique bonuses. Some can boost crit, some can boost damage, some can boost movement. Those are almost always different and if they are different - they work together.

Runnerups:
Magnus

Seeker:
Generally an assassin/ranger class. But some pure DPS warriors end up here too.

Saffiyah - considered top 1 character. A summoner/out of turn damager with loads of counterattack utility and summon is actually based on your stats(85% of them). When used well is strongest character in the game. Does get a bit nerfed in ToA due to HP% based damage reduction, but still a top tier general purpose character there.
Iria faction - good synergy with a lot of f2p stuff.

Rawiyah early summer memories - pure damager. Best AoE character who gets double turns like Col but simply from dealing AoE damage. Doesn't have as much single target damage potential however.

Runnerups:
Nonowill, Col

Breaker:
Generally a melee bruiser class.

None available at launch are particularly great.

The only noteworthy is:
Rawiyah - freebie SSR you will get before long. She is not particularly good, but not the worst either.
Her main advantage on top of being freebie is her leader skill. Amazing for f2p.
Her leader skill is for 'special' faction/band.
Those include all 3 f2p SSR + out of good characters also Inanna and Beryl(both allies are ones you should aim for when you can as f2p - they stay top tier for at least a year) + stormbreaker(a good SR unit)
So assuming you get f2p SSR + Inanna + Beryl + some other SSR(gloria/dantallion are great candidates) or just use stormbreaker SR - you are gonna have a very solid team which can handle everything.

The good upcoming ones are:
Auguste - pure damager with AoE options and debuffs. One of the only good Union allies.
A must in Gloria leader aura team if you plan on making one.
He is wielding axe - one of the best weapons in the game due to one SSR axe having amazing dispel. He also profits from both ATK and MATK so he heavily depends on maxed talent and equips.

Homa - some support/debuff utility on top of being a 'assist damage'.

Destroyer:
A class which has disadvantage to watchers and no advantages. Usually focuses on pure damage, but sometimes debuffing too.

Beryl - remains top tier mage in this class. Nothing remotely comes close to this mage overall.
She is mainly used as high range single target damage but has some AoE potential too.

Acambe - Potenially insane summoner + AoE damager.
Standalone - not too great. But if you build team +tactics around being energy battery for him - he can be very powerful AoE damager.

Tristan - she is kinda 'what if Guzman was actually a viable character'.
She is union, so great with Auguste+Gloria.
She is a 'burst' character who absolutely massacres anyone with shields. Sucks for long battles but among best for short ones. Her skill + star kit allows her to be pretty much strongest round 1 character but after she uses it all up - she is left doing nothing much.
She is not afraid of running into enemies since she is nigh immortal at start of battle.
Used in a lot of ToA stages to clear them solo in one turn.

Runnerups:
Dantalion, Nungal

Watcher:
Most healers/buffers/debuffers are in this class. Class has no disadvantage and it deals more damage to destroyers but are rarely good damagers themselves with a few exclusions.
Some rangers also get into this class. Watchers however have weakest stats and bow weakest weapon stats too to compensate for it.

Gloria - considered 2nd best character. She is a buffer/damager, great at killing destroyers and providing buffs to team at start of battle.
Has leader skill for 'union' allies(sadly mostly terrible units, upcoming Auguste and Tristan are the only remotely good union SSRs however.

Inanna - AoE healer + AoE buffer + Extra turn giver.
Extra turn alone is often turning a unit top tier in most tactic games. And in this one she also buffs the target while at it. Needless to say she will likely never become bad.
Starts each battle with a summoned unit - weak, but an extra body on the battlefield is always neat.

Faycal - a freebie SSR. You get him on day 3 via newbie login reward and later via progression you get some dupes/stars for him.
He is probably worst in his role out of the 3 freebie SSRs. Doesn't provide anything to the team aside of damage, just a regular ranged damager with bow.
But free SSR and being part of the characters who get boosted by SSR freebie leader makes it a solid ranged f2p option.
If I were to rate him as part of free SSR squad with stars vs 1 star top tier SSRs he wouldn't be much worse just due to sheer increase in stats.

Taair - 'energy battery' support. Very close to general usefulness with Inanna. Rarely has slots for good healing however.

Runnerups:
Agatha, Edda
New units after guide was made
Since it's a bit too bothersome to actually constantly edit multiple other guide sections - it's easier to add new gacha releases separately into this section and comment on them.

Basically I will be adding all units I didn't consider in other guide sections here.

Young Safiyyah - not as powerful as old one but still a strong situational unit. Probably not worth for f2p but a must for whales. Most importantly unlocks a 3 range powerful basic attack for old Safiyyah(read alt forms for details)
She is an assist type, so heavily reliant on positioning of allies.

Chia - kinda bottom tier for how late she comes. Infection based gameplay. Might somewhat work in live PVP but fully useless in ToA.
Rough live PVP tiers
While live PVP is VERY far away - some people asked for this since I fully ignore PVP in tier list otherwise, hence here it goes.

Live PVP is a very debatable subject and it's generally NOT worth it for f2p to actively bother with units for it.
Reason is that you essentially need 15 good units to really compete well.

Basically due to 'ban' system if you simply take a few good PVP units among a blend of generics - they will most likely get banned before you can select most of them.

The unit viability is also a questionable thing since setup of both you and enemy matters and you have to adapt as you both pick/ban.

General guidelines of what's good in PVP:
Generally speaking survivability is everything. Units who have some form of survival from being instant killed are generally the top tier ones. Stuff that can pre shield the team is neat. Basically goal is for enemy not to be able to just rush in and do one hit kill on someone as that just snowballs everything out of control.

Tank classes - almost all characters from this class are godly. Alexei who can live 1 turn no matter what being biggest star of the class. Just make sure enemy doesn't get strong breakers if you plan to get more than 1 tank class.

Breakers - Auguste/Homa combo still works decently well. Pamina is top tier(sadly she sucks in PVE)

Seeker classes - almost all bad aside of young Rawiyah who is godly. Safiyyah can technically be used too.
Reason those mostly suck is that unless you manage to ban tank classes - they counter seeker way too hard. At least the single target assassin type ones.
Young Rawiyah with her double turn of AoE madness is insane however. But she is almost always banned among first, so yeah...

Destroyers - they are a wild swing between terrible and godly. And that depends on enemy setup. If enemy manages to get some strong watchers and you got destroyers - you have pretty much lost.
Momo is most noteworthy of this class with her alert and survivability.
Dantalion is decent since he can activate Iria bonus which can be one strategy you aim for if enemy bans more powerful stuff. All the while being a powerhouse.

Watchers - solid class overall which also counters any destroyer that enemy might deploy.
Most noteworthy is Simona for her shield AoE + zoning via Ice wall.
Gloria is great as usual too.
Inanna is pretty neat since an extra turn on unit who is already in the fray of enemies is often more powerful than simply having another character. And an extra body who can cover is great.
Character Skill Choices - Defender/Seeker/Breaker
I originally didn't want to make this guide section since there is no 'clear best' in most cases and you are SUPPOSED TO learn everything on top tier units(to get 3% stat boosts from each unlocked skill), but considering that a lot of people ask for that - I will make this section with a few caveats:
1) This list will only offer 'core skills' - the skills which literally define a character and make it what it is. Anything else is up to you. It's entirely possible a situation happens when you need to use something else.
I will also include 'star' priority and describe how character generally plays.

2) I will only touch the absolute best units + f2p SSRs, I just don't have the patience to cover every single unit.

3) I will also offer summary on general gameplay loop of character.

4) This section will include gameplay summary of yet upcoming characters so you can decide if you like what you see or not.

5) If you want basic info on character - check them in tier list ,I give short descriptions there.

PS - I will shorten skill names: r=rank. So r3l = rank 3 left and r3r is rank 3 right.

Defender:
Maitha
Core skills - r3l, r7r, r11l
Reaction - usually r5r, Basic - r9l

Star priority:
She gets close to 4 by default and 4 is her final goal if you even want to bother.
Useful exactly due to her being nearly 4 star by default with good f2p synergy.

Gameplay:
Straightforward tank, just take hits for others and survive. Can optionally insert some knockback instead of bandage.

Cocoa
Core skills - r3r, r11r, USUALLY r1l for mobility, HP% branch of skills.
Reaction - r5r, Basic - rarely used

Gameplay:
TLDR - irreplaceable support at 5 stars.
She is a pure support/semi healer that depends on her 5 stars.
Most of her healing depends on HER max HP so HP is by far most important stat.
5 star works almost like Maitha one but needs targets to be nearby to heal them when they get turn which also dispels debuffs.
At 5 stars - whoever gets this heal - 100% chance gets a buff which gives -1 energy cost/-1 cooldown for next skill used.

Her core r11r skill is almost copy of 'come on' of maitha but doesn't make her tank, instead it gives a crit 2 + crit dmg 1 buff for 2 turns AND takes effect from 5 star effect to everyone caught by this skill.

Star priority:
5 star is MANDATORY, that's core of her gameplay.

Seeker:
Nonowill - nonowill is a runnerup whom I usually don't mention in this section, BUT I thought she deserves a mention since she activates certain otherwise impossible strategies.

Core skills - default, r3l, r7r
Reaction/Basic - almost always right.

Gameplay:
Not only she gets 'Aggression' leader aura which can be useful in certain setups but she is also a the current best source of AoE 'vulnerable 3' debuff with her r3l. That skill can activate some crazy bursts when you are combining a 'massive turn' damage via supporters/debuffers.

Star priority:
Very low, hardly gets anything.

Safiyyah:
Core skills - r7l. Other stuff depends. Usually either both r3 OR r1l instead of one.
Reaction - r5l, Basic - situational.

Gameplay:
Safiyyah is a bit hard to explain. Her core mechanic is summoning a unit with 85% of her stats behind an enemy and applying PDEF/MDEF 2 debuff + her unique 'star' based one.
Summon costs 4 energy but has 0 cooldown and lasts 2 turns(will explode immediately after 2nd action taken or upon death) after which it explodes dealing AoE damage. Summon instantly gets turn and gets to move. Summon after turn end does an extra attack which applies the 'star' debuff.
Her star gimmick is planted either passively on nearby enemies at her turn start OR via her summon skill. It makes all HER attacks against those enemies get insane amount of life steal + dealing huge extra damage trigger based on enemy HP.
Her reaction is her assist attack on enemies with said mark.
She also has a source of vulnerable 2 via her 'single target dodge' self buff which when triggered counterattacks with huge AoE to the direction of enemy.
And she can instant change her own 'class' to any other target(ally or enemy) and hence easily gain advantage against everyone aside of watchers.

Her r1l might sound bad since it requires target to be dying, BUT due to all the triggers - target will often be 'dying' and this will be the finishing blow.

ANY damage triggers her mark and hence armors which deal instant damage + fortune tarot if it lucks out on dealing AoE damage is amazing on Saffiyah.

Star priority:
Very high. It's not 'huge boosts' but on top tier character it's a very solid boost to her core gimmick.
5 star in particular improves range from which her passive triggers.

Summer Rawiyah
Core skills - r1r, r7l + r3l OR default drink.
Reaction - r5l, Basic - situational

Gameplay:
She is a damager who will always have 2 turns if she uses AoE and has 5 stars.
Her 5 star mechanic is extra turn if she AoEs. 1 turn cooldown at 5 star.
She also has 'stacks'. At 5 stars max stacks are 30 and you get 10 at start. It's a 1% crit chance per stack and 10/20/30 are 10% dmg/10% crit dmg/10% both. Stack is gained per each target HIT with any skill, hence AoE is the way to go. Multi hit means more stacks.

Her core 4 energy AoE skill gets massively damaging if you used other skills this turn up to 2. One core skill is instant 'charge' type with 0 energy cost and the other can be something from armor.
If you use 2 skills before this AoE - it becomes a 50%x3 hits in a pretty huge range in front of her.

Star priority:
5 star is almost mandatory if you plan to use her.

Breaker:
Rawiyah
Core skills:- r3r, r7r + default OR r11l depending on situation.
Reaction - r5l, Basic - situational, even default is often useful

Gameplay:
Play as either single target or AoE, have to swap based on your needs. A lot of knockback utility which is immunized in most end content.
Mainly used for f2p unit aura synergy.

Star priority:
Gets almost 4 by default, kinda moderate to get her 5 star if you plan to use her.

Auguste
Core skills - default, r3r, r11r(rarely also r11l for single target bursts)
Reaction/Basic - situational, but usually both left

Gameplay:
Auguste has an interesting 'rage' mechanic'. Which is cumulative stacks he gets for doing attacks or standby. When he reaches 6 - he removes them all after his next attack and gets extra turn + a HUGE buff which boosts his P atk by up to 70% of his magic attack and gives him DEF penetration passive. Yep, with talent tree maxed this is pretty absurd and also makes 'mixed' tarots/gear engravings viable for him.
Aside of that - he is basically a straightforward jump into the enemy and do huge AoE type. Gets an amazing self buff which gives massive phys shield amount + damage reduction 2 so he ain't likely to die.

Star priority:
4 is almost mandatory, 5 is also a huge boost.
4 gives him 4 rage stacks at start of battle, 5 improves the effect after 6 rage stacks.

Homa
Core skills - both r1 and r11r
Reaction/Basic - both left ones.

Gameplay:
Homa is generally used to support main damager, best pair is Auguste due to his extra turn meaning more assist chances.
Both her core skills are r1.
One is a source of PDEF down 3(essentially almost removing it from equation) and another is planting her parrot on your ally who will get ATK 2 + Move 2 + Jump. Something Auguste is very grateful for since positioning him is important.
R11 skill is an AoE targeted around ally which gives silence + passive skill disable to enemies as well as unique dodge. AoE is 2 step - one step is based around parrot wielder and another around target of this skill.
Her star passive is extra attack after single target damage of Homa OR current parrot wielder. This works on 'armguard' legendary armor, making it powerful choice.

Star priorty:
Moderate-High. 3 star = extra mobility, 5 star = assist damage STEALS 2 buffs + gains 1 energy for Homa.
Character Skill Choices - Destroyer/Watcher
Destroyer:
Beryl
Core skills: r3r, r11l, default one.
Reaction - r5r, Basic - r9r

Gameplay:
You either non stop spam single target chuu or occasionally use very powerful AoE boom.
Focus staff + unharmed engravings are her playstyle - stay out of harm's way while dealing massive damage.

Star priority:
Moderate. Beryl doesn't get huge specials from stars but each her star is decent boost.

Acambe
Core skills: Default, r3l, r7l
Reaction - r5l, Basic - r9r

Gameplay:
He is a summoner with his stars raising up his max energy to 9 and boositng his energy regen.
His summons have 85% of his ATK but only 20% HP/DEF.
He is also having 'discipline' aura which is Safiyyah/Inanna/Taair out of top tier stuff.
To summ him up - you need as much energy infuses into him as possible. This means Taair is almost mandatory.
All your team needs to be built around him in which case he becomes among best damage dealers.
Other than that he can act as okay'ish support/debuffer. His kit is very versatile.
Standalone - he is not too impressive.

Star priority;
Very high, needs at least 3 to work well, ideally wants 5 for max potential at battle start.

Watcher:
Faycal
Core skills: r1l, r11l. Final one is optional but usually r3r or r3l
Reaction - r5l, Basic - usually r9l

Gameplay:
Before r11 he has nothing much to offer aside of alerts. On r11 he gets absurdly powerful nuke which deals up to 300% total damage across different targets OR 180% to one target.
Said nuke can only be used on +/- even ground with enemy is main downside.

Star Priority:
He gets 2-3 stars by default/easy to bring him to 3. That's enough, 5 star does give him a potentially decent bonus for his main nuke.. but you probably have better stars to work on.

Gloria
All 3 gloria skills are always same: both r3 + the union aura of r7
Reaction/basic - situational. usually r5r/r9l

Gameplay:
Place her in middle of formation at battle start > Buff everyone > throw down flag > do sword AoE > eventually pick up flag and repeat the loop.

Star priority:
Very High. 3 - a huge movement boost, 5 - a huge damage boost. Both after throwing down flag.

Inanna
Core skills: r1l, r3l. Final one is either r7l or r3r.
Reaction - situational, Basic - r9r

Gameplay:
Inanna's core gameplay is simple - she either AoE heals+dispells or gives a turn to ally or co op buffs if you take that.
She starts battle by summoning guard who can often protect against someone from one shots by bosses. Albeit sometimes boss gets extra turn for kill in which case it can also be bad.

Star Priority:
Get 3 stars as high priority, Going higher is neat but not required.

Taair:
Core Skills: both r1 and r3r
Reaction - r5l, Basic - r9r

Gameplay:
He is played purely as energy battery. He has both AoE weaker 1 energy and single target 4 energy.
His single target one also gives move 2+atk 2+speed 2.
His core builds usually don't heal much.
He is most helpful for Acambe who pretty much needs Taair to be a top tier unit and synergizes via same faction too. Also helpful on under 5 star Homa and some other units to lesser degree.

Star Priority:
You want 2 stars as super high priority, 3 is rather good. Going higher is moderate priority.
'Alternative form' character explanation
Alternative form characters are ones like young Rawiyah/Safiyyah.
There will likely be more later but for now that's what we have in TW.

It's important to understand how those work:
1) You can only use ONE form at same time but you can change at will.
You can however use both in different teams of Tower 2(ToA), which is content that ultimately matters as it's endgame.

2) You get 'unique skill' if you got BOTH forms. One for each form.
To be exact it's a copy(sometimes slightly modified) of the other character skill.
The only truly noteworthy so far is Safi one - young form gives the old form a 1-3 range basic attack with neat effects which is technically 'optimal' basic attack in almost all situations.

3) Those are upgraded fully separately. Basically think of them as different unit with very minimal limitations.
Noteworhy SR units + lower rarity 'cheese' units.
Crimson Falcon - assassin. You get her by default and shards for her early on in the story. Individually only 'good' but due to being max star for free she simply outstats/values all other SR characters for f2p.

Angel - a healer. If you don't have SSR healer then she is your go to replacement. Has a very good skill kit for an SR unit.
She also is guarantee quite early on into voyage memento.

Stormbreaker - best melee AoE damager. Has synergy with freebie SSRs, being part of same squad/taking faction leader buff from f2p SSR.

Abyss or Flame Sorc - if you lack Beryl or Dantalion and need some destroyer character for progression then those are main choices.
Abyss is mostly debuffer, Flame Sorc is mostly damager.

Suppression - decent 2nd tank to level, but you will usually be using maitha.

Ballista - a pretty strong SR watcher ranger, not much worse than faycal and in some situations better BUT watcher is precious currency so depending on how many you already use - it might be better to only level faycal for long term profit.

Nobody else is worth it long term IMO, so just use someone who got most star ups or has role you need.
You get too many free SSRs(1 default +2 via the progression thingy + 1 guaranteed from beginner banner = 4 out of 6 party members you need... and realistically you will likely get some from RNG of pulls too), so eventually you outlive most SRs.

There are technically places where you need 2 teams in end game of asian servers, so there is that, but by then you kinda have enough currency and game knowledge to decide what you lack/need.

Cheese units:
Those can help on lower account levels to clear weapon trials and/or tower 1 earlier than intended.

Recruited Assassin - this one has it's very first left skill being single best skill in the game.
It gives 2 dodges with no cooldown which means he can avoid essentially all damage from one target(from most enemies). And being weak makes him a preferable target by enemies. He can basically tank any boss in tower no matter how strong it is.
If you are patient - this character + knockbacks or true damage % is key to completing tower fully REGARDLESS of your account level. It won't be easy, but it's doable.
Just be aware when pushing too far in tower that there is chance you won't be able to think up of a strategy that can get you through next week tower! Which means you won't be able to obtain rewards potentially.

Nightingale - it's an SR, but it's used for cheesing mostly. Her key skill for cheese is 'burn grenade' which is useful for tower.

Papal ice priest - ground ice AoE is yet again often part of cheese in tower.

Papal Guard - tank, gets 'invulnerable' on rank 7. Maitha gets it on rank 11. Making him very useful on weapon trial 2.

Outlaw Guard - common unit, his main attraction is being able to apply both atk down and pdef down 2 while being a pretty solid damager. Can be used in weapon trial.

Outlaw Archer - common unit, has decent chance to upkeep P.ATK down + other tier 2 debuffs.
Newbie f2p team comp example
You get 3 SSRs for free who also get stars for free as you progress the game. Not 5 stars, but ~3-4 stars is what you will end up with on each of them without getting any extra from any other sources aside of first time stuff.

Those have amazing synergy too.

Maitha(tutorial) + Rawiyah(voyage memento completion) + Faycal(day 3 newbie login + voyage memento compleltion)
Faycal is the most 'replaceable' out of those I would say.

Rawiyah has amazing leader aura for those.

I will call those 3 the 'core' of any newbie setup. They aren't too strong in their class but stars + synergy via leader aura alone makes them great. Better than majority of the other SSR units at 1 star aside of maybe a few top tier ones.

That's 3 out of 6 slots(maximum a team has in end game) done.

Those 3 are:
Tank, Bruiser and Ranger.

Who else is good for this team?
Aside of slots I talk about below - one good slot in early game is Crimson Falcon. An SR character you get to 5 stars for free really early into the game. She is an Assassin.

1) You need a healer for sure. Inanna SSR or Angel SR are usually main choices.
Inanna has synergy with Rawiyah leader aura on top of being top tier, making her by far best choice.
Angel is guaranteed to get for free and will get stars for free too.

That's 4 out of 6 slots done.

2) A source of magical damage.
Beryl is by far best choice. She synergizes with the Rawiyah aura and is by far best mage even a year from game launch.
Alternatively - Abyss or Flame Sorcerer SR or some other SSR mage you might get. Can be temporarily a falcon SR slot.

That's 5 out of 6.

3) Gimmick Slot - a mostly 'free' slot where you can choose what you want. A lot of battles until end game only allow 5 slots anyway, so consider not having this full time.
Some great top tier SSR you rolled for can take this slot usually.
Good examples are Gloria and Dantalion.
Gloria is top tier unit which helps any party. Albeit helps more if she focuses on 'union' faction party. But union has almost no good units.

Dantalion can slightly change team setup from focusing on the 'Sword of Convallaria' members into focusing 'Iria' faction, opening up more access to replace party with better units while keeping benefits of most of those SSRs since they are almost all Iria.

Alternatively Stormbreaker SR or falcon SR can take this slot. Stormbreaker synergizes with Rawiyah aura is main reason you can take it.

That's 6 out of 6.
Random Tips
1) After doing the reroll process - make sure your next goal is beginner banner.
This one disappears after 1 month from day you started the game, so you need to finish the 30 rolls in it as high priority to get an extra SSR. Having one more SSR is huge deal, even if it's not top tier one.

Check tier list for priority.

2) Redeem codes in settings > account tab. Those will likely be posted on steam boards by someone but you can also google them if you care.
All gacha games always give part of rewards this way. In this game it's low rewards, but still.

3) Account level is everything in this game. At least early on. Almost all mechanics are capped based on account level.
You get account exp by doing dailies and spending energy. Every energy point spent is 1 exp.

4) Early game priority:
Push fools journey(gacha story mode) as far as you can - this unlocks new mechanics/dailies. Ignore the side paths early on, they are not worth it.
Your final big goal is 8-5 to unlock gear engravings, last major mechanic - after which you can slow down.

Don't worry about stars in story missions - you can always come back to stages and replay those for FREE, no stamina cost.

5) Use potions you get for free ASAP(if you got time to play and run out of energy of course) from the inventory. At least until account level 60.
Early on it's important to get more account levels/fool journey progression to unlock more/better dailies earlier. This means biggest value of potions is in the early game.
There are events later where those also kinda help, so don't worry if you didn't manage to spend those early in the game. Those don't help as much in events as in most other gachas though.

Generally focus on fool's journey and first time of dailies to get account levels for pushing the journey further. First time of dailies bypass 'extra' daily mechanic.

By using potions and doing memento you can reach lvl ~20-25 day 1 if you got time to play.
Lvl 60 takes ~2 months for full f2p not spending any prem on energy. You should NOT do that.

6) Rank up skills are PERMANENT decisions. Think carefully before selecting one. You can unlock the 2nd one via special currency, but it's a currency you get very rarely beyond some first time rewards and you want to keep it for absolute top tier characters.

Each character can equip:
1 basic attack(usually there are 2 upgraded choices per character), 1 reaction skill(choice on rank 5 out of 2) and 3 any other skills - passive/active doesn't matter - it only works if it's equipped.
First of all this means some skills can be entirely useless.
Generally avoid spending currency on unlocking another choice unless it's on top tier character.
The reason is that some characters has both choices as good skills and rest of the skills being terrible. Another reason is that some characters can play two different builds efficiently, so unlocking boths to be able to change them at will is important.

Basically the most important decision is generally what to insert into the 3 main skill slots.
Generally speaking you always want at least 1 active ability which spends energy - those are always designed to be 'stronger' than basic attack, so first take a look at those and see what is likely the 'winner' candidate. Most of the time you want 2 active skills since those usually have long cooldowns. 2nd skill can sometimes be passive too, but in rare cases. Generally you want to be using active
3rd is almost always some passive, so check to see if any overshadows the other ones. Generally faction leader aura is top tier if you use at least 1 other character of same faction.

The rank up 2nd skill unlocking also provides 3% increase to certain stats(ATK/DEF/HP). This works even if skill is not equipped. So there is meaning in unlocking everything for top tier characters, making the currency even more important not to waste.
Damagers certainly want rank 5/11 both skills for example since those are the ones that give 3% ATK.

7) Join any remotely active guild.
The only function guild has is to give you rewards for guild activity. As long as guild can make 5k activity per week(last reward, one active player can provide 100 per day) - it's a good enough guild.

Currently(and 1 year in advance) there is no guild content, so that's pretty much it. If guilds ever get some content - you can always try searching for a better one. But early on it's important that you just 'join one', especially if you started game when week is about to end.

8) Get at least ~15-20 friends. Technically 10 is enough but it's better to be safe. You can get reward from up to 10 friends per day for 1k total currency. If you don't care about cluttering your friend list - get loads of friends.
You can block friend applications in account settings.
I personally just added guild members and remove anyone who goes inactive.

9) Voyage memento has great rewards for rushing more account levels as it gives account exp and potions.
Completing develop(green) quests there autocompletes all resource quests automatically.
Hence your goal is to always complete green quests.

Your main limitation is usually account levels. The moment you unlock stages required for green/purple quests there should be the moment when you finish voyage memento.

Level 30 is big goal when you get Rawiyah SSR which likely finalizes your F2P team.
35 is final 'relatively fast' useful level. If you use all free pots you will get to it within ~2 weeks at worst.
35 is rank 7 on characters which is when most 'leader aura' skills on characters(like Rawiyah) who have them unlock. Having one is a huge power boost.

10) Do not neglect 'tower' dungeon. Your only limitation in the tower is how strong you are.
First clears will give you loads of legendary weapons and even more legendary tarots.
If you try hard - you should be able to clear enemies ~15 levels higher than your average gear level. Depending on party setup and mutations - this can go up to ~20 levels.
There are also cheese strategies with some lower rarity units and % damage/knockbacks.

11) Fool's journey is your playground.
Got any mechanic you want to test? Fool's journey stages you already completed cost no stamina to enter and always have exactly same enemies, making it easy to test things.

12) When upgrading gear - if you lack the 'breakthrough material' you will be able to use special currency called 'primordial powder' which is gained from some events instead.
It's very important to save this 'primordial powder' for when you are on lvl 50>60 breakthrough to replace the 'Legendary ore'.

13) Critical information:
Crit damage default is 30% for every character, no exclusions(not counting potential increase from 'star' of character, some of those give crit damage sometimes)
Any crit damage you get from any source is additive.

Default critical chance is unknown even in TW, but approximately it's ~5-10% and seems to get slight boosts from side/back attack(back attack for sure)

14) Buff stacking:
Most UNIQUE buffs/debuffs are additive with each other.
Same ones(P ATK 1/2/3) do NOT stack, only highest takes effect.

What this means is that % stat debuffs can be insanely powerful.
Let's make an example with MDEF. Mdef down 2(40%) + Focus target from War Horn tactics(20%) + Liquor of Edda(40%) means enemy will have 0 MDEF. That's an insanely huge damage boost if enemy is overleveling you.
Yes, even if enemy had 1 billion MDEF by default - he would be taking max possible damage.

Be aware that liquor of edda is not working in most important upcoming content(ToA) elite/boss enemies so it has limited use in reality, it's just there to give you example of how powerful can stacking be.

It works the same for 'ATK down'. debuff. If you stack the unique ones on enemies then they will often become harmless as once atk down is low enough - your DEF will likely mitigate majority of damage.

Aura - only one same 'effect' can work.
Crossing Worlds priority
Daily Quest/crossing worlds is where you will spend most of your end game energy once you are done with fool's journey/events.

First of all be aware that before account level ~50 - any gains you gain from anything is pretty negligible aside of 'memory retrieval' which gives you a source of SSR dupe currency. So that one is always highest priority must do before anything else.

First time clears do NOT consume your 'extra reward' daily and always give maximum possible reward regardless of day. If mission is limited to once a day - 'first clear' does NOT count as part of this so you can do first reward and then consume your once a day attempt.

First 2 tabs(tarot cards + weapons) - do NOT touch the extra rewards until you reach ~difficulty lvl 55+ ones. Any suboptimal stuff you farm here is ultimately useless. Tarots under legendary are fully useless, Out of gear - some epic armor is great, so can technically do that one a bit earlier. But you only need so many gear pieces so you will get those before long anyway later on.
You should do first rewards ASAP of course.
Those are NOT limited by account level, only your power so you can generally 3 star those ~10-20 levels higher than you no problem.
55+ it's worth doing the extra reward.

Memory Retrieval/3rd tab - ALWAYS DO THIS DAILY. This is how f2p get the star ups for SSR units. Every SSR shard is extremely precious. Don't neglect this.
ONLY use SSR units. You can use LESS units to pinpoint the shards into, each character can get up to 3 shards. Just ensure you can actually handle mission. I generally recommend getting every SSR you plan to use to 3 star since it's cheap after which focus on 5 star'ing the ones who get most profit from it.
It takes a total of 100 days to star up 3 characters to 5 stars from 1 star purely from this daily.

Next 3 tabs(char exp, rank up stones, talent stones) - do extra rewards from those.only initially.
For rank up - when given choice of extra always do watcher.
Talent low priority until you start getting platinum ones as those are main limitation long run. Bronze/silver is done passively.
Talent ones are eventually most important for a while, but ONLY ONCE YOU UNLOCK LEVEL 60 one.

Final tab(not counting tower) - gear upgrade currency, highest priority. Gear is where huge part of stats come from.
Gear upgrading is expensive in terms of materials and you have a lot of slots to fill.
Those are stats which you would otherwise be missing. Most other stats are hard to miss(ranks/levels are done via daily extra) or slow to gain(character dupe system/higher talents)
All your stamina not spent on worthy extra reward dailies will be spent here. At least until you get enough for your main party to get lvl 60 gear set, after which you probably start either tarot farm or talent farm.
Weapon Trial boss guide
Weapon trials aren't limited by account level so it's technically possible to clear lvl 65 one by ~lvl 45-50.

Why I mention only weapon trials? Well, tarot ones are mostly general purpose fights so you can't really make them much easier, they are just easier by default if we take a random setup. The core is usually for someone to tank the big boss with class advantage in tarots.

Weapon trial on the other hand requires you to understand what each boss does.

It's important to note that it's much easier to do last few ones(60/65) once you get engravings.

Tactics - core is usually flag advanced + war horn or extra turn intermediate.
War horn is theoretically huge potential if you can time it right. Abusing war horn some characters can eventually one shot the lvl 65 boss in TW. And a barrage of lower level stuff can also one turn clear sometimes.
A buff/debuff combo + war horn is insane. Why? On top of damage dealt increase - do not underestimate unique DEF down debuffs.
All DEF debuffs in this game stack additively so if you got 'different' unique ones you can bump the enemy DEF all the way to 0, increasing damage everyone deals massively.
A P DEF 2 debuff(40%) + War Horn focus debuff(20%) = 60% DEF remove from enemy.


As for Flag - it usually means you can push 1 boss higher than without it due to improved survival.

Trial 1 - do NOT deal melee to boss.
Debuff removal + AoE heal is key to this battle.
Boss has fixed rotation:
'Basic attack' which is a strong hit but hopefully not enough to kill you > prepare front AoE for 1 turn > prepare AoE centered around lowest HP % target for 1 turn, happens immediately after previous AoE. This AoE is likely gonna kill unless you place some other target nearby to lower it's damage. And even then it's very likely to kill.

Strategy:
There is one 'cheese' strategy which is placing 'dummy' common skill(or summon like Inanna's) on a thunder tile before boss plans to prepare the 1st big AoE. Ensure everyone else gets healed up before that.
Just be aware boss gets extra turn after each summon kill hence he will instant basic attack afterwards and repeat rotation.
With this strategy the only danger is basically his basic attack and ensuring you are healed up from his blighted ground.
On first turn - you can 'skip' his basic attack if you give him turn while staying out of range(his basic attack range is NOT purple, it can reach as far as his big AoE, so you need to let that room be free)
Boss seems to target closest target with basic attack,, hence you can use 'recruited assassin' to dodge and easily survive it by letting it stay closest.

Great f2p units for this boss:
Angel healer. Provides the needed debuff removal along with AoE healing.
Ballista SR - key unit. He upkeeps PDEF down + himself ignores big part of DEF dealing massive damage.
Faycal is not specifically great for this boss but he is likely a ranged unit you developed.
Rawiyah for aura can help but she herself can't deal damage. Unless you reach rank 11 for AoE of course. But by rank 11 trials are trivial.
Recruited assassin - dodge if you can't survive basic attack normally.
Maitha can serve as alternative to dodge by being bulky while being offheal.
Alternatively if you don't mind leveling it - outlaw archer common is amazing for applying ATK down and debuffs in general. Sadly it's a watcher unit, so currency for it is pretty precious.

Trial 2 - probably hardest stat check boss.
Do NOT take ranged damage. Anything that is NOT AoE and hits from more than 1 tile away is no go. AoE is fine and can be ranged.
This one is essentially all about always giving it a bulky target who stays ~6 tiles from boss(must be furthest). It will be knocked back, so keep that in mind.
Boss has a fixed pattern:
Turn 1 - a skill that targets 2 farthest enemies and gives no heal received debuff. This skill is only used once in an entire battle at the very start and if you got a good tank then surviving/healing up after this is hardest part.
For this turn - it can be worth to take 'dummy' tactic in common slot, you don't need common tactic anyway. Just be aware boss will get double turn so you might as well use inanna if you got her to kill both dummy and this summon.
Turn 2-4/4-6 etc - cycles massive nuke on farthest enemy which knocksback into a 2 front target weak nuke which inflicts thunder which needs you to reposition to ensure nobody takes damage more than once. This damage should not be lethal if you are remotely ready for the stage.
After those two he casts a 'frontal knockback' with huge range but only 3 tile wide(size of the boss) to the front weak nuke with knockback. The strategy to avoid this one is to simply avoid placing units in that 3 tile wide range.
After this nuke he spawns rocks which slightly debuff your PDEF and explode if they get hit by 'thunder'. Explosion is very damaging but only 1 tile around it so depending on position. you can safely ignore them if you can ignore PDEF down.

Great f2p units:
Angel Healer.
Tank choices:
Papal guard rare is best tank for this boss due to him getting 'invulnerable' on rank 7 and 'def stance' spam is an extra which in total makes him bulkier than Maitha.
Maitha can be the back target tank with bandage/come on for some self healing but she doesn't have much damage reductions before rank 11 so she needs to be more 'min max'ed in terms of stats than papal guard.

Rawiyah for aura+damage as usual.

Any melee damagers to actually deal damage.
Common outlaw guard tank class is great for actually dealing damage and applying ATK down reliably by staying near boss.

Trial 3 - if you plan to do this early do NOT take inanna even if you got her, take Angel as healer instead. Inanna summon is too squishy and boss will likely kill it with map wide AoE resulting in extra turn for boss which likely wipes your team. Same for other squishy summoned units.
Focus mostly on phys damage since you want to take down shield otherwise map wide AoE will be too much damage. During shield - ensure you take it down, use tactics if required.
Ensure you have enough buff removal(Rawiyah should be enough). Boss gets 1 buff for each bug killed and you need to keep killing them.
Ensure you have maneuvering assassin - falcon or col for easily taking down units.
Devil tarots on everyone make this MUCH easier as once you survived first ~3 turns - you have won.
You need at least 1 strong MDEF character with big enough HP pool. This is probably harshest requirement.
This boss has a 'side spot' you can use to the east for a bit more damage of melee.
Most trivial boss if you ensure all the above.
If you want to do lvl 65 early - you might be lacking in turns to kill all the summons depending on your units. The solution is 'divine archer' advanced tactic if you got it. That one can certainly take down the destroyers and depending on level can take down the watcher ones too.

Great f2p units:
Angel as healer.
Rawiyah to wield a weapon + basic attack which removes buffs from boss. That's easy 3-4 buff clears per rawiyah attack, more than enough. She should be on boss full time.
Falcon to take down bugs that are hard to access on cliffs.

Everyone else up to you. Some synergy for rawiyah aura would be neat.
Stormbreaker for example is great since she can also assist with buff removal due to being axe user. And is great at AoE so can sometimes take down multiple bugs at same time.
Maitha can be an assist healer in a pinch who can take down the bugs on off turns.
Important Arena(clash) notes
While it might seem like arena is competitive content - in current state it's not and most players once they understand how it works will do the advice below and set 2 weak units as defense.

On Asian server it's considered bad manners to do anything aside of setting 2 weak units +1 banner as defense team.
Banner is there for weak HP kill which counts as facilities. Some set multiple banners too so people get their 'facility kill count' faster but it's not required.
2 units are so everyone can complete the 10 enemy kills daily.

Why so?
You lose NOTHING from losing match - both defensive and offensive matches at worst give you 0.ranking for losing
Winning a 'defensive' match gives a pitiful 2 arena score.

You can CHECK all 3 of your opponent teams without using up attempts, so once more people start using no defense teams - the people who set def teams will rarely ever get a fight anyway.
To check the enemy simply 'enter' the fight but do NOT start it, instead leave if you don't like what you see. You don't consume anything this way. Works on every content, not just arena.


Every season rank does NOT reset - instead it slightly goes down based on what you reached. This means it only takes a few days to reach max rank. And even during first month you can easily reach max rank by just playing 5 matches daily.

Winning a 'common' match with everything killed gives 10 score. Winning a hard one with everything killed gives 13 score.

You only need 900 score to reach radiant.
Even assuming you start from 0 - that means you at worst need 90 matches(18 days) if you always take easiest match.

When it gets changed - this advice might change too. There is eventually live PVP for example... but that's not soon for global most likely and I am unsure if this old PVP will get removed or not, so this advice will stand until then at least.
Currency Spending
Let's start with 'exchange' currencies in the 'shop' menu.

1) Prem currency - best spent purely on rolling gacha in banner where you don't have the banner character. As f2p you should only roll for top tier characters as you can't guarantee yourself a lot of pulls.

2) Gear Exchange - 2 currencies here. One by breaking legendary gear, another by breaking any other gear.
Legendary currency you should spend on the 2 monthly trinkets as main priority. Weapons you will be farming via weapon trial.

Epic gear currency - early on spend on epic gear unless you are not planning to use any, any other option gives almost nothing, but might as well take radiant powder afterwards.
A 5 star epic gear can be better than 1 star legendary. Especially if it's a good bonus one vs bad bonus one.

3) Reputation.- you get this via guild + friend list, sometimes events. Guild can give 9k/week and it's easy if guild is remotely active. Friends can give 7k/week. For a total of 16k to spend per week.

Shop resets once per 2 weeks, so consider your overall budget per shop being ~30k.

Spending:
Bond Heart > Radiant Powder > Tarot essence > Star Particles
After that it depends.on what you are currently lacking.

LVL 50+ legend engraving become top priority. Radiant ore too.

EXP/radiant powder/Elysium coins are good price to currency ration in this shop if we compare it to the insignia shop.

4) Insignia - you get this via tower. Shop refreshes once per MONTH.
Star particles > Radiant Powder > Based on needs yet again.

Star particles have great currency value ratio in this shop so certainly worth prioritizing.

LVL 50+ legend engraving top priority.
Legendary equips have pretty good prices, so I would probably take those too. Radiant ore too.

Those are 'generic' rules if you don't know what to get.
But if you lack something - you should obviously prioritize that instead.

5) Memory Crystal - You get 1/1/2/100(rarity based) memory crystals per each 'dupe' crystal that goes beyond 5 star.
Loads of juicy rewards here. Main one is IMO a legendary character choice for 70k total. A lot? Yeah. But nothing else comes remotely close in value. If you max out some SSR - you can actually abuse the 'daily' quest for said shard to intentionally get this currency if you want a certain character ASAP. But you are losing the potential 'stars'.
Said 'legendary choice' is only launch characters - out of whom the only worthy long term are Inanna > Beryl > Nonowill in that order long term. If you got all 3 - value from this one drops.
Alexei/Momo are top tier in live PVP however and Dantalion is neat overall too so those tickets won't really drop in use too much.
The main alternative is 'castalia' for 10k - you need LOADS of those and those you get really slowly, slower than top tier characters can consume.
Another option is legendary armor choice for 40k for the armguards as you need lots usually.

The most important tip for currency spending is simply not to forget to actually exhaust the tower/friend currency before shop resets. You will have more than enough chances to get anything you want in new shop anyway, but if the shop is gone - so are your chances to get anything from it.

Other currencies:
1) Talent - prioritize tactics you find helpful > TP generation/initial TP > watcher class stats(you almost always use at least 2 watchers - one is usually healer and one is usually gloria or the f2p SSR archer or even both)

But don't fall behind in other classes obviously. It's important to note that first few levels in every node is pretty cheap so try not to hyperfocus one thing too much and spread out more.

2) Rank up skill unlock currency - top tier SSR that you plan to use. Those give stats %, so even if you don't need skill itself then you will still want those on top tier units. Particularly important are skills where both are important. For example gloria rank 3 ones are both by far best.
Rank 5/11 provide attack % so usually highest priority if you only need stats. Other ones provide HP/DEF%.

This is a VERY rare currency with very limited sources, try not to waste it without thinking, certainly don't waste it on some less than top tier situational stuff even if you messed something up and could do something better.

3) Tarot enchanting currency - generally speaking anything aside of legendary is a waste to enchant. You do get refunded with ~75% of what you spent enchanting if you break the gear. But you certainly don't want to waste enchanting below legendary as you should always have some legendary to work on.
Tarots have hard level cap based on rarity(15/30/45/60) and amount of bonuses depend on rarity. And the value on bonuses also depends on rarity. Basically even crappy legendary vs good epic will be approx same value most of the time.

Read more info in tarot section.

4) Regular gear enchant currency - this one is more complex.
TLDR your main limitation in this one is Legendary Ore for 50>60 breakthrough. So if you have gear which you don't plan to keep or simply want use temporarily - only level it to 50.

Breaking gear only refunds a tiny bit of radiant powder and does not refund the breakthrough currency at all.
Any gear below EPIC(not legendary) is useless and you should be recycling the 'rare' gear and exchanging the currency into random epic gear or radiant powder.

Epic armor is actually viable for f2p. A good bonus epic armor with 5 stars is much more easier to get than legendary one with 5 stars. And that will often be bigger value than 1 star legendary, especially if legendary one has bad bonus.

In fact armor slot max rarity f2p can farm easily is Epic.

You can preview all farmable gear at max level/star easily by checking the weaponry trial once you unlock it
It's VERY important that you check max star level. Some bonuses get HUGE boost from stars. And some barely get anything meaningful from 1 to 5 stars.

Check gear recommendation section for my recommended gear.

5) Events - events are usually easy to get all remotely useful rewards from and are hence your main source of Coins/Character exp as you generally don't want to waste other currencies on those.
Rough priority if you can't get all stuff for some reason:
Skill choice currency > Legendary Gear > Radiant/Gold currencies of all kinds > 'generic' currencies(coins, exp etc)
Weapon/Armor recommendation
There are 3 gear slots:
Weapon/Armor/Tarot.

You can check all the 'farmable' ones in the weapon/tarot trial info menu yourself, I will just give recommendations of what majority of the people will be using.

In the future there are 'signature weapons' which I don't consider here yet since they are recent release in TW server and I am not yet certain how viable/farmable they end up.

Armor:
I start with armor because it's short recommendation section.
Armor max rarity you can farm is epic. Yeah, the legendary armor is p2w/event exclusive. There are a few 'free' sources but you won't 5 star it for LONG.

Good news? There is epic armor which I consider more powerful than most 'free' legendary ones.

That being said there ARE legendary armors you can get relatively easily if you are a massive whale.
Here are whale recommendations:

Every 40k 'memory' currency(from dupes that exceed 5 stars) allows you to buy 'select legendary gear chests' With a limit of 3 of those per month however.
Best legendary armor are:
1) Roar Flint - instant AoE which deals 20% character HP damage as TRUE damage. Range 1-3. AoE is target based - 2 tiles from target. Usable twice with a 3 turn cooldown.
Not as good in ToA due to % damage cut.
2) Armguard - instant single target 15% true dmg, 3 uses/1 turn CD, mainly used to trigger assists of some characters.
3) Auguste's - a speed tinker equipment.
Usually armguard is the only one that has a lot of meaning on certain characters. Auguste's speed tinkering has frequent strategical use.

Some have very situational uses too:
Origin - neat for auguste(uses both P and M)
Maverick - for sins/solo clear Tristan
Hunter - alert users
Teleport - situational, rarely used due to pre cooldown
Berserk - NOT instant is why it's rarely used as it's bad for ToA

Recommendations for f2p:
Disaster bottle on ranged characters,
Spring tonic or disaster bottle on melee.
Depending on playstyle coexist armor can be useful on tank whom you keep healthy.

Disaster bottle when maxed gives 2 heavy debuffs INSTANTLY with a cooldown of 2 turns.
Nothing else out of armor gives as big of a value. If that was not enough - you can use it 3 times total in longer battles.
It counts as skill usage for certain 'triggers'. Can be used to ignore some mutations in tower: using it in 'less damage after moving' allows you to use this and then do full damage with your attack skill since you did not move after using this skill.

1 Spring Tonic + 1 Coexist Armor is nice to use.
Those are usually more of a 'still waiting to 5 star more disaster bottles' option. Only really better on tank probably.

Weapon:
Weapon is more complex.
First of all which one you can use is restricted by character.

You have legendary raritiy ones which are potentially better when fully maxed.
And epic weapons which are much easier to 5 star but ultimately loses out to a legendary as it gets stars.
Do NOT go over level 50 epic weapon - the radiant breakthrough currency is too precious and legendary ones are always better.

I do NOT recommend any legendary gear you can't farm as f2p. 5 star is too important.

Sword:
Legendary:
Newborn Blade - 10% HP + 6% P.ATK based on HP.
Generally speaking your HP is roughly double your ATK, maybe a bit less. So you can approximately think of this as 10% HP + ~10-12% P. ATK passive.

Void Stab - a pure damage option.giving 15% crit + crit damage stacking based on skill usage. Especially good if character has instant skills(armor counts too)

Guardian's blade - 10% HP, When you have shield +40% DEF and 10% DMG reduction.
If your team has shielding then this is top tier for tank. Tanks are rarely used out of PVP tho.

Epic:
Dueling dagger for general purpose.
Ceremonial Knife for assassin.

Spear/scythe:
Legendary:
Silent Guard - 30% DEF bonus when actively attacked. 25% more DMG for next attack you do after this bonus triggers.
Great for bruisers/tanks.

Double Sided Halberd - 5% P.ATK bonus + 8% damage bonus per target hit in AoE attack(up to 24%)
Can be nice for AoE damagers(Gloria).

Nameless Staff - movement +1 and crit +15% if you moved at least 3 tiles. General purpose for damagers that is strong at 1 star and doesn't get as much from stars.

Doomsday Scythe - 25% back attack damage. Can be useful for the rare spear wielding assassins. There aren't 'pure' ones, but some are very mobile.

Skeleton Spear - 10% P.ATK + 10% of your P ATK as true damage BEFORE any single target attack. Decent on single target damagers but I prefer silent guard.

Epic:
All 3 spears have uses BUT all of them are either too situational or not too strong. Generally try to get a legendary spear instead.

If you ever have choice of what to 'select' out of gear - I generally recommend silent guard spear if you have some top tier spear characters(Gloria for example)
No other epic weapon type is as 'bad' on average as spear, so you certainly want legendary.

Axe/Hammer:
Legendary:
Tuning hammer - 10% P. ATK + remove 2 buffs BEFORE attack happens.
General purpose. A lot of stuff has buffs, removing them is very important.

Other ones are situational.
Brutal Axe most noteworthy in some strategies, especially on Tristan solo clears.

Epic:
Antimagic Axe is similar to tuning hammer but much worse.

Bows/Xbows
Legendary:
Star Raid crossbow - 15% crit and if you single target crit you deal 20% p.atk worth of damage as true damage.
By far best general purpose bow unless your archer is mainly AoE.

Longbow of Martyrs - 10% P.ATK + when doing single target damage you leave a unique debuff which gives 10% damage taken to that target.
This one is pretty good at 1 star since debuff does not change. Loses value at 5 stars since it stays as 1 turn duration, so hard to make use of.
Only really good if your bow unit is fastest(tactics/speed up) OR slow enough to move right after your target.

Irian Combat bow - 5% P.ATK + 20% damage if it's not your turn.
Can be useful if you use archer purely as 'alarm/counterattack' unit.

Melee - on melee bow users

Epic:
Epic bows have extremely strong choices.

Steel Crossbow - 25% def ignore, general purpose, nuff said.

Vlderian Longbow - 25% crit if you attack from 4 tiles+ range. Great on archers who have range increase passive and long range skills.

Magic weapons:
Legendary:
Starry Sky Heritage - 10% HP + M.ATK based on 6% of your HP at start of battle. Similar to sword BUT mage has better alternatives than sword. Mages also have slightly lower HP.
So basically main advantage of this one is it being 'general purpose'. But if your character does 'one role' then there should be better options.

Focus Wand - when unharmed(100%HP) increases max range by 1. M.ATK +15% via single target damage(any HP)
This one is extremely good at 1 star on single target damagers. Loses a bit value on 5 stars since stars only add damage but still the main choice for pure single target damagers.
Noteworthy user is beryl along with unharmed engravings.

Resentment Broom/Diffusing Prism - main choices for AoE damagers.
Resentment broom is better at 1 star, diffusing prism is better at 5 stars.

Reorganized cube - heal effect +15%, dispel 1 debuff from targeted ally(doesn't need to be heal, can be buff too).
Main Healer equipment, nuff said.

Epic:
Those are no brainer choices.
All 3 have uses as they are straightforward more single target damage/more AoE damage/more healing.

AoE/Single target ones do not lose too much value over legendaries. At 5 star they are formidable 15% increases.

Healing one is worst however, I would say legendary healing one is worth using even as 1 star instead. And you almost certainly only need 1 per party so you likely will have it before long.
So try to keep investment into healing epic at a minimum.
Weapon/Armor Engraving
Weapon/Armor engraving system unlocks at 8-5.

Engravings are special items you get that you can 'engrave' into weapon/armor slots.
Think of them as 'consumables'.
Those by default do NOT have any stats. They are just a 'resource' you engrave with.

You get them first time in some content and farm them in Gear material daily quest(they drop in difficulty lvl 50+ ones)
However you mainly only really need 'legendary' ones. Those are mainly gotten from reputation/tower shops at account level 50+.

Engravings come in 'rarities'.
Rarities decide chances of 'better stats' and 'more stats'.
Engraving costs 'cash' on top of the engraving resource - costs of one engraving depending on rarity are 500/1.5k/5k/30k.
You can infinitely reengrave by consuming said resources so you can't 'screw up' or anything.
Whenever you engrave - you can select if you want to keep stats or not.

Each engraving can yield anywhere from 1 to 3 stats. Fully random which stat you get and what values you get.
While theoretically even lower rarity ones should be able to give 3 perfect stats - reality is that even legendary ones will rarely get you something remotely close and they are the only ones which give somewhat realistic odds at that.

Here is a stat table of the absolute maximum possible value in each stat, it's based on engraving type you use:


Exactly same stat can appear more than once and the main importance ones are generally 3 of same ATK stat for a damager character gear.

Aside of the stats - engraving has a 'set effect'.
There are a total of 4 engravings and hence a total of 10 possible combinations with them - each combination has certain set effect.

How important is set effect? I would say it's super important as even if you manage perfect stats - the set effect can still play a huge role. And before you get great stats - simply having a set effect is a huge deal already.

Certainly prioritize having the correct set effect over trying to get better stats.

You can check all the combinations in game so I will only list what's generally used in TW:
1) Sword + Wand - most widely used combination for any damager/bruiser/damaging tank. Almost everyone uses this.
4% ATK/DEF per tile of movement(up to 12%), given before attacking.
This bonus lasts all the way until character's next turn. Should be easy to get 8 or 12% no matter what every turn..

2) Cup + Cup - a healer improvement, that's what you will use on all healers, nuff said.

3) Penta + Penta - considered best general purpose survival for tanks/supports who do not damage at all/much(Cocoa). Mostly used to use up penta's in some meaningful way. Can technically use the Phys/Mag reduction sets instead but that would need set swap which is too bothersome. Main reason this is used is to actually use up Penta engravings. Otherwise those are not used at all. Pentacles also give best defensive stats.

4) Sword + Pentacle - 12% ATK/DEF when unharmed(100% HP) can be used on some high range characters who do NOT want to move like Beryl with her Boom for example.

5) Wand + Cup - 50% chance at end of turn to get effect which makes your next skill cost 0 and have no CD. Effect can only repeat 4 turns after it triggered.
Can have uses on some supports with 1 key skill like Inanna/Taair.

As you can see those not only ensure you use up all engraving types - they are also the most powerful combinations for their respective roles. Literally nothing else is ever used and most stuff will be carrying sword + wand.

I highly recommend having same equip type being same engraving!
For example all weapons for damagers being swords and all armors for damagers being wand.
This way when you want to swap a certain equip piece with another damager - you can be sure that it will have bonus you need.
Tarot Recommendation part 1
Tarots - tarots as I already mention are 'take legendary no matter what' as priority.
It's hard level cap depends on the rarity and the amount of stats you are otherwise losing is simply too much if you choose anything lower than that. Luckily those don't need 'stars' like weapon/armor.

You can safely break all the ones under legendary. At least once you got them filled up. Anything spent on lower rarity is wasted.

Game is generally generous in giving those including legendaries. At least a good starter amount. Tower gives LOADS of random legendary ones first time each floor.

You will get to choose 10(!!!) legendary ones closer to end of the Voyage Memento, That's late enough for you to already know more or less what you need in the game based on units you got by then.

There are 15 different tarot in series 1 tarot set.
Their only difference is the passive skill they have. Said skill is same value regardless of rarity.
HOWEVER legendary one can improve this passive on lvl 60 with some chance(details below)

How to pick a tarot?
There are 2 things you need to understand when picking a tarot:

1) The only thing exclusive to tarot is passive skill it has and POSSIBLY the 4th effect which usually upgrades said passive.

2) The 'stat' value you can roll is dependent on 'icon' near the slot.
'Rainbow' is the best.

First slot is always flat stat.
2nd and 3rd can be either flat stat or % stat. % stats are generally more important on lvl 60.
4th slot can be both flat/% too BUT it can also have 'exclusive effect' depending on tarot.
This slot can only roll the 'tarot exclusive' bonus if it's rainbow. And those are usually gamechanging enough to aim for them. So if you see there is no rainbow icon and you want the effect - you can instantly give up instead of wasting currency.
Effect is generally better than even perfect stat %.

Tarot List + exclusive lvl 60 bonus:
As already mentioned - exclusive lvl 60 can only happen IF you have the 'rainbow icon' on slot 4.
This is a simple list so you can decide yourself what you want - if you need recommendations you can check mine in part 2 section.

Justice - 15% crit chance
Exclusive bonus:+15% crit damage.

Magician - +8% damage, +4% more damage per 1 extra enemy you AoE, up to 12%,. So 20% damage boost when hitting 4 enemies total. Not sure if objects count, but I assume it's same as stuff like devil triggers - only summoned units count, not objects.
Exclusive bonus: everything is doubled. so numbers become +16%, +8%, +24%

Emperor - damage to 'healthy' state enemy +10%
Exclusive bonus: bonus becomes 25%

Sun - if you attack 'injured' state enemy - ignore 20% DEF.
Exclusive bonus: bonus becomes 40%

Tower- 20% damage when it's not your turn(counterattack+alarm)
Exclusive bonus: gain 40% lifesteal when not your turn.

Fortune - every turn start you get a random unique buff for 2 turns. This can only trigger once per 'real' turn, any 'extra turns' you get(Inanna/turn on kill and such) don't count.
Same for 'end of turn' effects - those only trigger on 'real' turn end. Same for buff duration - it does not lower in such turns.
You can get same buff two times in a row in which case you refresh duration(worst case scenario but that's pretty rare):
1) 8% ATK and DEF + 1 energy restored at end of turn.
2) DMG dealt increased by 10%
3) DMG taken reduced by 10%
4) Deal 10% of your P.ATK + M. ATK as true damage to all enemies as 3 tile AoE from character when character turn ends. This can be absurdly powerful if it triggers on multiple allies.
5) Heal 10% of your P.ATK + M.ATK to allies as 3 tile AoE from character when character ends turns.
6) Does nothing.
Even 'do nothing' is still a buff, so it technically can protect another buff from being dispelled.

Exclusive bonus: get 2 fortune buffs per turn instead. Best case scenario - you can upkeep 4 useful ones from turn 2. Worst case scenario - 1 do nothing buff(if all 4 triggers ended up it)

Devil - +3% ATK and DEF per character who died in combat. Up to 30% This effect can't be dispelled/removed in any way and is permanent for duration of battle.
Counts both allies and enemies. By 3 deaths this is becoming a noticeable bonus and that's usually not too far into battle.
'NPC summons' like Inanna one count for this one as well. Stuff like 'flag' from Gloria does NOT count.
Exclusive bonus: get 6% ATK/DEF per death, cap remains same.

Hermit - 10% dmg reduction.
Exclusive bonus: bonus becomes 20%

Temperance - start with physical shield based on 25% P.ATK+M.ATK. That's usually roughly a shield of ~15-20% of your HP.
This shield can't be dispelled in any way.
Exclusive bonus: 15% damage reduction when you have shield.

Moon - if this character ends turn with 'injured'(<70% HP) then restore 20% HP.
Exclusive bonus: healing received when 'injured' +15%, when 'near death' +30%.

Judgement - dispel 2 random BASIC(not some character/gear unique) buffs from 1 random enemy within 2 tiles. 2 tile is small range BUT since it's at end of character turn - you have control over it.
Solid dispel utility but only suitable to melee bruisers who can afford to stay near enemy.
Exclusive bonus: adds an extra effect of the target who gets affected by above - target gets an unique 'take 10% more damage debuff for 2 turns.

Priestess - +15% healing effect.
Exclusive bonus:+15% more healing effect(30%) and +15% more if target is 'near death'(45%)

Empress - after casting ANY skill on ally remove 1 non unique debuff from the target and replace it with a level 1 buff.
Exclusive bonus: effect converts 2 debuffs instead of 1.

World - restore 1 energy if you standby without active skill usage.
Exclusive bonus: adds extra effect when you fulfill the condition - ALL cooldowns are lowered by 1 turn.

Chariot - move 1 buff is gained if you 'standby' without active skill usage.
Exclusive bonus: you gain 'move 2' buff instead.
Tarot Recommendation part 2
Tarot recommendations:
Early game tarots:
Those you will eventually abandon, the purpose of those is simply to get you to where you start farming optimal ones.

Don't worry too much about min maxing those - min maxing tarots comes way later.

Devil/Fortune are top priority as they are extremely powerful general purpose pre exclusive upgrades.
Those can fit essentially almost everyone depending on stats you get. Those lose value long term however since their exclusive bonus on lvl 60 is not as powerful as stuff I mention in late game ones.
Devil is still strong though.

Aside of those 2 - use the late game strategy approx, just keep in mind that big part of power for most of the tarots comes on lvl 60.

Late game tarots:
I will judge those assuming they have the lvl 60 exclusive bonus I mentioned in part 1 section.

I would say ~11 have uses. I will separate them into 'roles' of damagers/bruisers+tanks/healers+buffers.

I will also mention 4 tarots which I recommend just selling/ignoring outright, MAYBE keeping a 4 rainbow stat one if you get one.

TLDR:
Most parties will use 1 hermit on tank, 1 priestess on healer.
Most damagers will be using magician but there are other damage options which are viable if they get lucky stats.
Devil/Fortune can still be decent general purpose for anyone(but mainly bulky bruisers), just not as powerful as pre exclusive bonus. Fortune is a bit worse overall.

Stat wise - main damage/healing stat is almost never a bad thing. Survival stats are tolerable on bruisers but kinda eh on ranged characters. Squishier characters generally prefer HP if they get any survival. HP means more chance not to die instantly.

Pure damagers:
On those tarots you want your first 3 slots being purely ATK or purely MATK ideally. But that's a dream if you also want exclusive bonus. 2 out of 3 big value ones is good enough.

I generally only use those on ranged characters, assassins and MAYBE some good AoE melee(magician tarot on Gloria for example)
I generally prefer something bulkier on bruisers who also want to survive.

1) Magician is king of AoE damage while not being too bad general purpose.
Downside is that you absolutely need the exclusive bonus as it's doubling the passive. Only that way this becomes top tier.

Even worst case scenario you deal 16% bonus damage with ANY skill. If character has AoE in skill kit - it's generally ALWAYS better to use this than anything else(unless something else has way better stats obviously)

2) Justice - best for characters who already have decent(but not 90%+) crit chance to make it even more reliable rather than RNG jackpot.

3) Emperor - 25% bonus damage is nice. Has a limiting condition, albeit a pretty generous one. If you are damager - enemies are nearly always either healthy or will die anyway to your hit. So you profit from this when you need to and don't care too much in most other situations.

Bruisers+Tanks:
TLDR tank takes hermit, every other option is debatable on melee bruisers.
Tank is fine with any defensive bonus. HP/DEF/MDEF - all has some use.
Bruisers ideally want their main damage stat but don't mind defensive too much.

1) Hermit - 20% damage reduction. Main choice for tank IMO, very general purpose.

2) Devil - bruisers/summoner teams in PVE will generally love this. Can be almost fully useless in solo boss battles however, so be aware.
Exclusive bonus sadly only affects speed of building stacks, not the cap.
A permanent 30% ATK/DEF after 5 enemies or allies are dead? Nice, especially in team of summoner.
If you got Acambe - it's generally worth using this on everyone. And if you got Inanna/Safiyyah you can also consider them on damagers.

3) Fortune - pretty powerful as base but exclusive bonus sadly works pretty badly since on practice it makes having roll be 'wasted' a massively higher chance.
This one is top tier pre exclusive bonus and afterwards becomes just 'decent'.

4) Judgement - dispel is neat in general. But it's only on one enemy and only one who is nearby when you end turn. It's nice to actually make enemy tank killable.if you got no other dispel means.

5) Moon - with exclusive bonus this is almost always a full heal when you end turn as long as your HP is low enough to get heal from this. Sounds powerful BUT this leaves you much squishier than you could otherwise be with Hermit or Devil.
In right conditions this one can be super powerful but for general purpose I prefer having hermit.

Healer+Supports:
Generally speaking it's easy to understand what you want based on character.

1) Priestess - a 30-45% heal bonus. No brainer on characters who are mainly healers.

2) Empress - if your healer is also a buffer without debuff removal or if you have pure buffer then this is the main option.

3) World - can have niche use for allowing extremely powerful 3 turn cooldown skills to be used every 2 turns in a skill > standby > skill > stanby fashion. You also get 3 energy instead of 2 during this cycle.
One good example is Inanna. Her extra turn gift is 3 turn CD so she can become a turn battery for someone else. She still heals 2 targets a tiny bit passively anyway.
Downside - AI doesn't understand this bonus if you autoplay. And even manually - in best case scenario this is more of a niche than general purpose.

Trash/Avoid Tarots:
Chariot - pretty much close to 'do nothing'. Moving is nice, but not when you lose a huge potential bonus to something on top of doing standby.

Sun - condition is too tricky, better use other damage tarots.

Tower - too weak,unless your character plays a purely counterattack/alarm build and even THEN it's only 'good'.

Temperance - for tanking hermit is simply too good in comparison, much more general purpose without any limitations.
For bruisers I would prefer either hermit or devil or fortune.
Ending guide for Destiny story
Destiny story might not be too obvious at some places in what you can do so I will list all available endings here.

Ending order recommendation:
Any bad end of each faction > darklight bad end > Wrap up everything.
Iria's good ending is hardest to get, it's best left for last.
Good end of each faction generally has harder final fights.

First of all let's speak 'keys'.
Each 'loop' start costs 1 key. Each chapter progress costs 1 key too. Inital 2 chapters are before you select route. Iria has 4 extra chapters while Union/Papal have 5 extra(6/7 total)
Easy math says that you need 6-7 keys if you plan a 'full' playthrough.
If your goal is seeing all endings then you will need quite a lot. - ~60 keys, a bit less if you use beacons smartly.
If your goal is to see all 3 major routes - initial easy to get ~25 is more than enough.
If your goal is getting all emblems fully maxed - you need insane amounts.
Max knowledge in CN is 200 during the time I made this guide at least. Much easier than full emblem.

It's important to note that the current available content is NOT the entirety of destiny. Chinese has more content. Only a side story + prequel so far however. But devs do plan more.

Faycal/Maitha join you by default so don't bother selecting them, select 3 others. Characters you select inherit the skills you have selected on them.

Roguelike currency:
You get ~20 on first full run. Next runs are roughly 1/chapter.
Gold/Plat/Radiance rank finish gives 1/2/3 as bonus.

Great roguelike upgrade is southernmost optional tile - efficient work. It gives a choice of 'facility' at start of run.

Stability:
Don't worry about this, if you reach 0 - you will get a forced critical battle with darklight which will boost it back up.

Ending guide:
1: Technically prologue is 'bad ending'(for the sake of in game ending count). The one you got to in tutorial where you simply died. You started with this one completed.

2: Bad ending with Darklight - on week 19 have under 100 REP with any faction and select it to ask for help in story scene. It won't come to aid/bad end.
Just in case - I recommend not getting any faction to 100 as I didn't test if such facction comes anyway or not.
I recommend this AFTER you unlock tarot cards. This is ultra short end but you still get a card to choose.

Generally do not bother with any side battles in this one as you are ending game before you can reach any achievements anyway.

Route is decided on chapter 2 end - whomever you ask for help provided you get enough reputation. If you don't have enough reputation - the darklight bad ending happens.

Union endings:
3/4:
Simply play the route however you wish and you almost certainly should reach the branch with those endings.
Choose to help Lufti in general if you want to be fully safe and get those first(recommended since gloria bad ending gives a good ending beacon with unique content)
It IS possible to get gloria good ending by default too but NOT recommended. That would need always picking Gloria and doing all additional goals of her missions.
You will get 2 choices in chapter 7:
3 - agree with Lufti's plan. Lufti bad ending.
4 - keep insisting on helping Gloria. Gloria bad ending.

5: Gloria good ending.
To get this one it's recommended you finish ending 4(help Gloria) - this opens a new beacon which opens up exclusive cutscene and this seems to help reaching her good ending.
You still want to pick her missions, but additional goals are either not required or you get some leeway in them. I can confirm failing at least one and still proceeding fine.
Your route will split into different direction from ending 3/4 if you are on correct path.
Key mission is one with messenger near end of ch4 after which if you helped Gloria get information - you should be safe on the way to good end.

Papal states endings:
6/7:Bad/good ending, that's it.
This one is simple - bad/good splits fully on week 44/45 crit missions.

Bad/good route is kill 1+/save all optional civillians in those missions.
Saving them all is VERY hard without beacon you get for bad ending so just get bad ending first.
In second mission - only enemies with name 'rebel' count.


For achieve hunters - it's best to do all papal exclusive achieves during bad ending since good ending beacon is shorter run.
200 dark kills+15 mercs+15 chosen rituals at least.

Iria endings:
8/9:Dantalion bad endings.
Dantalion route - it's almost guaranteed you reach those if you play blindly since the other ending needs VERY specific choices all of which must be met.
Making choice in favor of dantalion even once seems to lead to those.
I highly recommend all 'bad' choices at least once since some lead to unique scenes.(refer to good ending) as you will need to do all the other 'good' ones for good ending anyway.

Chapter 6 of this route has no content and lasts only a few weeks.

Choose to Escape/Not to escape. Both are bad ending.
Escape unlocks beacon.

Achieve hunters - do stuff like 15 merc/6 research during bad endings, there you aren't afraid of spending cash.

10: Inanna good ending.
Hardest ending to get, hence no matter what you do - I recommend doing this last.
You need to get 30k gold and do some very specific choices starting with week 36 end:
You will have a lot of trials ~week 43+ to help get said gold. But those are all pretty challenging, so keep that in mind. If you do all trials with extra objectives - you should be fine even if you started with ~10-15k
Week 47 end is when you need 30k.

Dantalion beacon from bad ending helps achieving this one. Without this beacon - you will ultimately need 45k as dantalion will ask for 15k extra.

Generally speaking you always disobey dantalion in those choices:
1 - give weapons to mining pit
2 - help Lufti
3 - side with union knights
4 - give house to wife/child
5- do not accept bribe
6 - pay 30k to Acambe to free slaves.

Route should split into a different direction on chapter 5 if you did everything correctly. At that point it's simply finishing it.
Achievement/Emblem guide for destiny story
Achievements are generally not hard since you only need to do them once.

Emblem however has multiple tiers of completion, so if you want to fully complete it - be prepared to grind A LOT beyond what the story has to offer.

I will first discuss what those who aim at maxing out emblems should do:
0) TLDR would be that union route from the day you became leader should be your start when you are done with every ending/beacon. It gives a few fixed 'boulder' stages and a 2nd forge slot.

1) Easiest ones are doing all 10 endings and not using 'fate's favor'(a mechanic to help you if you can't beat mission, selectable if you fail mission) - easy to keep track on those and no need to do anything out of ordinary.
Also astral tears are just roguelite currency so you kinda auto get it too as you farm other stuff.

2) Keep track of every character you started game with. Always start with new beacon and aim for story it aims at when reaching new endings.
The used beacons tell 'used' but the other things can't be checked comfortably, write them down!

Also keep tracking which augments you used when starting out once you unlock them via roguelite mechanic.

Also keep track of all tarots you select during divination once you unlock that option.
This is probably one of the most annoying ones since you need all 22 to get the max rank and it's really hard to get this one as it's 1 per playthrough + RNG. You can google major arcana if you want a list of all tarot names possible for making checklist.


3) For first few runs certainly don't bother trying for radiant.ranking(more info on that one in achievement section) - radiant ranking is only required in 5 runs.
During runs where you do NOT plan on radiant:
Take a mix of not used/R or SR heroes and some strong SSR and go for bottom 12 emblems - ensure you complete them as many times as possible when going for endings.
Character emblem is not hardest but might as well get it out of the way.
Final one is a cumulative grind, not an actual achievement.

Quicklist for fast check:
10 no damage taken, 30 no units lost, 50 backstabs, 10 boulder kills, 15 fall/collision damage, 10k coins, 40 dispatch, 30 training, 20 beryl quests, 25 equip forge.
Out of those - equip forge is huge priority if you feel like you can make it as it's essentially only possible on full union playthrough. You get 2nd craft slot on week 19 as reward for union route and you need to get an epic upgrade -1 week to forging along the way somewhere.

You can check progress on achievements inside current cycle of the destiny mode. You need to click the 'moon icon' in top left corner under settings button when inside the destiny mode.
Then you go to achievement menu and click info button.

Noteworthy emblems:
1 - Forge 25 equipment. This is the generally the main limiter out of last 12 emblems. Very hard unless you are playing union(2nd forge slot).
Gloria beacon does NOT give said forge slot. It's reward for week 19 while gloria beacon starts on week 20.
ALWAYS give this priority if you feel like you can beat it and plan to get all emblems maxed.
2 upgrades help: epic facility -1 week and legendary facility +1 spot. Technically getting both early allows even non union to complete this but it's unlikely.

2 - Complete 10 stages without taking damage. Generally early on it's easier to do this. But later on you can also do this if you get a single target damage or teleportation tactic.
Look for 'kill commander' - either teleport kill him with your strongest character OR kill him via damage nuke if it's strong enough.

3 - Damage 10 enemies with boulder - the trick here is that you can enter stages and quit them with no penalty. So keep looking for stages with boulders. Union route has quite a few fixed ones.

4 - Complete 30 stages without deaths - just keep this one in mind, shouldn't be hard however.

5 - Fall damage 15 times. Doesn't require actual fall damage, instant kill via throwing someone down into 'empty tile' also works, some 'collision damage' also counts, but only once even if 2 targets take damage.
Maitha gets a skill for knock even if you don't select her.

6 - Radian Luxite is cumulative, any you gain counts. This one won't be an issue.

Harder achievements:
I won't cover stuff I already covered in emblems here.

Let's start with all trials/beryl stuff.
Beryl - first 3 are RNG sequence of 3, random each run.
Chess can only appear in chapter 5 of Iria route and requires completing any sequence of 3 first, costs 20 north luxiites.
The usual quit/reenter works fine if you want to reset the mission.

Trials - entirely dependant on route. Maybe not all, but at least majority. Some may be RNG, but I doubt it. Those are generally hard stages with harder enemies.
Generally - always do those when you see them as priority, ignore anything else until you are done.

Tricky achieves aside of that:
1) 'Charge successfully used' 20 times - counts amount of targets you hit with charged skills. Those include some mage spells and 'alarms'.

2) 15 mercenaries of X faction - make sure when running for an ending from 'leader beacon' you hyperfocus the mercenary recruiting. 15 is A LOT with default recruit speed at least.
I recommend keeping mercenary unlocks from roguelite system to a minimum until you do those achieves. Do NOT unlock optionals.
To actually get good chance - you need reputation with faction ASAP(500/1000) - rep tiers unlock units of faction.
1k also gives a SSR mercenary of that faction.
For best result try to get -1 week/more slot facility ups.
Iria faction - do NOT touch vlder optionals in ch3.

3) Kill 60 enemies of X faction - should get by just doing all endings.

4) Kill 200 darklight enemies - papal states faction is where you do this. Chapter 3 is almost exclusively darklight, If you focus on killing all enemies when possible - should be easy.

5) Research level 6 - will likely require a separate run where you hyperfocus completing beryl's quest + getting facility upgrades + doing beryl questline. Needs near ALL skill max worth of exp(keep luxites)
Do NOT spend crystals until you get discount facilities. Progression is from BASE(non discount) cost.
Easiest as Iria - quests refresh every 2 weeks after week 19,1 after 36. You get crystal dispatch as iria stage goal too.

6) Chosen ritual 15 - papal exclusive. Take 'luminous crown' out of artifacts via main story not far from chapter 5 end. Also ensure you do NOT upgrade chosen ritual power as it increases cost. Ideally get wand of judgement levels too for better regen.

7) Radiant rank + level 60 - don't bother before getting deeper into roguelite progression or using stronger heroes in the run you plan this on.
Level 60 only needs to be done once while radiant needs to be done 5 times for max emblem.
TLDR: You bump difficulty after rank ups and fight 'despair' difficulty named battles(or at least hard)

Reaching level 60 - most important part is dispatch mission 'send mercenaries to train' once you unlock it at gold/platinum rank. It gives 100/200 exp instead of 20. Generally level 60 is all about reaching higher ranks ASAP. Not only high rank = more dispatch but the promotion mission itself is huge exp.

Radiant rank - 600 score. Score depends entirely on 'difficulty tier' of the mission. Nothing else matters. This means you need to bump difficulty so you start seeing 'despair' difficulty missions and do them whenever possible. Actual level of stage does not matter(or negligible) - despair will always be better than hard even if it's much lower level.

Performance:
Use all beacons once + reach all endings.
In Iria faction - check good ending and do the opposite choices, some have scenes.
Try to select all options at least once across your ending runs in all factions just in case too.
Elaman Route Endings + Achieves
Basically rather than trying to fix original guide to fit the new content I will instead make new sections for the new Spiral of destiny content as it's generally more comfortable this way.

Everything related to Elaman faction content will be in this section.

Once the content releases - everyone will get a new beacon which allows you to start the route.
You need level 30 'knowledge' to start this route. Or at least that's how it was in TW.

Along with this content we should get an option to use our actual gear/levels on the characters from gacha. This pretty much makes the spiral 'auto'able in most missions until at least end ones if you are playing gacha part of game.

The route is 48 weeks long, so approx on par with other content.
Difficulty is pretty low, BUT there are a lot of 'filler' battles due to caravan system.

New core mechanic in the route - 'Trading caravans':
Generally speaking it's pretty barebones trading system where you buy cheap and sell big.
I guarantee you will figure it out within one run. The most you need is 90k from it and an experienced player can get like 300k-+ if you really bother, so pretty much don't worry about it.
And you can obviously aim for 'worse' endings first too where you don't even need that 90k.

One noteworthy thing is that you need to assign 'guards' to caravan which will actually have to participate in (usually pretty easy) battles where you need to protect said caravan.

Endings:
There are 3 endings in Elaman route.
They are based on your support from 3 factions:
Iria, Union, Papal.

Ending 1 - do all 'perfectly', there is only one solution.

Ending 2 - don't fail everything but don't do everything perfectly either.
This ending can be reached in LOADS of different combinations.

Ending 3 - fail to get support of Union/Iria(Papal states don't seem to matter, but there is an unique scene for failing everything while siding with Papal states)

The actual core 'decision factors' of doing everything 'perfectly' are:
1) Fully complete crystal mission which starts on week 35(3/3) > get support of dantalion+Iria
2) Purchase information from Miguel for 90k(week 43-45 is when it's possible) and deliver it to Samantha to get support of Papal states.
3) IIRC this choice is only given if you completed crystal mission.
On week 47 do NOT give evidence to Auguste. Instead you will get support of Gloria/Union this way.

Recommended full playthrough:
Basically this is the way to ensure you don't miss any extra missable scene.

1) Do ending 2 by completing crystal mission/giving evidence to Auguste/fully ignoring the 90k miguel quest. Alternatively you can complete it and NOT hand it over to Samantha, up to you.
This yields Iria support but not the Papal/Union one.
Use this playthrough to get acquainted to mechanics basically so you can chill without bothering with 90k.

2) Do ending 3 by failing to get iria/union support(fail mission) but get the Papal state one by purchasing the 90k one. This gives you extra easily missable scene.

3) Do ending 1 by getting all support you can get.

Also an advice:
Unless you NEED to get 90k and are lazy to do battle - don't even bother much with caravans as it's just extra battles that waste your time and there is literally nothing you can do with all that cash you are getting anyway.

Achieves + Remembrance:
Work in progress since I need to remind myself what took effort when global releases it.
Generally speaking almost nothing was too challenging though... not challenging enough for me to not even remember it basically, heh.

There are 2 key things I remember however that posed an issue to a lot of people:

1) The hidden 'History book' quest chain.
This one I will likely fix once global launches as I need to see translations the global will use as well as remind myself of exact progress, so for now this is a rough sketch.
1 - on week 18 as part of one 'important quest' you will get a special 'history book' with legendary(rainbow) background. Make sure not to sell it.
2 - on week 21(?) you give said book to Tranquillo and do the associated quest. IIRC that was automatic if you got book.
3 - on week 34 do NOT give Tranquillo to Papal states, choose to let him finish research instead.
4 - On week 37 you will get a special ring if you did everything correctly.
5 - On week 41 you will be able to use said ring to get a mission and obtain 'dye contract'.
6 - complete the 2 quests you get afterwards and you are finally done.

2) If you have problems with 'performance' scene after doing all 3 endings - it's likely the 'only support papal states' scene.

So you fail crystal mission(and hence Iria support) > Buy information for 90k and give it to Papal States > Give evidence to Auguste to fail union support
This should still yield bad ending 3 but most people normally get ending 3 by failing everything instead, hence missing this one.
Future/Upcoming content
I am unsure of the exact dates when those will happen, but here are all major things that are upcoming within ~1 year.

1) Tower of Adversity - a 3 difficulty tower with rankings on who gets more score. Score is mainly speed of clear.
This tower uses 2 teams of 6 units. You can NOT use same unit so you will need 12 good units.
First difficulty is kinda easy for anyone regardless of units as long as you got some account levels.
Second is easy for end game accounts.
Third is quite challenging even at endgame account.

As for rankings:
There is different top% of playerbase(seems to count ALL accounts that exist, so actual competition is not harsh)/top 100/top 5.
% of playerbase is generally easy for anyone who is active and plays, top 100 will likely be pretty challenging unless you are veteran and top 5 will likely be biggest whales.

Approximate release - ~late 2024/early 2025.

2) Live PVP - can't tell much about this aside of it coming quite late to global most likely.
You select 15 characters total you 'take' with you.
After that a 'selection' begins.

You choose heroes one by one and ban certain heroes of enemy before each choice.
In the end you end up with 5 heroes chosen and the rest banned.

So basically if you rely on a few strong characters - you will likely only be able to select ~2-3 out of them before they are all banned. And enemy will very likely force you to take at least one of your weakest ones.

3) Signature weapons - weapons which define character and can change how it plays. Those are rather recent in TW so I can't say too much.
First one was free but then some were not... and I am uncertain what the plans are in the end to make those more accessable for f2p. So far the plan seems to be a special currency to exchange those with. But we will see.
So basically long term - consider weapons the lowest priority and certainly avoid whaling for weapon events.

4) Events/New Chapters/New Gacha Banners/New destiny(story mode) content(prequel + side story so far) - mostly a 'duh' kinda thing. Not much to tell about this part since it's just expanding existing content. Those constantly release.
67 commentaires
BaconCatBug™ 23 sept. 2024 à 13h54 
So I was going for the trade bad ending, but I somehow got the mid ending, I never got the chance to side with august, it just skipped that battle entirely. What did I do wrong? Is there a more clear, explicit explanation of how to get the bad ending while only supporting the papal states?
Doraver 22 sept. 2024 à 12h33 
Can anyone with the knowledge help me with the same problem as @Besh has? I just don't understand how to get the bad ending, I already did 3 playthroughs and I just don't get what exactly should be done to fail. I always get ending 2, no matter how many missions I skip
Hentaika  [créateur] 21 sept. 2024 à 11h02 
Yeah, the other factions should matter too, I planned to originally reconfirm it once I replay it in global, but since I quit the global - the elaman guide will remain in the current unpolished state.
Besh 21 sept. 2024 à 7h47 
great guide. regarding the bad Elaman ending - there's another condition that has to be failed that i don't see any guides covering. i failed the luxite missions on week 35, bribed Miguel and gave the info to Samantha, gave Auguste the evidence on week 47. i still received the neutral ending because Edda brought the Vlderians to the table. i'm not sure what needs to be failed to avoid this; it's either the mine pit construction or subjugating the Vlderians in the mission where you have the option to
Hentaika  [créateur] 21 sept. 2024 à 4h31 
It's at the bottom of the guide, has been there for a month or so already.
However it was done before it was out in english version and I have since then quit the game on global and went back to TW, so there may be some mistranslations.
Ranpo05 21 sept. 2024 à 0h30 
are there any elaman ending guide yet?
Hentaika  [créateur] 11 sept. 2024 à 16h21 
Ah, yeah, need to get all endings/use all beacons for those.
<(о_0)DarkExile(0_о)> 11 sept. 2024 à 16h19 
nah i was mean rolls currecny since you get it for unlocking cutscene etc
Hentaika  [créateur] 11 sept. 2024 à 15h22 
If you mean roguelite currency - you get those regardless of what you do.
1st full run is roughly 2/chapter, after that it's roughly 1/chapter.

You also get extra 1/2/3 for gold/plat/radiant rank finish, the only way to boost the gain of that currency at all.
<(о_0)DarkExile(0_о)> 11 sept. 2024 à 14h57 
yeah just get angry and upset by it :lunar2019deadpanpig: but yeah different endings etc give gems or whatever they called here :D: