8 areas, 6 elements, and two interlocking elemental cycles
The world contains 8 areas, unlocked progressively as you level up. Each area has its own damage element(s), loot table bias, and monster pool.
| Area | Unlock Lvl | Damage Elements | Drop Armor Elements | Drop Tiers | Monsters |
|---|---|---|---|---|---|
| Verdant Woods | 1 | Physical | None (all allowed) | 1 – 7 | 186 |
| Murky Swamp | 3 | Earth | Energy | 1 – 10 | 159 |
| Canalization | 10 | Energy | Magic | 1 – 10 | 117 |
| Catacombs | 30 | Magic | Fire | 1 – 10 | 125 |
| Volcanic Caves | 50 | Fire | Ice | 1 – 10 | 175 |
| Ice Mountains | 70 | Ice | Earth | 1 – 10 | 154 |
| Shadow Realm | 200 | ??? | ??? | 1 – 10 | 127 |
| Dragon's Lair | 250 | ??? | ??? | 1 – 10 | 100 |
Five non-physical elements form a circular weakness chain. Physical is excluded from the cycle.
Each non-physical element is weak to the next element in the cycle. Specifically: having reduction (resistance) to an element automatically generates weakness to the paired element.
The game has two separate loot cycles that diverge as you progress. This is the key insight for building an effective kit.
Each area's weapon drops are biased toward the area's own damage element. These weapons are most effective against enemies that are weak to that element — which live in a different area:
| Farm Area | Weapon Element | Best Used In | Why |
|---|---|---|---|
| Murky Swamp | Earth | Canalization | Energy enemies weak to Earth |
| Canalization | Energy | Catacombs | Magic enemies weak to Energy |
| Catacombs | Magic | Ice Mountains | Ice enemies weak to Magic |
| Volcanic Caves | Fire | Murky Swamp | Earth enemies weak to Fire |
| Ice Mountains | Ice | Volcanic Caves | Fire enemies weak to Ice |
| Shadow Realm | ??? | ??? | ??? |
| Dragon's Lair | ??? | ??? | ??? |
Each area's armor drops are biased toward a different resist element — not the area's own element. This resist prepares you for another area that deals that element as damage:
| Farm Area | Drops Resist | Helps Survive | Weakness Created |
|---|---|---|---|
| Murky Swamp | Energy resist | Canalization (Energy damage) | Weak to Earth |
| Canalization | Magic resist | Catacombs (Magic damage) | Weak to Energy |
| Catacombs | Fire resist | Volcanic Caves (Fire damage) | Weak to Ice |
| Volcanic Caves | Ice resist | Ice Mountains (Ice damage) | Weak to Magic |
| Ice Mountains | Earth resist | Murky Swamp (Earth damage) | Weak to Fire |
| Shadow Realm | ??? | ??? | ??? |
| Dragon's Lair | ??? | ??? | ??? |
For the first two elemental areas, both cycles point to the same next area. But from Catacombs onward, weapons and armor lead to different destinations:
| Farm Area | Weapons Best In | Armor Helps In | Same? |
|---|---|---|---|
| Murky Swamp | Canalization | Canalization | Yes |
| Canalization | Catacombs | Catacombs | Yes |
| Catacombs | Ice Mountains | Volcanic Caves | No |
| Volcanic Caves | Murky Swamp | Ice Mountains | No |
| Ice Mountains | Volcanic Caves | Murky Swamp | No |
Every enemy spawned in a non-physical area receives automatic elemental adjustments based on the area's damage element(s):
| Property | Value | Source |
|---|---|---|
| Self-resist | +50% | Enemy resists its own area element(s) |
| Self-weakness | +50% | Enemy is weak to WEAKNESS_PAIRS[area element] |
Example: A Murky Swamp enemy has +50% Earth resist and +50% Fire weakness. To deal maximum damage in the Swamp, bring Fire weapons.