A higher rarity is only part of the decision. Start with the attack you use most and the reason you are losing an encounter. The 1.0 caps are player level 50 and fully upgraded gear level 55; these are progression ceilings, not requirements for starting this checklist.
In this guide
Diagnose before spending runes
Action checklist · editorial planning
- If you die before you can react, review protection, food and positioning. If you survive but deal little damage, compare weapon level, relevant perks and invested skills. Change one variable so the result is understandable.
- Update 8 introduced broader rune upgrades and class-specialist upgrade menus: Blacksmith for warrior gear, Huntress for ranger gear and Alchemist for mage gear. Inspect the item preview and cost with the appropriate survivor before committing.
Official sources: Update 8: Forging the Path
Check progression and attack options
Action checklist · editorial planning
- In 1.0, Flame upgrades unlock craftable armor for the following crafting tier. When a set is missing, check Flame progress and the survivor menu rather than assuming an old resource-pickup unlock still applies.
- Wands now have a heavy attack; aerial and evasive wand attacks require skills. For bows and melee, revisit controls and aiming options. Practice a basic attack, defensive response and retreat in a familiar area before changing regions.
Official sources: 1.0 release changelog1.0 combat changes
Keep a sustainable loadout
Action checklist · editorial planning
- Carry the ammunition or spell charges your selected attacks actually use, plus a fallback. Eternal spells avoid charge consumption, but that does not mean every spell is available to a new character or free of other resource costs.
- Common mistake: spending every rune on the newest drop. Compare its role with your current gear, check the upgrade preview, and keep enough supplies for another attempt. Read the mage guide for summoning-specific changes.
Official sources: 1.0 combat changes
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