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206 posts in this category.

ARC raiders crafting guide — workbench recipes, the Ferro stack, how to level vendor relationships, and which materials to hoard for the next session.
· 11 min read

Die in the dungeon achievements unlock 31 unique dice that persist across runs. Half clear naturally — here's how to target the rest and what each unlocks.
· 10 min read

Far far west beginner guide — elemental combos, the Joker system, best starting weapons, and how the Gamba Machine works. Co-op and solo tips inside.
· 9 min read

Kristala boss guide covering all 5 fights: Lophi the Lost, Grottorot Golem, Hiratrola, Eldar Samwise, and Elder Satine. Timing, phase tactics, build notes.
· 10 min read

Die in the dungeon relics — how to evaluate all 142, which categories to prioritize by character, and the synergy patterns that dominate late floors.
· 14 min read

Die in the dungeon characters guide — 4 frog warriors with distinct starting dice. Which suits your playstyle, which relics to chase, and who to run second.
· 8 min read

All Hail the Orb alchemy unlocks at Obelisk stage 3. Nine discoveries, one Library grind. Crystal Conduit, Speedy Transit, and Grand Opus covered.
· 17 min read

Kristala combat guide: deflect attacks to build mana, then cast. Parry timing, failed deflect cost, clan matchups, and the mana loop explained.
· 8 min read

Kristala Feline Skill Tree guide — parkour nodes unlock hidden Fonts. Clan starting positions differ. Invest in traversal first to maximize upgrade access
· 8 min read

Kristala spells guide: Eminence schools deal immediate damage, Malediction builds curse over time. Mana refills from melee hits. Which school to pick first.
· 10 min read

Windrose cooking guide: Fire Pit costs 10 wood and 5 stone, doubles as a comfort item for the Rested buff. Food buffs extend effective health in fights.
· 11 min read

Die in the dungeon tips — board positioning, dice face priority, and relic synergies. The build direction that carries most first runs explained.
· 7 min read