Bloxodes

Wizard Alchemy Checklist

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Checklist items

  1. Load into Wizard Alchemy and find the starter village

    Use the spawn area as your home base before pushing into enemy routes.

  2. Open your inventory and check how materials are stored

    Know where ingredients, potions, gear, and currencies appear before farming.

  3. Practice basic movement, sprinting, jumping, and camera control

    Movement matters when you start dodging enemies and reaching chest paths.

  4. Practice wand attacks on a safe starter target

    Get comfortable with attack range before fighting groups.

  5. Find the alchemy table

    This is where materials turn into potion spells.

  6. Find the Refine Machine

    Progression also includes refining, gear, and route planning.

  7. Find Roger's Equipment Shop

    Roger is the early upgrade anchor for wands, hats, and robes.

  8. Check the leaderboard shoreline and starter NPC area

    Lombart, Lemin, and the shoreline chest route all sit near spawn.

  9. Start a simple loop from spawn to the river path

    A repeated route is better than wandering when you need early materials.

  10. Return to spawn before your inventory feels messy

    Sell, upgrade, or brew instead of carrying random drops too long.

  11. Save Gold for the first wand upgrade

    Damage upgrades make farming smoother than rushing every cosmetic buy.

  12. Pick one potion goal before spending rare materials

    A target spell keeps shards and high-Magic ingredients from being wasted.

  13. Reach the Sea of Oblivion enchanting table

    This is the base for late wand rolls.

  14. Farm at least one Enchanted Stone

    Mutant Sea enemies and Lava Behemoth are the routes to start checking.

  15. Roll or identify Fatal

    25% Critical Damage. Boss fights, heavy hits, and crit-focused damage builds.

  16. Roll or identify Staying Calm

    50% Cooling Shrinkage. Spell-heavy farming loops where faster uptime matters more than one-hit burst.

  17. Roll or identify Critical Hit

    25% Crit Rate. Mob farming, multi-hit spell rotations, and builds that need more crit triggers.

  18. Roll or identify Magic

    10% Attack Boost. Fallback damage when an elemental or crit roll does not fit the current build.

  19. Roll or identify Blazing Fire

    40% Fire Damage Boost. Fire spell builds and players leaning into fire-based damage bonuses.

  20. Roll or identify Thunder

    20% Thunder Damage Boost. Thunder spell builds that want their element bonus on the wand roll.

  21. Roll or identify Shadow

    20% Dark Damage Boost. Dark spell builds and Night Wraith-style damage routes.

  22. Roll or identify Ice

    20% Ice Damage Boost. Ice spell builds, Frost Thorns-style farming, and defensive ice setups.

  23. Roll or identify Luck

    50% Alchemy Luck Boost. Potion crafting, rare material farming, and players chasing better alchemy outcomes.

  24. Roll or identify Swift

    25% Movement Speed Bonus. Chest loops, stone farming routes, dodging, and long travel before a better broom route is comfortable.

  25. Open the Wizard Alchemy codes screen before a long farming session

    Redeem any available rewards before spending extra time on Gold or material routes.

  26. Re-check race rerolls after receiving new reroll rewards

    Use free chances before considering any paid or saved currency route.

  27. Check whether new updates added materials, potions, enemies, or locations

    Wizard Alchemy can grow, so the audit should stay flexible.

  28. Review your unfinished section with the lowest progress bar

    The board works best when you fix one weak area at a time.

  29. Clear old farming goals that no longer match your build

    A better race, wand, or potion can change what is worth repeating.

  30. Run one final chest and node route before logging off

    Short cleanup routes are good for loose materials and missed map loot.

  31. Brew every potion in the checklist

    Potion count covered here: 26.

  32. Own or identify every race listed in the race section

    Race count covered here: 10.

  33. Obtain every wand, robe, hat, and broom listed in the gear section

    Finish both combat gear and travel gear.

  34. Open every chest in the chest route

    Chest count covered here: 10.

  35. Visit every listed location

    Location count covered here: 20.

  36. Defeat every listed enemy or boss

    Enemy count covered here: 14.

  37. Roll or identify every listed enchantment

    Enchantment count covered here: 10.

  38. Choose a final race, potion, wand, and enchantment build

    Completion feels better when the build has a clear purpose beyond checked boxes.

  39. Collect Blueberry, Withered Mushroom, and Seagull Egg from safe starter sources

    These low-Magic ingredients are enough to learn brewing without taking hard fights.

  40. Obtain Iron Armour from axe enemies

    Iron Armour moves the route into heavier Sea of Oblivion drops.

  41. Obtain Scepter Gem from Orc Priest farming

    Priest drops support stronger potion goals.

  42. Obtain Golem Core or Lava Behemoth Remains

    These are late material targets tied to harder Sea of Oblivion fights.

  43. Farm Dwarf Emblem and Golden Tooth from dwarf enemies

    The first dwarf loop teaches repeatable enemy material farming.

  44. Farm Goblin Finger and Goblin Bone from goblin enemies

    Goblin drops push your early potion attempts past basic gathering.

  45. Obtain Flame Crest from stronger Departure Isle enemies

    Save it for a brew where the higher Magic value actually matters.

  46. Obtain Copper Earring from the archer or elite route

    This is one of the more important Departure Isle progression drops.

  47. Obtain Furnace Core from elite enemies or Dwarf King farming

    Treat Furnace Core as a high-value material, not a random throw-in.

  48. Collect Fern, Sulphur Lumps, and Volcanic Rock in Sea of Oblivion

    These are the safer New Mainland-style materials before the tougher orc farms.

  49. Farm Orc Ears and Orc Teeth from basic orcs

    This is the first Sea of Oblivion enemy-material step.

  50. Obtain Broken Arrow from Bow Orc farming

    Use this as your marker that the bow-orc route is covered.

  51. Obtain Ice Shard

    +50% chance for Ice element potion

  52. Obtain Light Shard

    +50% chance for Light element potion

  53. Obtain Dark Shard

    +50% chance for Dark element potion

  54. Obtain Earth Shard

    +50% chance for Earth element potion

  55. Obtain Fire Shard

    +50% chance for Fire element potion

  56. Obtain Wind Shard

    +50% chance for Wind element potion

  57. Visit the Blueberry Bush

    Use this node for Blueberry.

  58. Visit the Mushroom Cluster

    Use this node for Withered Mushroom.

  59. Visit the Bird Nest

    Use this node for Seagull Egg.

  60. Visit the Fern Bush

    Use this node for Fern.

  61. Visit the Sulphur Lumps

    Use this node for Sulphur Lumps.

  62. Visit the Volcanic Rock

    Use this node for Volcanic Rock.

  63. Visit the Chests

    Use this node for Common materials, selected New Mainland materials, elemental shards, Gold or resource rewards.

  64. Visit the Enchanted Sword Ferns

    Use this node for Enchanted Stone.

  65. Brew your first potion at the alchemy table

    Do this with easy materials so mistakes are cheap.

  66. Check a potion's Magic requirement before spending rare drops

    A stronger ingredient is wasted if the brew still misses the threshold you wanted.

  67. Use an elemental shard in a planned brew

    Shards help steer the potion toward an element instead of only adding raw Magic.

  68. Pick one favorite farming spell and one bossing spell

    The best practical setup is usually a pair of reliable tools, not every potion equipped at once.

  69. Brew Wind Blade Potion

    6 Magic. Power 24. Starter wind attack for the first farming route.

  70. Brew Earth Spike Potion

    77 Magic. Power 61. Earth attack spell with one of the stronger pre-80 Power values.

  71. Brew Frost Thorns Potion

    80 Magic. Power 48. Ice attack spell that older guides call a practical late-game farming pick.

  72. Brew Dragon Breath Potion

    99 Magic. Power 76. Fire attack spell for the first high-90s threshold.

  73. Brew Lotus Bloom Potion

    100 Magic. Power 78. High-threshold attack spell that older guides describe as strong but slower to use.

  74. Brew Radiant Sword Potion

    105 Magic. Power 89. Light attack spell and the strongest 105-Magic Departure Isle row.

  75. Brew Night Wraith Potion

    130 Magic. Power 148. Dark endgame attack spell with the highest Departure Isle Power value listed.

  76. Brew Wood Splinter Potion

    30 Magic. Power 27. First listed Sea of Oblivion attack spell.

  77. Brew Thunder Strike Potion

    40 Magic. Power 24. Sea of Oblivion thunder attack spell at the 40-Magic threshold.

  78. Brew Twisting Potion

    60 Magic. Power 39. Sea of Oblivion attack spell between the 40 and 75 Magic rows.

  79. Brew Twin Currents Potion

    75 Magic. Damage-buff potion that increases damage by 30%.

  80. Brew Rock Blast Potion

    8 Magic. Power 28. Starter rock attack that arrives just above Wind Blade.

  81. Brew Wood Thorn Potion

    105 Magic. Power 52. Sea of Oblivion wood attack spell at the 105-Magic threshold.

  82. Brew Thunder Ball Potion

    112 Magic. Power 45. Sea of Oblivion thunder attack spell above Wood Thorn.

  83. Brew Bolide Potion

    120 Magic. Power 52. Sea of Oblivion meteor-style attack spell.

  84. Brew Thunder Revenge Potion

    150 Magic. Power 70. Higher Sea of Oblivion thunder attack spell.

  85. Brew Incendies Potion

    160 Magic. Power 78. High Sea of Oblivion fire attack spell.

  86. Brew Molten Core Potion

    230 Magic. Power 140. Late Sea of Oblivion fire attack spell with 140 listed Power.

  87. Brew Solar Flare Potion

    245 Magic. Power 160. Highest Magic and Power potion currently listed.

  88. Brew Ice Spike Potion

    10 Magic. Power 28. Starter ice attack before the large jump to 40 Magic.

  89. Brew Lithe Potion

    40 Magic. Movement-speed utility spell for travel and repositioning.

  90. Brew Fire Arrow Potion

    45 Magic. Power 34. Early fire attack for stronger Departure Isle farming.

  91. Brew Earth Shield Potion

    48 Magic. Power 42. Earth defense spell for safer fights.

  92. Brew Ice Turtle Potion

    52 Magic. Counter-style armor spell that deals damage when enemies hit you.

  93. Brew Tornado Potion

    70 Magic. Power 45. Wind attack spell for the first 70-Magic tier.

  94. Brew Meteorite Potion

    74 Magic. Power 50. Mid-tier attack spell with higher listed Power than Tornado.

  95. Open the race or reroll menu at least once

    Know where the system lives before spending rerolls.

  96. Record your starting race

    This gives you a baseline before you chase a better bonus.

  97. Decide whether your build wants damage, movement, tankiness, or cooldown help

    Race value depends on what your potions and gear are trying to do.

  98. Stop rerolling once your race supports your real build

    Do not burn rerolls chasing rarity if the bonus does not help how you play.

  99. Understand the Human race

    25%. No passive bonuses. Reroll as soon as you can

  100. Understand the Night Knight race

    1%. +20% Dark Elemental Damage, +10% Attack Power, +3% Base Movement Speed, +30% Jump Height, +30 Skill Speed. Top target

  101. Understand the Tree Spirit race

    15%. Life Regeneration x2 and +5% Maximum Health. Temporary early roll

  102. Understand the Elf race

    15%. +3 Base Movement Speed and +10 Jump Height. Reroll later

  103. Understand the Werewolf race

    10%. +10% Maximum Health, +5 Attack Power, +1 Base Movement Speed, +10 Jump Height. Good early hold

  104. Understand the Death Eater race

    10%. +10% Attack Power and 5% Max HP restored on kill. Strong farming hold

  105. Understand the Undead race

    10%. +10 Skill Speed and a fatal-hit survival passive. Situational survival hold

  106. Understand the Ice Crystal race

    5%. +20% Ice Elemental Damage and +10% Maximum Health. Keep for Ice builds

  107. Understand the Fiendish Demon race

    5%. +20% Fire Elemental Damage and +2 Base Movement Speed. Keep for Fire builds

  108. Understand the Stellar Ambassador race

    4%. +10% Attack Power and +20 Skill Speed. Keep

  109. Obtain Twisted Wand

    Free starter wand. Given to all players at the start. Starter damage only; replace it once a shop wand is affordable.

  110. Obtain Wingbird Wand

    200 Gold. Roger's wand shop at spawn. First cheap upgrade when starter damage feels too low.

  111. Obtain Azure Wand

    500 Gold. Roger's wand shop at spawn. Early farming upgrade before the 8,000 Gold Demon Trident jump.

  112. Obtain Demon Trident Wand

    8,000 Gold. Roger's wand shop at spawn. Best mid-game value before hidden and late-game wand prices.

  113. Obtain Ice Star Wand

    20,000 Gold. Hidden purchase inside the waterfall cave near the starting village. Strong cooldown-focused option once spell recasts matter more than raw basic damage.

  114. Obtain Ember Staff Wand

    30,000 Gold. Hidden purchase on the treehouse branch near the waterfall. Highest raw Attack among the verified wands and a strong boss-farming target.

  115. Obtain Ember Wand

    50,000 Gold. Top of the Volcano in the Sea of Oblivion region. Late Sea of Oblivion option for players who want bonus stacking over the Ember Staff's higher raw Attack.

  116. Obtain Starmoon Robe

    100 Gold. Roger's shop, Wizard Robe section. First HP robe for early survivability before saving for 60 HP gear.

  117. Obtain Golden Reverie Robe

    500 Gold. Roger's shop, Wizard Robe section. Lower listed-cost +60 HP robe once stronger enemies punish a small health pool.

  118. Obtain Starlight Robe

    5,000 Gold. Roger's shop, Wizard Robe section. High-cost late robe target for boss and tougher farming loops; same listed HP as Golden Reverie.

  119. Obtain Starmoon Hat

    1,200 Gold. Roger's Equipment Shop Wizard Hat tab at spawn. Early HP upgrade while saving for stronger wands, potions, robes, and later hats.

  120. Obtain Golden Reverie Hat

    8,000 Gold. Roger's Equipment Shop Wizard Hat tab at spawn. Main 8K defensive buy for players who need more HP before tougher fights.

  121. Obtain Starlight Hat

    8,000 Gold. Roger's Equipment Shop Wizard Hat tab at spawn. Alternative 8K defensive buy; check the in-game stat line before choosing it over Golden Reverie.

  122. Obtain Lava Wizard Hat

    10,000 Gold. Behind the fiery Lava waterfall next to the base in the Sea of Oblivion region. Sea of Oblivion utility hat for players who need HP plus lava resistance on New Mainland routes.

  123. Buy Apprentice Broom

    3K Coins. Under the portal at Departure Island beach. Starter travel

  124. Buy Lava Broom

    50K Coins. Right of Alchemy in Sea of Oblivion. Faster Sea of Oblivion travel

  125. Build a cheap starter gear set before farming elites

    A small wand and HP upgrade is enough to make early routes calmer.

  126. Save for one high-impact wand instead of buying every upgrade immediately

    The expensive jumps matter more than tiny sidegrades.

  127. Equip lava or Sea of Oblivion gear before repeating New Mainland routes

    Late routes punish weak HP and slow travel.

  128. Open the Top Potions List Island Chest

    Spawn shoreline. On the sandy island or drop-off beside the spawn leaderboard platform.

  129. Open the Goblin Camp Hidden Platform Chest

    Goblin camp and hidden platform. On a hidden platform behind the goblin campfire route near the bridge path.

  130. Open the Spawn River Rocks Chest

    First farming path. Between rocks near the early river route and first enemy farming area.

  131. Open the Traveler's Tent Chest

    Bridge and Traveler camp. Behind the tent beside the Traveler NPC and Cauldron.

  132. Open the Miner Cave Chest

    Mine entrance. Inside the mine near the Optimistic Miner route.

  133. Open the Secret Mine Cave Chest

    Mine illusion wall. Past the right side of the back wall inside the mine.

  134. Open the Mine Mountain Top Chest

    Top of the mine. On the upper platform above the mine.

  135. Open the Lighthouse Island Chest

    Lighthouse island. Behind the mountain on the small island next to the lighthouse.

  136. Open the Dwarf King Throne Chest

    Dwarf King route. Behind the rock near the chained stone at the Dwarf King throne area.

  137. Open the Treehouse Platform Chest

    Treehouse. On the right side of the treehouse railing near the door.

  138. Repeat the spawn-to-river chest route after a farming reset

    Short routes are the easiest way to gather extra starter materials.

  139. Mark the hidden chests you can reach without getting lost

    Mine, treehouse, and goblin-platform chests are easier once the landmarks are familiar.

  140. Defeat Pickaxe Dwarf

    Departure Isle. Early dwarf route for Dwarf Emblem and Golden Tooth.

  141. Defeat Axe Orc

    Sea of Oblivion. Sea of Oblivion orc route that adds Iron Armour to the normal orc drop pool.

  142. Defeat Orc Priest

    Sea of Oblivion. Sea of Oblivion priest route for common orc drops plus Scepter Gem.

  143. Defeat Mutant Axe Orc

    Sea of Oblivion. Elite Sea of Oblivion orc route for Enchanted Stone, Iron Armour, Golem Core, and Lava Behemoth Remains.

  144. Defeat Mutant Orc Priest

    Sea of Oblivion. Elite Sea of Oblivion priest route for Enchanted Stone, Iron Armour, Golem Core, and Lava Behemoth Remains.

  145. Defeat Lava Behemoth

    Sea of Oblivion. Sea of Oblivion boss route for Golem Core, Lava Behemoth Remains, and guaranteed Enchanted Stone.

  146. Defeat Warhammer Dwarf

    Departure Isle. Mid dwarf route that adds Flame Crest to the normal dwarf drop pool.

  147. Defeat Knife Goblin

    Departure Isle. Starter goblin route for Goblin Finger and Goblin Bone.

  148. Defeat Archer Goblin

    Departure Isle. Mid goblin route that adds Copper Earring to normal goblin drops.

  149. Defeat Mutant Warhammer Dwarf

    Departure Isle. Elite dwarf route for Furnace Core chances, Light Shard, Dark Shard, and high-value normal materials.

  150. Defeat Mutant Goblin Archer

    Departure Isle. Elite goblin route for Furnace Core chances, Light Shard, Dark Shard, and Copper Earring.

  151. Defeat Dwarf King

    Departure Isle. Departure Isle boss route for high-value materials and Gold.

  152. Defeat Sword Orc

    Sea of Oblivion. Basic Sea of Oblivion orc route for Orc Ears and Orc Teeth.

  153. Defeat Bow Orc

    Sea of Oblivion. Sea of Oblivion orc route for Broken Arrow plus common orc drops.

  154. Build one Departure Isle farming loop for dwarfs, goblins, elites, and Dwarf King

    This should cover early Gold, normal materials, and the first rare drops.

  155. Build one Sea of Oblivion farming loop for orcs, priests, mutants, and Lava Behemoth

    This route supports late materials, Enchanted Stones, and enchantment attempts.

  156. Talk to Roger

    Roger's equipment shop in the starter village. Opens equipment shop menus for wand damage upgrades and HP gear.

  157. Talk to Lombart

    Starter village near the spawn leaderboard platform. Lets players sell unwanted materials from the material bag.

  158. Talk to Harryint

    Right side of spawn beside the Wanted board. Offers quests, including early gold/material quests and a lava golem boss quest source for Enchanted Stones.

  159. Talk to Fugitive Orc

    Below a tree next to the Warhammer Dwarf on the forest route from spawn. Gives an early side quest to feed him 10 berries.

  160. Talk to Lemin

    Spawn platform near Lombart, Lemin, and the three leaderboards. Acts as a named spawn landmark beside the leaderboard platform.

  161. Talk to Optimistic Miner

    Mine entrance near the boarded cave after the first Pickaxe Dwarfs. Explains that chests can give useful materials and marks the main mine entrance.

  162. Talk to Traveler

    Camp with a tent, Cauldron, and bridge past Knife Goblins and Warhammer Dwarf. Marks the tent and Cauldron area used for chest, bridge, and lighthouse navigation.

  163. Use Roger's shop after every major Gold jump

    Check whether wand damage or HP gear gives the bigger next improvement.

  164. Use Lombart when material cleanup matters

    Selling at the right time keeps farming from turning into inventory clutter.

  165. Check Harryint and the Wanted board route

    Treat it as part of your spawn-side progression check before leaving town.

  166. Visit Spawn Village and Leaderboard Shoreline

    Departure Isle. Starting village services, material selling, leaderboards, and a nearby shoreline chest

  167. Visit Goblin Camp Hidden Platform

    Bridge-side goblin camp. Hidden platform chest and bridge-side goblin route

  168. Visit Departure Isle Beach and Portal

    Departure Isle beach. Apprentice Broom purchase spot, Warhammer Dwarf and Archer Goblin routes, path toward lighthouse

  169. Visit Lighthouse Island

    Lighthouse island. Lighthouse chest, beach navigation, route anchor for Dwarf King and treehouse checks

  170. Visit Dwarf King Cave and Throne

    Dwarf King Cave. Boss farming, throne-area chest, Furnace Core route, Flame Crest and Copper Earring drops

  171. Visit Treehouse Branch and Platform

    Treehouse route. Treehouse chest and Ember Staff Wand purchase route

  172. Visit Starting Village Waterfall Cave

    Waterfall near starting village. Ice Star Wand purchase spot

  173. Visit Main Sea of Oblivion Base

    Sea of Oblivion. New Mainland hub, Lava Broom purchase spot, Sea of Oblivion material route start

  174. Visit Enchanting Table Island

    Sea of Oblivion island. Wand enchantment table and Enchanted Stone spending

  175. Visit Lava Island and Enchanted Sword Ferns

    Sea of Oblivion lava island. Enchanted Stone farming and lava-island material route

  176. Visit Volcano Summit

    Sea of Oblivion volcano. Ember Wand purchase spot

  177. Visit Alchemy Table and Refine Machine

    Departure Isle. Potion brewing, material selection, spell unlocks, and potion refinement

  178. Visit Lava Waterfall Base

    Sea of Oblivion lava waterfall. Lava Wizard Hat purchase or pickup route

  179. Visit Roger's Equipment Shop

    Departure Isle. Wands, wizard hats, robes, early Attack upgrades, and HP gear

  180. Visit Harryint Wanted Board

    Departure Isle. Repeatable quests for gold and material rewards

  181. Visit First River Farming Path

    Departure Isle forest. Pickaxe Dwarfs, early gathering route, and river rocks chest

  182. Visit Traveler Camp and Cauldron

    Bridge and forest camp. Bridge route, tent chest, route split toward beach and mine-side paths

  183. Visit Mine Entrance and Optimistic Miner

    Mine entrance. Mine chest, miner hint, cave route, and nearby Pickaxe Dwarfs

  184. Visit Secret Mine Cave

    Mine illusion wall. Hidden cave extension and secret chest

  185. Visit Mine Mountain Top

    Mine mountain. Top-of-mine chest and high route practice

  186. Connect the spawn route to the forest, mine, beach, and boss paths without a guide

    This means the Departure Isle map has started to click.

  187. Reach Sea of Oblivion and return to the enchanting area without wandering

    Late progress depends on repeating these routes cleanly.

Wizard Alchemy opens up once you stop treating every system separately. The clean route is to learn the alchemy table, gather starter ingredients, brew reliable spell potions, farm stronger enemies, upgrade gear, then move into Sea of Oblivion routes and enchanting.

Tick off each task as you play. The checklist keeps the run focused without turning the game into a spreadsheet: finish the basics, cover each major collection, and use the final audit when you want to know what still needs work.

1. First Session And Core Setup

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Covers the first things that make the rest of Wizard Alchemy easier: menus, movement, the alchemy table, early gathering, and the main places you return to between farms.

1.1Basic game start
1.2Early route habits

2. Materials, Shards, And Resource Nodes

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Tracks the ingredient side of Wizard Alchemy. The goal is not to hoard everything forever; it is to know which routes feed potion brewing and which drops are worth saving.

2.1Material farming goals
2.2Elemental shard goals
2.3Resource node route

3. Potion Brewing Progression

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Focuses on the spell potion climb. Brew the early spells to learn the table, then work through stronger Magic thresholds and keep track of which element routes fit your build.

3.1Brewing setup
3.2Potion collection

4. Races, Rerolls, And Build Choice

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Keeps race progress grounded. Rerolling only helps when you know what bonus you want, so the checklist separates collecting race knowledge from chasing a final build.

4.1Reroll basics
4.2Race collection knowledge

5. Wands, Robes, Hats, And Brooms

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Covers the equipment path without turning it into a gear essay. Upgrade damage when farming slows down, add HP when enemies start punishing mistakes, and buy travel gear when routes get long.

5.1Wand upgrades
5.2Robes and hats
5.3Broom travel
5.4Equipment checkpoints

6. Chests And Map Loot

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Tracks chest discovery as a route. Chests are useful because they sit near landmarks, so each one also teaches a piece of the map.

6.1Chest route
6.2Chest habits

7. Enemies, Bosses, And Drop Farming

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Turns combat into a checklist route. Defeat each enemy at least once, then repeat the ones that drop the materials your next potion, gear, or enchantment plan needs.

7.1Enemy clear list
7.2Farming checkpoints

8. NPCs, Shops, And Key Services

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Keeps the non-combat route tidy. These NPCs and service spots are where you sell, shop, orient yourself, or connect the map to the next farm.

8.1NPC visits
8.2Service habits

9. Locations And Exploration

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Covers the map like a real route instead of a sightseeing list. Each location should either unlock a service, a farm, a chest, a gear buy, or a late-game system.

9.1Visit every major location
9.2Exploration checkpoints

10. Enchantments And New Mainland Progress

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Tracks the late-game wand roll layer. Enchantments are most useful after you can farm Enchanted Stones and know whether your build wants damage, crits, luck, speed, or cooldown help.

10.1Enchanting setup
10.2Enchantments to roll or identify

11. Codes, Updates, And Maintenance

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Keeps the checklist useful after a normal play session. Codes and updates can change rewards or add systems, but the core habit is simple: redeem what is available, then re-check the progression route after major updates.

11.1Repeatable maintenance

12. Long-Term Completion Audit

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Use this section when the main route is mostly finished. It is the final sanity check for potions, gear, map coverage, farming targets, and build direction.

12.1Final audit