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Dec 29 2025 02:28pm
If this is a Bible. Its worse than the book of Mormon.


I suggest you actually get some experience in the game before you try to guide others. Theres some shreds to it that can be helpful but it most certianly is off.
How can you teach someone about MQs before you have even completed one?
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Dec 29 2025 05:23pm
Had another look through for a bit more nitpicking. I can also request a mod to modify post #1 to the updated guide. As generally people only read post #1. Alternatively could just repost when we're happy and leave this post to die



For the armor, it's optional whether or not you use EE or Strength. Ideally you want a Heavy Armor (Chain/plate) as physical defense is high and they're cheap. although medium (scale/leather) is slightly worse for new players (100ee chain beats a 100ee leather for a general 55-71 climb and usually costs less). Robes/Padded robes to be avoided due to minimal physical defense.

so i'd probably redo that entire list like this:



Club is also preferred because you will actually get more damage and they're generally cheaper. this might change as people mute significant amounts of axes and that's the most common way of getting 60+ee items these days. Receiving a cheap axe from a muter is certainly possible. Although a 250ee club is likely to set you back 50-80k, whilst a 250ee axe will go to 150k+++.



Knockdown is practically worthless given the fact we're recommending set easy 1. The chance of 2 mobs being side by side is 1 in 4 and you fight a significant number of single mobs also. The main point of knockdown is to potentially hit 3 in a row which isn't doable for solo play with easy mode on. The chances 3 mobs have 2 in a row is also significantly higher.



"explore until stable" doesn't really make any sense, main reason to explore is to find evil presences in particular, whom have a higher chance of dropping excellent items. in general normal mobs on explore also generally drop better than whistle. Can also come across wells/treasure chests in explore.
The main reason whistling is faster is there's 0 delay between fighting a mob to fighting the next. Whilst explore has a fight, then you need to go to map, remember where you are, do correct key presses until you find your next mob and you can often travel a good few spaces before finding one which is just time not spent fighting mobs. However despite the fact you can fight more mobs faster, exploring is definitely the way to go if you're trying to farm fg.


I would also suggest my price guide goes in
18) Practical Profit Notes
Rather than randomly as a guide.



I'm not sure how i feel about MQ information about the keys being given out, in general in the past we've never told people specifically what it was and hinted it involved a unicorn instead.
Amusingly your information here is also wrong, that's super old that all classes were 3 door. So i'd prefer that part was removed, especially given the fact the information is incorrect. I've added what i'd prefer to see.



In general i think all of this is pretty much wrong.

I'd put 2 categories
Public random level groups

Public 1-MQ group climbs.

In both you are welcome to click on any drops, the vast majority of the playerbase accepts that any item which drops is available to anyone in that group.
In the 1-MQ groups, you won't ever use the shrine, there will be a healer in the group and their mana is refilled on level up so heals will be constant throughout the climb.
The main question mark is what happens with group welling. In general you should clarify the rules which you're using. This is generally avoided anyway but often the ruling is that if you threw the item in, you get the drops. However lets suggest a 200ee item does drop and someone else does click it, what happens then? It's unlikely it will go through as a scammer report. the name of the guy who grabbed could get tarnished if a public topic is opened up saying what happened. In general only well when you don't mind sharing the loot, means there's no issues then and if all people contribute then it's somewhat fair.
In terms of shrining in random public groups, ideally if you have a healer, leave items for them as them using shrines is more efficient than everyone just grabbing stuff. Otherwise it's basically grab and use as you need to.
random public groups are very uncommon these days anyway.
Usually people will ignore you rather than joining a public group as generally it's seen as the drops are better when solo'ing and if you solo, you guarantee that you get the drop which is pretty important. I've noticed significant reduction in the amount of drops, two people solo'ing will get significantly more shrines than if they both joined the same group. It's literally less than 1 person solo'ing. so using the find command isn't particularly helpful, main reason it's used is to see whos online to potentially grab for a 1-mq run.
For the 1-MQ run, you will sit at level 1 until the group is full or decides to start as 4 player, it's extremely uncommon to see groups go like this with only 3 players.
The whole section needs a re-write.


i've already posted my opinion on skilling of basically if you're reading this guide you shouldnt even really touch skilling.

i'd also point out you somewhere you can disable easy mode by typing /set easy 0



This is pretty much redundant given the fact you repost it later and it's done better and more cleanly at 17. Also Guardian is also a melee class which can heal. It's not a caster and the english used doesn't really make sense on step 2.


Ladder Slasher Noob Bible (2025 Edition)
Practical, SC-first, written for people who want to stop feeling lost and start progressing.

Who this guide is for
If you're brand new, returning after years, or you keep hearing "EE" and "skillables" and your brain shuts off, this is for you.

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1) Softcore vs Hardcore

Softcore (SC)
• Bigger population, better market liquidity
• Easier to buy "close to your level" upgrades
• Best place to learn systems and stack FG without pain

Hardcore (HC)
• Smaller community, thinner market
• Progress feels meaningful, but gearing is slower unless you're already funded

Recommendation: Start SC. Once you understand tiers, pricing, wells, shrine, and danger mobs, then try HC for the adrenaline.

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2) Core Glossary

Tier (T1, T2…): The gear level bracket. Most things scale by tier.
Magical level (Magical, Rare, Mystical, Angelic, etc): Item quality. Higher quality matters for crafting systems and pricing.
EE (Enhanced Effect): A % multiplier that amplifies the item's base stats.
• EE on weapons = more damage
• EE on armor = more defense
• EE on charms = stronger charm effects (damage or healing)
Mutables / "Skillables": Items people buy mainly to process (transmute, glyph, training, etc), even if rolls are mediocre.
White / Normal items: Items with no stats. Many have value because they can be thrown into wells.
Welling: Tossing white items into Evil Wells to roll them into stat gear.
Shrine: Sacrificing magical+ gear (or glyphs) for a % life and mana refill.
Proficiency: Passive progression that boosts effectiveness for certain weapons, charms, and skills over time.
Master Quest (MQ): Your first major milestone. For starter classes, MQ becomes available at level 71.

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3) Stats Explained

Strength: boosts base melee damage and crit chance scaling (depends on weapon type)
Dexterity: also boosts base melee damage and crit chance scaling (depends on weapon type)
Vitality: boosts physical defense for armor; every 25 Vitality gives +1 Life Regen; level-ups grant life based on base Vitality
Intelligence: boosts magical defense for armor and base effect for charms; every 25 Intelligence gives +1 Mana Regen; level-ups grant mana based on base Intelligence

Noob rule:
• Melee starters live on Vitality + Strength
• Casters scale hard with Intelligence (plus enough Vitality to not explode)

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4) Gear 101

Barbarian / Fighter / Guardian starter melee shopping list
Weapon: EE weapon near your tier. Club preferred - more damage and generally cheaper than axes.
Armor: EE or Str. Plate/Chain preferred - high physical defense and cheap. Scale/Leather is slightly worse. Avoid Robes/Padded Robes (minimal physical defense).
Main Charm: Strength
Acc Charm: Leave it empty. Stats do not work on acc charms. Only useful for self-healing, and you won't have enough mana to make use of it as a beginner.

White items are not trash
Whites can sell because people want them for wells. If you don't know the price, search the market first.

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5) Controls, Keys, and Commands

Keys
C: Character screen (stats + abilities)
ESC: Settings/options
G: Engage (returns you to the movement screen)
WASD: move through the maze (also works in groups)
T: Whistle hotkey (spawns monsters while whistling)
1-9: use items from the quick item bar
Ctrl-click gear: quick equip

Commands (type in chat, open chat with Enter)
/set easy 1 (solo safety): limits spawns to 1-2 regular monsters and 1 evil presence at a time (works level 1 to 71; does not persist after relog or character swap)
/set easy 0: disables easy mode
/find MIN MAX: find players within a level range
/online: shows online counts and groups
/msg NAME MESSAGE, /r MESSAGE: private messages

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6) Abilities

Abilities are charged attacks. You gain ability points by leveling, and you can bring up to three abilities into a climb.

Important patch note behavior
Abilities are a toggle style action now, and modern clients trigger on keydown, so learn the rhythm: tap to arm the ability for your next hit, tap again to disarm if needed.

Beginner solo melee setup (Fighter/Barb/Guardian)
• Power Strike till 40
• Retribution till 40
• Put remaining points into Power Strike / Retribution

Note: Knockdown is not recommended for solo play with easy mode on. The chance of 2 mobs being side by side is only 1 in 4, and you fight many single mobs. Knockdown's main value is hitting 3+ mobs in a row, which doesn't happen in easy mode solo.

Charge usage tip
Most players get better results using abilities around 50% to 100% charge. Waiting for huge overcharge is usually wasted time.

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7) Catacombs Fundamentals

Explore (better drops, events)
Hunt for:
• Evil Presences (boss monsters - higher chance of excellent drops)
• Evil Wells (welling, fishing)
• Enigmatic Totems (random bonuses and chaos)
• Trapdoors (deeper, harder)
• Treasure Chests
• Quests (risk and reward)

Exploring has better drop rates than whistling. Normal mobs on explore generally drop better than whistle mobs. This is the way to go if you're trying to farm FG.

Whistle (faster XP)
Whistling spawns waves quickly with zero delay between fights. Use this when you want fast leveling and don't care as much about drops.

The tradeoff: Explore requires navigating the map between fights (slower), but drops are better. Whistle is faster XP but worse drops.

Optional leveling strategy: Whistle from level 1 to 25 since drops are less valuable at low levels (explore the map at level 1 first to find wells/presences), then switch to explore for the 25-71 climb.

Solo safety setting
Use /set easy 1 early. It's one of the biggest survival improvements you can make while learning.

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8) Monster Threat List

This is not every monster. It's the ones that commonly delete new players.

Dangerous for SOLO (red)
Huntaguar, Frisp, Doomglider, Frostivil, Twintile, Gigapede, Lavoulder, Hornicorn, Shocktooth, Slugslider, Fizzypup

Dangerous for GROUPS (blue)
Brrraptor, Porcuball, Chargon, Gustfly, Torrentiale, Tornalisk, Boaurora, Floraworm

Dangerous for BOTH (red + blue)
Mantaprey, Glazier, Pawfulgore, Freaver, Peaktrice

How to not die to danger mobs
• If sustain is low, disengage. Reset the room, then re-engage.
• Stay on easy mode solo until you're clearly ahead of your tier.
• If you don't know the monster, treat it like it's lethal until proven otherwise.

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9) Sustain and Recovery

Key reality: You only regenerate health naturally in Town. Catacombs survival is about items, shrine, and smart pacing.

Sustain tools
Shrine: sacrifices magical+ equipment (or glyphs) and returns at least a chunk of life and mana, better items heal more
Fish and consumables: your core sustain while fighting
Heal charms: usable, but beginners often waste FG on them instead of fixing weapon EE, armor EE, and main charm stats

The "cheap heal trick"
If you do use a heal charm, some players whistle low level monsters to self-heal safely when learning. Just don't do it mid-danger room and get slapped while channeling.

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10) Marketplace, Storage, and the FG Engine

Marketplace basics you should know
• You can list 25 items per core priced between 0-19.99 FG (number of characters doesn't matter)
• You can list unlimited items priced at 20 FG or higher
• Unsold items stay in the market but the price is reduced to 0 after 7 days and can't be purchased
• Items left at 0 FG will delete after ~6 months
• Items at 0 FG still count toward your 25 item limit (0-19.99 FG bracket)
• Market transfers are an easy way to move items between your characters

The real secret: sell constantly
Even ugly items have value because people buy them for:
• Transmuting
• Glyphing
• Training and skilling
• Welling
• Shrine food

What "skillables" means
High tier magical+ items people want to process. The rolls can be mediocre and they still sell.

Beginner selling rules that work
• Sell most level 5+ multi-stat items for small FG
• Many level 45+ items sell even if they look bad
• Whites scale up by level because of welling demand

Pricing note
Pricing shifts. Always search current listings before you set a BIN. If you want instant sales, undercut slightly.

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11) Vault (When It's Worth It)

Vault is optional, but it makes your life easier if you're building gear pipelines.

Vault facts
• Rents in chunks of 25 slots
• Costs 50 FG per 25 slots for 30 days
• SC and HC vault subscriptions are separate

No vault strategy
Make extra characters as "mules" and transfer items through the Marketplace transfer tab.

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12) Objectives

Objectives are mini goals inside Catacombs that reward stats, item slots, ability points, and more.

Important: Objective stat bonuses stick with your character until you reroll or attempt MQ, then they reset and can be earned again on the next climb.

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13) Skilling

Important note: Many experienced players recommend not investing in skilling until you have 10+ MQs. The logic: all skilling systems are a time sink that only pays off if you stick with the game long-term. If you're reading this guide, focus on MQs first and revisit skilling later.

Quick overview (for reference)
Fishing: Cheap to start, feeds your sustain pipeline
Cooking: Turns fish into better sustain
Transmuting: Turns magical+ items into essence for rerolling
Glyphing: Turns gear into time-limited buff items
Suffusencing: Adds EE to certain consumables

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14) Group Climbs

There are two main types of group play:

1. Public Random Level Groups
These are uncommon these days. Most players prefer solo because:
• Solo drops are significantly better than group drops
• Two people solo'ing will get more drops than the same two in a group
• When solo, you guarantee you get any drop that appears

If you do join a random public group:
• Any item that drops is available to anyone in the group (this is accepted by most players)
• If there's a healer, leave shrine items for them - their shrine usage is more efficient
• Otherwise, grab shrine items and use as needed

2. Organized 1-MQ Group Climbs
These are coordinated runs from level 1 to MQ with a full group.
• Groups wait at level 1 until full (usually 5 players) or decide to start with 4
• Groups of only 3 are extremely uncommon
• You will have a dedicated healer whose mana refills on level up
• You will not use shrine - the healer provides constant heals throughout the climb
• The /find command is mainly used to see who's online to grab for a 1-MQ run

Group Welling (both types)
Clarify rules before welling in groups. Common rule: whoever threw the item in gets the drops. But if a 200ee item drops and someone else clicks it, it probably won't go through as a scam report (though their reputation may suffer). Safest approach: only well when you don't mind sharing loot.

Full group climb guide:
Bigheaded's Group Climb Guide

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15) Master Quest, Ladder, Resets

MQ availability
• At level 71, your character can attempt Master Quest
• Higher classes have higher MQ level requirements

MQ is luck-based
MQ is not a boss fight. Your gear does not impact your chances of success. The grind to 71 is the real challenge, not the MQ itself.

After MQ, your priorities
• Unlock more classes
• Build a vault or mule pipeline
• Start investing into the skilling systems you enjoy
• Optimize your farm routes and objectives

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16) Copy-Paste Beginner Build

Solo-to-MQ Barbarian / Fighter / Guardian

Stats: Vit to 100, then Str

Gear:
• EE weapon near your tier. Club preferred.
• EE or Str Armor. Plate/Chain preferred.
• Str main charm
• Acc charm empty. Stats do not work on acc charms. Only useful for self-healing, and you won't have enough mana to make use of it.

Abilities:
• Power Strike till 40
• Retribution till 40
• Put remaining points into Power Strike / Retribution

Playstyle:
• /set easy 1 early
• Explore for increased drop chances, or whistle to level faster
• Optional: Whistle from 1 to 25 since drops are less valuable at low levels (explore the map at level 1 first to find wells/presences)

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17) Practical Profit Notes

These are "starter heuristics", not gospel. Always verify against current market listings.

Common low tier flips
• Level 5 items with 4 stats often move for 1 FG
• Low level magical+ items sell to people training or processing
• Level 55 magical+ items often have a floor value because of processing demand
• Level 55 white items can be valuable because people well them for rolls

Community Price Reference:
https://docs.google.com/spreadsheets/d/1k1bDNJGNGvzmJVZpDiTQVYQooOaPxwn7sh8_1ROWHFs/edit?gid=0#gid=0

If you find something that feels valuable
Post a price check in the Ladder Slasher price check forum:
LS Price Check Forum

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18) Official Built-In Guides

These pages answer 90% of "what does this do?" questions:
Game Basics
/Slash Commands
Objectives
Magical Stats (includes EE)
Item Vault

Community mega collections (also worth bookmarking)
Ladder Slasher Guide Collection
Bob888 Brand New Player Guide
Bigheaded's Group Climb Guide
https://docs.google.com/spreadsheets/d/1k1bDNJGNGvzmJVZpDiTQVYQooOaPxwn7sh8_1ROWHFs/edit?gid=0#gid=0

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Credits

This "Noob Bible" is a compilation and rewrite using official Help pages, patch notes, and long-running community guides, plus recent SC market and pricing chatter.

Special thanks to Bigheaded for extensive corrections on gear, abilities, group mechanics, marketplace limits, and general accuracy improvements.

If you authored a guide and want a direct credit line added, PM me and I'll update it.

If anything is incorrect or you have better information, feel free to post or PM and we can update the guide accordingly.
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Dec 29 2025 07:06pm
🤮


Seriously man just play the game and stop typing



0 mqs...


This post was edited by Outraged on Dec 29 2025 07:06pm
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Dec 30 2025 01:19pm
🤮


Seriously man just play the game and stop typing



0 mqs...


It's called a Noob Guide because it's written for noobs.
When I started there was almost no consolidated info on systems, gear priorities, or progression. New players were stuck piecing together outdated threads or asking basic questions and getting shit on by people like you.
Bigheaded - someone with actual experience - reviewed this, corrected it, and contributed his resources like a positive member of the community. If you have actual corrections or want to contribute instead of being a gatekeeping dbag, post them. If not, maybe find something better to do than puking emojis on content meant to help new players.
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Dec 30 2025 01:45pm
It's called a Noob Guide because it's written for noobs.
When I started there was almost no consolidated info on systems, gear priorities, or progression. New players were stuck piecing together outdated threads or asking basic questions and getting shit on by people like you.
Bigheaded - someone with actual experience - reviewed this, corrected it, and contributed his resources like a positive member of the community. If you have actual corrections or want to contribute instead of being a gatekeeping dbag, post them. If not, maybe find something better to do than puking emojis on content meant to help new players.


I am no gatekeeper. I have taught and helped many of people... i used to pay people to play this game. And i help many new players and gear them. At my own loss..you are very presumptuous.. And I most certianly am experienced in the game. Maybe play it before you try to lead others. And as for you calling me a "dbag" via pm..you might wanna pipe down before you stir a pot you dont want to cook.

You are inexperienced and are basically promoting a messed up guide worse than anything bob888 already made.

So learn your lane

I like you want to help but at least know what the fuck your talking about or else this is just like a highschool presentation waiting to be graded.
Spend less time typing and more time clicking and stop being a little baby

This post was edited by Outraged on Dec 30 2025 01:52pm
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Posts: 2,087
Joined: Sep 7 2010
Gold: 6,527.17
Dec 30 2025 02:27pm
I am no gatekeeper. I have taught and helped many of people... i used to pay people to play this game. And i help many new players and gear them. At my own loss..you are very presumptuous.. And I most certianly am experienced in the game. Maybe play it before you try to lead others. And as for you calling me a "dbag" via pm..you might wanna pipe down before you stir a pot you dont want to cook.

You are inexperienced and are basically promoting a messed up guide worse than anything bob888 already made.

So learn your lane

I like you want to help but at least know what the fuck your talking about or else this is just like a highschool presentation waiting to be graded.
Spend less time typing and more time clicking and stop being a little baby


"Stir a pot you don't want to cook" - are you threatening me on a browser game forum? Relax, tough guy.

You've now written multiple posts and a DM about this guide and still haven't pointed out a single thing that's actually wrong with it. Not one correction. Just "you don't have MQs" and "learn your lane" and whatever that pot metaphor was supposed to be.

You "used to pay people to play this game" - cool, and yet here you are contributing nothing except your ego. You could've dropped actual corrections and made the guide better. Instead you're puffing your chest about experience while providing zero substance.

"Stop being a little baby" says the guy who's now made multiple posts crying about a guide he hasn't contributed a single piece of information to

Post a correction or move on. This is embarrassing for you.


This post was edited by iNazo on Dec 30 2025 02:28pm
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Dec 30 2025 02:58pm
This post is a violation of the site rules and appropriate action was taken.

"Stir a pot you don't want to cook" - are you threatening me on a browser game forum? Relax, tough guy.

You've now written multiple posts and a DM about this guide and still haven't pointed out a single thing that's actually wrong with it. Not one correction. Just "you don't have MQs" and "learn your lane" and whatever that pot metaphor was supposed to be.

You "used to pay people to play this game" - cool, and yet here you are contributing nothing except your ego. You could've dropped actual corrections and made the guide better. Instead you're puffing your chest about experience while providing zero substance.

"Stop being a little baby" says the guy who's now made multiple posts crying about a guide he hasn't contributed a single piece of information to

Post a correction or move on. This is embarrassing for you.


You cant fix stupid homie.

Ps look at my toon. My mqs alone creates 209x more substance backing me than youve ever had and thats one ladder.

This post was edited by Outraged on Dec 30 2025 03:26pm
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Dec 30 2025 03:06pm
Tldr

Just click
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Dec 30 2025 03:28pm


This is the OP

This post was edited by Outraged on Dec 30 2025 03:28pm
Member
Posts: 40,183
Joined: Apr 29 2006
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Dec 30 2025 04:09pm
Hope you don't mind, I adjusted your layout a bit, in my own guides I used to much color(colour) with separation lines, a number of people did not like it because it was distracting, and I can not read anything yellow on my screen.

You have the basics down with great help, I am an odd duck, and people will say not to listen to what I have to type. Anyway, in this section below, you added Guardian... it should be separated or removed or edited.

Quote
4) Gear 101

Barbarian / Fighter / Guardian starter melee shopping list
• Weapon: EE weapon near your tier. Club preferred - more damage and generally cheaper than axes.
• Armor: EE or Str. Plate/Chain preferred - high physical defense and cheap. Scale/Leather is slightly worse. Avoid Robes/Padded Robes (minimal physical defense).
• Main Charm: Strength
• Acc Charm: Leave it empty. Stats do not work on acc charms. Only useful for self-healing, and you won't have enough mana to make use of it as a beginner.


Guardians main role would be Tank / Healer in a Group, however can aid in damage & still good solo.
• Weapon: EE near your tier (level). Club only option - Cheap. Note: All Heavy weapons option - dble base dmg - 1.8 sec delay.
• Armor: EE or Str. Plate/Chain only options (Heavy wpn may change to dex, e.g. Spear)
• Main Charm: Strength (Heavy wpn may change to dex, e.g. Spear)
• Acc Charm: EE only applies. At higher levels, you can use Heals here


You don't have to add what I included or editing to your layout, just some advise, note I play both Guardian & Barb, all my characters, not one single characters.

Good luck & have fun if you begin to play, and actually thank you for taking up your time to update information.

____________



Ladder Slasher Noob Bible (2025 Edition)
Practical, SC-first, written for people who want to stop feeling lost and start progressing.

Who this guide is for
If you're brand new, returning after years, or you keep hearing "EE" and "skillables" and your brain shuts off, this is for you.


1) Softcore vs Hardcore

Softcore (SC)
• Bigger population, better market liquidity
• Easier to buy "close to your level" upgrades
• Best place to learn systems and stack FG without pain

Hardcore (HC)
• Smaller community, thinner market
• Progress feels meaningful, but gearing is slower unless you're already funded

Recommendation: Start SC. Once you understand tiers, pricing, wells, shrine, and danger mobs, then try HC for the adrenaline.


2) Core Glossary

Tier (T1, T2…): The gear level bracket. Most things scale by tier.
Magical level (Magical, Rare, Mystical, Angelic, etc): Item quality. Higher quality matters for crafting systems and pricing.
EE (Enhanced Effect): A % multiplier that amplifies the item's base stats.
• EE on weapons = more damage
• EE on armor = more defense
• EE on charms = stronger charm effects (damage or healing)
Mutables / "Skillables": Items people buy mainly to process (transmute, glyph, training, etc), even if rolls are mediocre.
White / Normal items: Items with no stats. Many have value because they can be thrown into wells.
Welling: Tossing white items into Evil Wells to roll them into stat gear.
Shrine: Sacrificing magical+ gear (or glyphs) for a % life and mana refill.
Proficiency: Passive progression that boosts effectiveness for certain weapons, charms, and skills over time.
Master Quest (MQ): Your first major milestone. For starter classes, MQ becomes available at level 71.


3) Stats Explained

Strength: boosts base melee damage and crit chance scaling (depends on weapon type)
Dexterity: also boosts base melee damage and crit chance scaling (depends on weapon type)
Vitality: boosts physical defense for armor; every 25 Vitality gives +1 Life Regen; level-ups grant life based on base Vitality
Intelligence: boosts magical defense for armor and base effect for charms; every 25 Intelligence gives +1 Mana Regen; level-ups grant mana based on base Intelligence

Noob rule:
• Melee starters live on Vitality + Strength
• Casters scale hard with Intelligence (plus enough Vitality to not explode)


4) Gear 101

Barbarian / Fighter / Guardian starter melee shopping list
Weapon: EE weapon near your tier. Club preferred - more damage and generally cheaper than axes.
Armor: EE or Str. Plate/Chain preferred - high physical defense and cheap. Scale/Leather is slightly worse. Avoid Robes/Padded Robes (minimal physical defense).
Main Charm: Strength
Acc Charm: Leave it empty. Stats do not work on acc charms. Only useful for self-healing, and you won't have enough mana to make use of it as a beginner.

White items are not trash
Whites can sell because people want them for wells. If you don't know the price, search the market first.


5) Controls, Keys, and Commands

Keys
C: Character screen (stats + abilities)
ESC: Settings/options
G: Engage (returns you to the movement screen)
WASD: move through the maze (also works in groups)
T: Whistle hotkey (spawns monsters while whistling)
1-9: use items from the quick item bar
Ctrl-click gear: quick equip

Commands (type in chat, open chat with Enter)
/set easy 1 (solo safety): limits spawns to 1-2 regular monsters and 1 evil presence at a time (works level 1 to 71; does not persist after relog or character swap)
/set easy 0: disables easy mode
/find MIN MAX: find players within a level range
/online: shows online counts and groups
/msg NAME MESSAGE, /r MESSAGE: private messages


6) Abilities

Abilities are charged attacks. You gain ability points by leveling, and you can bring up to three abilities into a climb.

Important patch note behavior
Abilities are a toggle style action now, and modern clients trigger on keydown, so learn the rhythm: tap to arm the ability for your next hit, tap again to disarm if needed.

Beginner solo melee setup (Fighter/Barb/Guardian)
• Power Strike till 40
• Retribution till 40
• Put remaining points into Power Strike / Retribution

Note: Knockdown is not recommended for solo play with easy mode on. The chance of 2 mobs being side by side is only 1 in 4, and you fight many single mobs. Knockdown's main value is hitting 3+ mobs in a row, which doesn't happen in easy mode solo.

Charge usage tip
Most players get better results using abilities around 50% to 100% charge. Waiting for huge overcharge is usually wasted time.


7) Catacombs Fundamentals

Explore (better drops, events)
Hunt for:
• Evil Presences (boss monsters - higher chance of excellent drops)
• Evil Wells (welling, fishing)
• Enigmatic Totems (random bonuses and chaos)
• Trapdoors (deeper, harder)
• Treasure Chests
• Quests (risk and reward)

Exploring has better drop rates than whistling. Normal mobs on explore generally drop better than whistle mobs. This is the way to go if you're trying to farm FG.

Whistle (faster XP)
Whistling spawns waves quickly with zero delay between fights. Use this when you want fast leveling and don't care as much about drops.

The tradeoff: Explore requires navigating the map between fights (slower), but drops are better. Whistle is faster XP but worse drops.

Optional leveling strategy: Whistle from level 1 to 25 since drops are less valuable at low levels (explore the map at level 1 first to find wells/presences), then switch to explore for the 25-71 climb.

Solo safety setting
Use /set easy 1 early. It's one of the biggest survival improvements you can make while learning.


8) Monster Threat List

This is not every monster. It's the ones that commonly delete new players.

Dangerous for SOLO (red)
Huntaguar, Frisp, Doomglider, Frostivil, Twintile, Gigapede, Lavoulder, Hornicorn, Shocktooth, Slugslider, Fizzypup

Dangerous for GROUPS (blue)
Brrraptor, Porcuball, Chargon, Gustfly, Torrentiale, Tornalisk, Boaurora, Floraworm

Dangerous for BOTH (red + blue)
Mantaprey, Glazier, Pawfulgore, Freaver, Peaktrice

How to not die to danger mobs
• If sustain is low, disengage. Reset the room, then re-engage.
• Stay on easy mode solo until you're clearly ahead of your tier.
• If you don't know the monster, treat it like it's lethal until proven otherwise.


9) Sustain and Recovery

Key reality: You only regenerate health naturally in Town. Catacombs survival is about items, shrine, and smart pacing.

Sustain tools
Shrine: sacrifices magical+ equipment (or glyphs) and returns at least a chunk of life and mana, better items heal more
Fish and consumables: your core sustain while fighting
Heal charms: usable, but beginners often waste FG on them instead of fixing weapon EE, armor EE, and main charm stats

The "cheap heal trick"
If you do use a heal charm, some players whistle low level monsters to self-heal safely when learning. Just don't do it mid-danger room and get slapped while channeling.


10) Marketplace, Storage, and the FG Engine

Marketplace basics you should know
• You can list 25 items per core priced between 0-19.99 FG (number of characters doesn't matter)
• You can list unlimited items priced at 20 FG or higher
• Unsold items stay in the market but the price is reduced to 0 after 7 days and can't be purchased
• Items left at 0 FG will delete after ~6 months
• Items at 0 FG still count toward your 25 item limit (0-19.99 FG bracket)
• Market transfers are an easy way to move items between your characters

The real secret: sell constantly
Even ugly items have value because people buy them for:
• Transmuting
• Glyphing
• Training and skilling
• Welling
• Shrine food

What "skillables" means
High tier magical+ items people want to process. The rolls can be mediocre and they still sell.

Beginner selling rules that work
• Sell most level 5+ multi-stat items for small FG
• Many level 45+ items sell even if they look bad
• Whites scale up by level because of welling demand

Pricing note
Pricing shifts. Always search current listings before you set a BIN. If you want instant sales, undercut slightly.


11) Vault (When It's Worth It)

Vault is optional, but it makes your life easier if you're building gear pipelines.

Vault facts
• Rents in chunks of 25 slots
• Costs 50 FG per 25 slots for 30 days
• SC and HC vault subscriptions are separate

No vault strategy
Make extra characters as "mules" and transfer items through the Marketplace transfer tab.


12) Objectives

Objectives are mini goals inside Catacombs that reward stats, item slots, ability points, and more.

Important: Objective stat bonuses stick with your character until you reroll or attempt MQ, then they reset and can be earned again on the next climb.


13) Skilling

Important note: Many experienced players recommend not investing in skilling until you have 10+ MQs. The logic: all skilling systems are a time sink that only pays off if you stick with the game long-term. If you're reading this guide, focus on MQs first and revisit skilling later.

Quick overview (for reference)
Fishing: Cheap to start, feeds your sustain pipeline
Cooking: Turns fish into better sustain
Transmuting: Turns magical+ items into essence for rerolling
Glyphing: Turns gear into time-limited buff items
Suffusencing: Adds EE to certain consumables


14) Group Climbs

There are two main types of group play:

1. Public Random Level Groups
These are uncommon these days. Most players prefer solo because:
• Solo drops are significantly better than group drops
• Two people solo'ing will get more drops than the same two in a group
• When solo, you guarantee you get any drop that appears

If you do join a random public group:
• Any item that drops is available to anyone in the group (this is accepted by most players)
• If there's a healer, leave shrine items for them - their shrine usage is more efficient
• Otherwise, grab shrine items and use as needed

2. Organized 1-MQ Group Climbs
These are coordinated runs from level 1 to MQ with a full group.
• Groups wait at level 1 until full (usually 5 players) or decide to start with 4
• Groups of only 3 are extremely uncommon
• You will have a dedicated healer whose mana refills on level up
• You will not use shrine - the healer provides constant heals throughout the climb
• The /find command is mainly used to see who's online to grab for a 1-MQ run

Group Welling (both types)
Clarify rules before welling in groups. Common rule: whoever threw the item in gets the drops. But if a 200ee item drops and someone else clicks it, it probably won't go through as a scam report (though their reputation may suffer). Safest approach: only well when you don't mind sharing loot.

Full group climb guide:
Bigheaded's Group Climb Guide


15) Master Quest, Ladder, Resets

MQ availability
• At level 71, your character can attempt Master Quest
• Higher classes have higher MQ level requirements

MQ is luck-based
MQ is not a boss fight. Your gear does not impact your chances of success. The grind to 71 is the real challenge, not the MQ itself.

After MQ, your priorities
• Unlock more classes
• Build a vault or mule pipeline
• Start investing into the skilling systems you enjoy
• Optimize your farm routes and objectives


16) Copy-Paste Beginner Build

Solo-to-MQ Barbarian / Fighter / Guardian

Stats: Vit to 100, then Str

Gear:
• EE weapon near your tier. Club preferred.
• EE or Str Armor. Plate/Chain preferred.
• Str main charm
• Acc charm empty. Stats do not work on acc charms. Only useful for self-healing, and you won't have enough mana to make use of it.

Abilities:
• Power Strike till 40
• Retribution till 40
• Put remaining points into Power Strike / Retribution

Playstyle:
• /set easy 1 early
• Explore for increased drop chances, or whistle to level faster
• Optional: Whistle from 1 to 25 since drops are less valuable at low levels (explore the map at level 1 first to find wells/presences)


17) Practical Profit Notes

These are "starter heuristics", not gospel. Always verify against current market listings.

Common low tier flips
• Level 5 items with 4 stats often move for 1 FG
• Low level magical+ items sell to people training or processing
• Level 55 magical+ items often have a floor value because of processing demand
• Level 55 white items can be valuable because people well them for rolls

Community Price Reference:
https://docs.google.com/spreadsheets/d/1k1bDNJGNGvzmJVZpDiTQVYQooOaPxwn7sh8_1ROWHFs/edit?gid=0#gid=0

If you find something that feels valuable
Post a price check in the Ladder Slasher price check forum:
LS Price Check Forum


18) Official Built-In Guides

These pages answer 90% of "what does this do?" questions:
Game Basics
/Slash Commands
Objectives
Magical Stats (includes EE)
Item Vault

Community mega collections (also worth bookmarking)
Ladder Slasher Guide Collection
Bob888 Brand New Player Guide
Bigheaded's Group Climb Guide
https://docs.google.com/spreadsheets/d/1k1bDNJGNGvzmJVZpDiTQVYQooOaPxwn7sh8_1ROWHFs/edit?gid=0#gid=0


Credits

This "Noob Bible" is a compilation and rewrite using official Help pages, patch notes, and long-running community guides, plus recent SC market and pricing chatter.

Special thanks to Bigheaded for extensive corrections on gear, abilities, group mechanics, marketplace limits, and general accuracy improvements.

If you authored a guide and want a direct credit line added, PM me and I'll update it.

If anything is incorrect or you have better information, feel free to post or PM and we can update the guide accordingly.

This post was edited by izParagonzi on Dec 30 2025 04:13pm
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