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Member
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Dec 30 2025 04:19pm
The dangerous mobs section is semi nonsense. Why would hornicorn be dangerous solo? If frisp and slugslider are there then why not gigabee? Where are all the stunner mobs? Walktopus should be on group as well as the rest of the multihitting mobs. Probably the pusher mobs too at the very least. The whole section is useless without explaining what each mob does though, and that goes far beyond "noob guide" material.
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Dec 30 2025 04:20pm
I would not recommend clubs, especially to new players. Guardian, Barb, Fighter, and Paladin are the only characters who can even use them. It will take most new players a while to progress beyond Paladin, which I understand, but it doesn't really make sense to use clubs, ever.
If you plan to progress in the game you will have to buy a whole new set of weapons after your first successful MQ (Samurai cannot use clubs...).
You will also be building proficiencies which are long-term investments into your weapon choices.

Swords/Daggers will bring you the farthest into the unlockable characters before having to buy a new weapon set as you can progress straight through to warlock.
Axes are a good option as a get-by set to mix in with those as they are 50/50 with their str/dex ratios so you wont have to change your OTHER gear as much.

Overall, in my opinion, it makes more sense to build those proficiencies up and slowly build those weapon sets (or use mixtures) over clubs/heavies.

In short, you can still use clubs they are perfectly viable - but my opinion is that it's a waste of FG when you could spend it on more important gear to build for yourself.
:thumbsup:

The dangerous mobs section is semi nonsense. Why would hornicorn be dangerous solo? If frisp and slugslider are there then why not gigabee? Where are all the stunner mobs? Walktopus should be on group as well as the rest of the multihitting mobs. Probably the pusher mobs too at the very least. The whole section is useless without explaining what each mob does though, and that goes far beyond "noob guide" material.


This is a good point too, what mentioned.


I made this chart a while ago that you can use for reference if you'd like. There are still mobs that need to be added, this is just a rough pic I started

Pictures will help the newer players recognize the danger(s) better than their names.



Quote (Epiphany @ Dec 19 2025 04:57pm)
Mobs, prioritizing who to attack first

I take no credit for the images used, all credit to njaguar and ladder slasher, just compiled this for ease of access.

https://i.imgur.com/xeAxETl.png

New-ish update buffed some mobs to cancel / reset your charged abilities to 0%

Confirmed can remove your charged abilities:

Shonark
Prowlion
Incapacitor
Elephoerectus
Barkodile


This post was edited by Epiphany on Dec 30 2025 04:24pm
Member
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Dec 30 2025 04:37pm
I would not recommend clubs, especially to new players. Guardian, Barb, Fighter, and Paladin are the only characters who can even use them. It will take most new players a while to progress beyond Paladin, which I understand, but it doesn't really make sense to use clubs, ever.
If you plan to progress in the game you will have to buy a whole new set of weapons after your first successful MQ (Samurai cannot use clubs...).
You will also be building proficiencies which are long-term investments into your weapon choices.

Swords/Daggers will bring you the farthest into the unlockable characters before having to buy a new weapon set as you can progress straight through to warlock.
Axes are a good option as a get-by set to mix in with those as they are 50/50 with their str/dex ratios so you wont have to change your OTHER gear as much.

Overall, in my opinion, it makes more sense to build those proficiencies up and slowly build those weapon sets (or use mixtures) over clubs/heavies.

In short, you can still use clubs they are perfectly viable - but my opinion is that it's a waste of FG when you could spend it on more important gear to build for yourself.
:thumbsup:



This is a good point too, what ^Thoover mentioned.


I made this chart a while ago that you can use for reference if you'd like. There are still mobs that need to be added, this is just a rough pic I started

Pictures will help the newer players recognize the danger(s) better than their names.

https://i.imgur.com/xeAxETl.png


Agreed a picture would work way better for newer players and I like how you break it down into categories of what they do.

I would add a category for "multiple hits on one player"

Walktopus needs added to position category

The 5th mob in multiplier section does not multiply

1st and 3rd in multiple targets hit one target multiple times not multiple targets. Unicorn can be removed from this category

Other than that its a great start to s very useful infographic
Member
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Dec 30 2025 04:41pm
Agreed a picture would work way better for newer players and I like how you break it down into categories of what they do.

I would add a category for "multiple hits on one player"

Walktopus needs added to position category

The 5th mob in multiplier section does not multiply

1st and 3rd in multiple targets hit one target multiple times not multiple targets. Unicorn can be removed from this category

Other than that its a great start to s very useful infographic


Will edit/adjust accordingly of course - tyvm for edits

I have been working on trying to remake bob's guide for a while now but I have been consumed with irl happenings lately and haven't been working on it
Member
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Dec 30 2025 04:46pm
Will edit/adjust accordingly of course - tyvm for edits

I have been working on trying to remake bob's guide for a while now but I have been consumed with irl happenings lately and haven't been working on it


Would be happy to help if you spend more time on it and have any questions about other mobs, I've spent a lot of time trying to learn them all for calling mobs in mms and such (not that im 100% on all of them) :thumbsup:
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Dec 30 2025 06:12pm
Ladder Slasher Noob Bible (2025 Edition V5)
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 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.

Guardian (Tank/Healer hybrid - good solo, excels in groups)
Weapon: EE near your tier. Club only option - cheap. Note: All Heavy weapons have double base damage but 1.8 sec delay.
Armor: EE or Str. Plate/Chain only options.
Main Charm: Strength
Acc Charm: EE only applies. At higher levels, you can use Heals here.

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

Understanding what mobs do is more important than memorizing names. This visual chart breaks down mob behaviors into categories:


Chart credit: Epiphany

Mobs that reset your charged abilities to 0%:
Shonark, Prowlion, Incapacitor, Elephoerectus, Barkodile

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 Builds

Solo-to-MQ Barbarian / Fighter

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.

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)


Solo-to-MQ Guardian (Tank/Healer hybrid)

Stats: Vit to 100, then Str

Gear:
• EE weapon near your tier. Club only option - cheap. Heavy weapons have double base damage but 1.8 sec delay.
• EE or Str Armor. Plate/Chain only options.
• Str main charm
• Acc charm: EE only applies. At higher levels, you can use Heals here.

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
• Guardian excels in groups as Tank/Healer but is still solid solo

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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 - extensive corrections on gear, abilities, group mechanics, marketplace limits, and general accuracy improvements
izParagonzi - Guardian-specific gear breakdown and layout suggestions
Epiphany - monster threat visual chart and ability-reset mob list
Thoover - monster section feedback and corrections

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 iNazo on Dec 30 2025 06:14pm
Member
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Joined: Apr 29 2006
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Dec 31 2025 04:37am
This is where experience playing come into effect.

As a Solo player, and a Guardian player + unlocked characters, the only dangerous monsters are:

Slugslider (#1)
Gigabee (#2)
Stunners (#3)
... Note: Pawfulgore in the mix can kill you, especially if an Evil Presence (1 of 3 spawn)

As for the rest, the only ones that are deadly are the ones that have Physical + Elemental attacks + multi strike abilities, can not name it from your image in the thread... but it is the Bone Mantis looking one that is white in color (colour).

This is where it comes down to personal preference, do not delve into it too much for a Noob Bible Guide.


EDIT: When exploring Maps (not catacombs) there are things that apply:

The Tier determines the;
... Dimension (Tier I = 5x5)
... Type of map like Arctic have "specific" monsters spawning regularly
... Each explored space you will have an encounter of Monsters or Modifiers like Warm Light etc.
... Maps without a +X Well will not have a Well spawn on it... UNLESS it spawns from an Emblem
... Note: Map or Catacomb and clicking on an Emblem that has "Trap door" will automatically make you fall into a new Maze, note, this includes whether your character is a Rogue, Monk or Ninja that can detect Trap doors... hence during a Map (not catacomb) run, to explore it fully and NOT click an emblem... you can keep a record of where the emblem is to run back to it and check it out. Remember, backtracking in a Map means you do not encounter monsters... only Catacombs will have that effect.

This post was edited by izParagonzi on Dec 31 2025 05:00am
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Joined: Jun 25 2009
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Dec 31 2025 02:17pm

... Note: Map or Catacomb and clicking on an Emblem that has "Trap door" will automatically make you fall into a new Maze, note, this includes whether your character is a Rogue, Monk or Ninja that can detect Trap doors... hence during a Map (not catacomb) run, to explore it fully and NOT click an emblem... you can keep a record of where the emblem is to run back to it and check it out. Remember, backtracking in a Map means you do not encounter monsters... only Catacombs will have that effect.



Cmon now dont spread bad information if were making a guide for noobs! Emblems in maps cannot spawn tds.
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Dec 31 2025 03:11pm
Do you have any information about emblems(solo cata) and what they can spawn? When I used to play they only gave additional stats. Now I see mobs, trap doors, and most of the time nothing!
Member
Posts: 39,128
Joined: Feb 28 2007
Gold: 9,801.77
Dec 31 2025 03:49pm
Do you have any information about emblems(solo cata) and what they can spawn? When I used to play they only gave additional stats. Now I see mobs, trap doors, and most of the time nothing!


From my experience I have seen:

- Bonus Stats (applied like glyphs)
- Evil Presence(s)
- Teleport to new spot in cata
- Trapdoor (void on maps)

I'll also agree that sometimes clicking on an emblem appears to do nothing at all.
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