Guides

Your First Runs

A Wildshift guide to your first runs: rooms, bosses, and what to expect in chapter 1, Mossy Ruins.

Your first real test is Mossy Ruins, chapter 1. This page explains the shape of a run so the first attempt is less of a blur.

Deep strategy and “best first weapon” advice are coming soon — those should wait until the game is finished. What follows is the structure, which is already in the game.

Rooms and bosses

Clearing rooms fills out the run. Falling in a room ends it. You keep progress on your account (gold, gear, and unlocks), then you go again.

Starting the chapter costs 5 energy. Energy regenerates over time (up to 20); see Progression.

What the chapter feels like

The early rooms use a forest theme. Later rooms shift into ruins. Regular enemies in this chapter include Goblins, Mushrooms, Spiders, Archers, Slimes, and Trolls.

As you fight you gain levels and pick 3 skill cards from one category at a time. Your creature can evolve at in-run levels 6 and 12 (the chapter boss room still forces final form if you are not there yet). Numbers and some details come from the current development build and may change before launch.

Drops and first-clear rewards

Bosses can drop gear. Gold also collects during the run. The first time you clear Mossy Ruins you earn 1,000 gold, 30 gems, 3 Golden keys, 2 weapon / 2 armor / 2 accessory scrolls. Numbers and some details come from the current development build and may change before launch.

After the run

Win or lose, you return to the hub. From there you can change creatures, tinker with gear, spend gold on talents, and start the next attempt. See Progression for evolutions, slots, later chapters, and modes.

If a term is unfamiliar, flip to the Glossary.