Ghostbyte Games Ghostbyte Games

Tidewild · Player guide

How Tidewild works

Everything you need to get strong on the island: how stats work, what each element does, how gear and sets stack up, and what's waiting in every open chapter. Numbers come straight from the game.

The basics

Two ways to play

The Journey is a solo story campaign that saves as you go, one chapter per element. The Arena is a free-for-all PvP arena that opens once you reach chapter 3.

Your weapon is your class

Everyone starts with the Starter Sword and Starter Shield. After that, the weapon you hold decides your basic attack: melee slashes for swords, greatswords, axes, hammers and spears, arrows for bows, magic bolts for wands. Two-handed weapons roll 10% more damage but leave no hand for a shield.

Dying isn't the end

Fall in a chapter and you wake on the landing beach and carry on. The first time the chapter 1 boss beats you, Hero Joe is waiting there with a Ranger Helmet and a tip on what level to come back at.

No cheesing a boss

Lose sight of a monster for 5 seconds, or die to it, and it walks home and heals to full. A kill always counts; only an unfinished fight is undone. Beaten bosses return 30 minutes later, so you can come back for another stone.

Getting stronger

There are no stat points and no STR / AGI / INT. A level-up only raises your max HP. Everything else you farm:

  • Kill stats. Every camp monster pays one permanent stat when it dies, shown over its name: sword, bow or wand damage, HP, or move speed. Respawns pay it again. It's stored on your hero forever.
  • Quest steps pay stats too: HP, sword damage, bow damage.
  • Gear adds HP, resistance and its rarity bonus, and plate, leather and robes add damage for their weapon family.

Weapon damage only counts for the family you're holding: sword damage works with any melee weapon, bow damage with bows, wand damage with wands. That's why it pays to keep more than one build.

Crit chance
Starts at 5%, caps at 50%
Crit hit
+50% damage (crit sets add more)
Resistance
One pool from your gear, cuts every hit, caps at 25%
Move speed
A new hero shows 40; nothing goes faster than 100
Level-up
+28 max HP, nothing else

The six elements

Weapons drop neutral. Spend 3 gems of an element to imbue it into a weapon: it gets an elemental basic attack, that element's on-hit passive (switched on and levelled at the Sorceress's Gem Altar), and an ability slot for the Forge. Imbuing is a 75% roll (90% with an ad), except your very first one, which can't fail. An element and a forged ability stay locked to that weapon, so a new build means a new weapon.

Element Passive (level 1 → max)
Fire Burn for 5% → 15% of your hit, over 2 → 6 s
Ice Slow by 5% → 25% for 2 → 4 s
Lightning Chain 5% → 30% of your hit to nearby foes, 3% → 10% stun
Wind Knockback 5 → 20 on hit
Light +2% → 14% damage on every hit, basic attacks and abilities alike
Dark 1.5% → 3% chance per hit to kill instantly

Where gems come from

Regular kills never drop a gem. Each chapter boss drops his own element's stone every time you beat him. The Chest Monster (the quests' Treasure Monster) runs from you and drops one random stone if you catch him. Hero Joe gives you your first three.

Abilities & the Summon

The Forge rolls a random ability into an imbued slot (slot 1: 75%, slot 2: 15%). Abilities deal a percentage of your current max hit, so they grow with your gear, and levelling one (up to 25) adds up to +96%. The Summon raises two real creatures, bigger ones as it levels:

Lv 1+ Bulb Imp → Lv 4+ Claw Devil → Lv 8+ Skeleton → Lv 12+ Little Demon → Lv 16+ Orc → Lv 20+ Dragon → Lv 24+ Bone Dragon

Gear & rarity

114 items: 48 weapons, 22 armors, 27 helmets and 17 shields. Every piece needs a level and nothing else, and new gear opens up as you level. Regular kills have a 0.25% chance at an item; chests and bosses are the reliable source. The ladder tops out with the likes of Dragon Slayer, Titan Edge, Worldender, Skypiercer, Starcaller, Runeblade.

Rarity

Rarity decides where a weapon's damage roll lands in its band, multiplies base stats, and adds a fixed bonus. Never a random affix.

Rarity Drop chance Base stats Bonus
Common 75% ×1 —
Rare 15% ×1.3 Weapon +10% attack speed · armor +5% HP
Epic 7% ×1.7 Weapon +10% damage, +10% attack speed · armor +5% HP, +5% damage
Legendary 3% ×2.4 Weapon +10% damage, +25% attack speed · armor +15% HP, +5% damage

Armor sets

16 sets

A set is a matching helmet and armor (the helmet arrives one level before the armor). Wear both and you get the set bonus and your weapon's second ability slot. Plate, leather and robes also add damage for their weapon family, from +2% at level 7 up to +10% at level 35; the any-weapon sets skip that for a bigger bonus.

Ranger

Lv 7 → 8

Leather · bow

+12% attack speed · +10% move speed

Ranger Helmet · Ranger Armor

Regal

Lv 8 → 9

Any weapon

+10% attack speed · +10% move speed

Horned Helm · Regal Plate

Knight

Lv 9 → 10

Plate · sword

+10% attack · +10% HP

Knight Helmet · Knight Armor

Assassin

Lv 11 → 12

Leather · bow

+12% crit · +12% attack speed

Assassin Helmet · Assassin Armor

Azure

Lv 12 → 13

Robes · wand

+12% attack · +12% resist

Frost Cap · Azure Tunic

Paladin

Lv 19 → 20

Plate · sword

+18% HP · +8% resist

Paladin Helmet · Paladin Armor

Storm

Lv 20 → 21

Leather · bow

+12% attack · +10% attack speed

Ranger Cap · Storm Tunic

Verdant

Lv 21 → 22

Robes · wand

+12% attack · +10% move speed

Jade Skullcap · Verdant Tunic

Emerald

Lv 26 → 27

Leather · bow

+20% crit damage · +10% crit

Ranger Helm · Ranger's Tunic

Berserker

Lv 27 → 28

Plate · sword

+15% attack · +8% crit

Berserker Helmet · Berserker Armor

Warlock

Lv 29 → 30

Robes · wand

+12% HP · +8% attack

Warlock Helmet · Warlock Armor

Frostguard

Lv 32 → 33

Plate · sword

+20% HP · +10% resist

Winged Helm · Frostguard Plate

Harlequin

Lv 35 → 36

Leather · bow

+15% attack · +10% crit

Champion's Helm · Harlequin Tunic

Sentinel

Lv 38 → 39

Plate · sword

+20% crit damage · +15% attack

Sentinel Cap · Steel Plate

Ember

Lv 39 → 40

Robes · wand

+15% attack · +10% crit

Ember Hat · Crimson Guard Plate

Nightfall

Lv 44 → 45

Any weapon

+30% crit damage · +12% crit

Jester's Cap · Nightfall Plate

Chapters & monsters

3 open · more elements to come

Each chapter is a region of the island with its own camps, quest chain and boss. Beat the boss to earn that element's mark on your journey belt. Here's what each camp monster pays when it dies.

Chapter 01 · Lv 1–5

Embershore

Fire · 23 quest steps

Land on the beach, meet Hero Joe in the watchtower, choose your element and forge your first gem. Then find the Sorceress in the hills.

Slime Lv 1 +5 HP
Smiling Mushroom Lv 1 +1 sword damage
Angry Mushroom Lv 2 +2 sword damage
Cactus Lv 2 +10 HP
Spider Lv 3 +10 HP
Turtle Shell Lv 3 +15 HP
Salamander elite Lv 4 +3 sword damage
Lizard Warrior elite Lv 5 +0.2 move speed

Boss: the Lizard Warrior

Chapter 02 · Lv 6–10

Death Woods

Ice · 26 quest steps

Hero Joe hands you a bow. Find the mysterious portal, beat Hero Joe’s Colosseum, and chase down the Treasure Monster.

Mushroom Giant elite Lv 6 +3 bow damage
Lizard Warrior elite Lv 7 +25 HP / +5 bow damage / +0.2 speed
Rat Assassin elite Lv 7 +30 HP / +4 bow damage
Evil Mage elite Lv 8 +6 bow damage / +50 HP
Chest Monster elite Lv 8 a random gem, if you catch it
Werewolf elite Lv 9 +5 bow damage / +60 HP
Naga Wizard elite Lv 10 +7 bow damage / +80 HP
Ice Golem miniboss Lv 10 +15 bow damage

Boss: the Ice Golem

Chapter 03 · Lv 11–15

Stonewatch

Lightning · 12 quest steps

Eye Jellies in three colours, a red and a blue Bone Dragon to put down, the Stonewatch portal, and the green Bone Dragon waiting at the end.

Eye Jelly Lv 11 —
Star Fish Lv 11 —
Crawler elite Lv 12 —
Gold Shell elite Lv 13 25 gold
Flower Monster elite Lv 13 —
Chest Monster elite Lv 13 a random gem, if you catch it
Bone Dragon miniboss Lv 15 —

Boss: three Bone Dragon brothers

The Arena

A free-for-all against other players, open from chapter 3. The Arena pays no kill stats; instead it runs a weekly points race, and the top 100 win a prize when the week resets. Staying alive counts too.

  • +100

    A player

  • +500

    The world boss

  • +10

    Every 5 minutes alive

  • +1

    A monster

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