Deepwoken Wiki

New to the Wiki? Create an account, join our Discord server and read our editing policy!

READ MORE

Deepwoken Wiki
Deepwoken Wiki

Guide Overview[]

Deepwoken. sometimes abbreviated to DW, is a challenging game for new players, you will spend your first hour or two trying to figure out everything and trying to beat a Bandit or a Bandit Leader. This guide exist to guide freshies (term for new players) to help them enjoy this game.

Note that this guide is my opinion, and is currently a WIP. This guide is updated as of August 22, 2024. Due to the complex game that is Deepwoken, this guide may be missing some important info, if so let me know in the comments, and make sure to @ me to make sure I get it.

What is Deepwoken[]

Deepwoken is a extremely hard and punishing open world RPG with permadeath mechanic. The games combat system is heavily reliant on being able to parry. Your goal is to try and survive in a dying world, where Monsters, other players, NPCs, and enemy faction will all want you dead, and when you wipe, you come back stronger than before. Train and build your character in many different ways and survive as long as you can.

Mechanics[]

Deepwoken is a complicated game, there are many things you need to understand to perform well. This will cover the basic non combat related mechanics.

Campfire[]

Campfires are a very important part, allowing you to heal, unequip Equipment and Mantras, view Talents, use free points, cook Food, and much more.

To use a campfire, you must either craft one using 1 wood/3 stick then light it with a Flint, or find a naturally spawning one and rest on it. There are different types of campfires, some having different less use than others. For example, graceful flame mantra from Flamecharm allows you to summon a "campfire" with less properties like being unable to cook food.

Notes[]

Notes are the main currency in Deepwoken, they are mainly obtained by selling items to an Antiquarian. They can be stored in the Item Bank with the help of a Banker. Notes can be used to purchase items, like those sold by Chili, or upgrade stuff like your Guild Base or bank.

Banks[]

Item Banks storages that hold items and notes across files and lives. You can withdraw and deposit notes and items with the help of a Banker. Additional bank slots for items can be bought with notes.

Thirst and Hunger[]

You will have a thirst and hunger mechanic, that will slowly go down over time. To fill it, you can scavenge and make Food. You are able to eat some raw ingredients. To make some food you must be sitting at a Campfire. Cooking food is the same as crafting items. Debuffs will only be applied once the meter reaches 0%. You get different debuffs depending on what meter is emptied.

Cooking and Crafting[]

Crafting is an important part of survival, whether its through gaining important tools like the Glider or cooking food. Some stuff can be crafted on the go, most food requires a Campfire, and some other items like the glider need a Crafting Station.

Blood[]

Blood is another meter next to the thirst and hunger meter, it is drained by taking damage/getting attacked. You can replenish your blood by resting at any Campfire. You will some severe debuffs when your meter is emptied, the most noticeable and dangerous effect is draining your hunger and thirst, as when they are emptied you get lots of debuffs and start dying. Dealing with blood isn't too big of an issue normally, unless you are fighting for long periods of time without resting at a campfire.

General Mobility[]

Deepwoken has several ways to move around. Outside of combat the normal go to movement would: be while sprinting, crouch (which becomes a slide when sprinting), jump quickly after, then dash in the air.

For vertical mobility, you are able to quickly "climb" up walls, and grab onto ledges. There are talents that can increase the effectiveness of climbing. Another form of vertical mobility is through leap mantras like strong leap from Attunement-less.

Be warned that your movements and mobility moves are reduced when you are low, so if you see an enemy/player, immediately start running or engage the enemy. If you choose to fight but end up low, running won't be as viable due to a speed debuff inflicted on players with low health.

Exploration and Map[]

You are given access to a Map after talking to a shipwright, but the Locations you have not explored will be blurred. Exploring islands un-blurs them. Exploration is a big part about DW, as there are many things that are hidden. So explore the world, and be careful.

Death[]

Your character is given 3 life, and you obviously lose one when you die. After your first death, your health will be strained, meaning your next death will send you to the The Depths, specifically Layer 1. Your health can be un-strained by Leveling up, this only applies in the surface, leveling up wont give you lives in the depths. Dying in the depths will wipe your character and send you to the Fragments of Self (there is only one exception, and thats by getting killed by a Contractor).

When you escape the Depths, through finishing the trial, you will return to the surface with all of your lives refilled. Info about the trial can be found on the layer 1 page.

Health Bar[]

Your health bar is pretty self explanatory. It will change colour depending on your remaining lives. Solid orange if you have all 3 lives, rusted if you have 2 lives, and blue when you are in the depths. Your speed is effected by your health bar, to make running less effective when you are low.

Outfit[]

Your Outfits is a defensive item that is crafted at a Blacksmith, to craft them you must have the necessary items and money to make them. To discover new outfits, you need to bring and learn an outfit schematic to a blacksmith. Outfits have durability, which is shown by a silver bar under your health bar. The damage reduction it gives will be removed if it runs out of durability. Outfits can be repaired at a blacksmith for some notes, even if it ran out of durability.

Equipment[]

Equipment are, well equipments that can be dropped from Enemies and from Chests. The equipment you get can fall into several categories like arms, torso, ears, and more. They normally come with some randomized stats known as "pips." If you want to remove a piece of equipment, you must be at a campfire. The vanity of an equipment can be toggled by a menu accessed by pressing P. Most equipment's can be stored in the Item Bank with the help of a Banker.

Events[]

Events or Random Encounters are random events that spawn around the world. Some are limited to certain places like Upper Erisia, while others can trigger in several spots, or the sea. They will consist of enemies, varying based on the events. A chest will be rewarded for completing an event. There are a few static events (events that will always be in the same place with same enemies) on some island.

Items[]

Items can be dropped from chest, enemies, or purchased at a store. They can come in several types like Weapons, Training Items, Equipments, and more. But there are some limitations, like you cannot get a training item from a chest, and you cannot get food from a chest. Some items can be stored in the Item Bank with the help of a Banker.

Boats and Sailing[]

Boats are an important part of travelling in Deepwoken, as they are the main way of going between islands. You can get a dinghy for free at a shipwright. To spawn a ship, you must take out your Seafarer's Chime and click to summon your boat. There are some conditions to summoning your boat, like you cannot summon it while in combat, or having enough space to summon. Then you can start Sailing off to islands.

Basic Combat Mechanics[]

Parrying[]

The single most important mechanic in Deepwoken. If you time your block correctly, you will perform a parry that gives posture to your enemy, stagger them slightly, reduces your own posture, refresh parry cd, and proc parry related talents. If you cannot parry, you cannot beat anything. The concept of "parry trading," where you and your opponent constantly attack and parry each other until someone slips up, is an important skill to learn in general, but has its most use in PvE against humanoid Enemies.

Light Attack[]

Light attack, or basic attack, is your primary attack. You can perform a light combo by repeatedly pressing the light attack button. (binded to m1/lmb by default) The final hit of the combo is called a flourish, which knocks them away, and can proc talents.

Critical Attacks[]

Critical attacks, normally referred to as "crits", are a stronger but slower attack. Some examples of uses are: try and break enemy posture, and to try and make your opponent mess up a parry trade. Crits vary based on weapon type, and some mid/end weapons have unique crits.

Dodge[]

Dodge is an alternative to parry/block. It moves you in the direction you are moving at, and gives you dodge frames. Being attacked while you are in dodge frames will make you evade the attack, and proc dodge related talents. Do be careful, as dodging has a cooldown and there are some attacks (like the Megalodaunt kick) that cannot be parried and must be dodged.

Block and Posture[]

Blocking is something that is normally done if a parry fails, it will negate the damage of the attack (unless the Weapon has chip damage), but raise your posture bar. When your posture bar gets filled, you will be block broken, stunning you and make you take bonus damage.

Ether[]

Ether is the games version of mana, casting a Mantra will drain ether, but there are other ways to drain ether. Your tempo effects the regen of ether. (Needs confirmation)

Stance[]

Stances are a minor part of combat, due to there small but passive effects. There are 2 stances, one handed and two handed. One handed stance allows you to use offhand weapons like the shield (it also slightly increase posture dmg when you parry an attack, but it isn't noticeable). Two handed stance removes your use of an offhand weapon in exchange for boosting your posture damage when you hit someone's block. Light is restricted to one hand, heavy must unlock one hand stance through a talent, and medium weapons can use both from the start.

Tempo and Venting[]

Tempo is a meter that is filled by getting hit or hitting people. When you enter combat through normal means (meaning getting spotted by a for example Watcher will not give you tempo) your tempo will start off filled to the max.

Venting can be done with enough tempo, taking away a good amount of it, while it knocks back all enemies around you. This can be used while stunned, but vent can also be parried. (and possibly dodged/blocked)

Talents[]

Talents are the equivalent of passives. They are obtained mainly by Leveling up, which will present several talent draws, each giving an option to choose one of the few talent options given. Some talents are locked behind levels, stat points, or other talents. Some talents serve out of combat purpose, like selling things for more, and some are for combat focused, like a speed boost after dodging an attack.

Mantras[]

Mantras are the abilities in Deepwoken, they consume Ether to us and can serve a variety of purpose, but mainly for combat. You can get a talent every 2 levels through a whisper hand.

Combat Tag[]

When you get hit, you will be tagged, the duration of the tag can vary for several reason.

Player Combat[]

When marked by a player, the tag will be red. While it's red, if you leave at any time for any reasons, you will lose a life.

NPC Combat[]

When marked by an Enemy or through other means (like going into acid pools) your tag will be blue. It is possible to leave without any punishment with a blue tag, but only if you are above 60% health.

Leveling and Attribute Points[]

Levels are obviously crucial for progression. You gain a level after adding 15 Attribute points to your character. Everytime you level up, your PvE scaling increases and your max health and blood slightly increase.

Whenever you level up, your Hp, blood, hunger, and thirst will be restored. Normally you can get 2-3? Talent hands, 1 Trait, and 1 whisper hand. (Whisper hand provides a Mantra, they only appear every other? power up)

There are 2 types of exp, event and Attributes. Event exp are used to level up and are gained through static and Random Events. Attribute exp is gained through training your attributes, using Training Items or gaining exp the ways said on the wiki. If you do not have enough event exp, you cannot level up your stats.

Using Adret or the autodidact Boon may make you run out of event exp in the long run, as the points are not free. To spend these points, you must rest at a Campfire.

The simple flaw isn't as bad as it sounds, as it is practically unnoticeable for the first 15? levels.

Attribute Points[]

Attributes are the base and building blocks of your character, as different Mantra, Talents, Oaths, and more will be determined by how stats are allocated. Your character is given a total of 330 points to spend. Your character starts off with 15 points to spend in the character customization, Races has innate points, and you will get 10 points for your Attunement. (going Attunement-less will give you those points as points to spend when resting on a Campfire)

Your attribute points needs training before they can level up. Exp for them can be gained by doing certain activites. A Training Item must be use to level up the stats manually. Stats cannot be leveled up if you lack event exp.

Stats and Bonuses[]

  • Strength: +1 carry load, +1% pen (after 10 points). The associated training item is the dumbbell.
  • Fortitude: +0.5 health per point. The associated training item is the training vest and the boulder.
  • Agility: Increase Stealth and parkour (climb height, slide speed, roll distance) per point. The associated training item is the ankle weights.
  • Intelligence: +2 Ether per point. The associated training item is the math textbook and the encyclopedia.
  • Willpower: +3 sanity and +0.5 tempo per point. The associated training item is the prayer beads
  • Charisma: +1.5 ether per point, unlocks special interactions for some NPC at higher level. The associated training item is the How to Make Friends book.
  • Light/Medium/Heavy Weapon: The added points contribute to a weapons scaling. The associated training item is the weapon Manuel.
  • Your chosen Attunement: The added points contribute to a Mantra scaling. The associated training item varies depending on what attunement it is. (E.g. Flamecharm uses the heartgem training item)

Aces[]

Aces comes in 2 version, and they take from the same ace count. You get an ace every time you would get a whisper hand.

Burn ace prevent you from pulling out a card from a whisper/talent hand again. If you accidently burn a card you want, you can get it back at the Shrine of Conceit.

Freeze ace allows you to freeze a card, which pretty much guarantees it appears in your next hand. Very useful if you cannot decide between 2 good talents.

Traits[]

Traits are special attributes that you can choose between after a power up (except for 9 and 19) that can boost your stats.

  • Vitality increases your max hp by 10 per point.
  • Erudition increases max Ether by 30 and tempo by 5 along with increasing tempo gain by 5% per point.
  • Proficiency increases your Weapons scaling by 6.5% and adds 3% penetration per point.
  • Songchant increases your Mantra scaling by 5% and adds 5% pen per point.

Creating your Character[]

Choosing what your Character starts off with will impact what build you are going for, so choosing what you want early on is needed. (for example, do not choose a light weapon if you have plans to go for a heavy weapon)

Race[]

Races, unlike most other games on Roblox, have actually very minor buffs. They aren't very game changing so don't be sad if you get something like Canor and you are going solo. Each race has several variants and sometimes ornaments and other stuff to customize.

Weapons[]

Weapons will be your main source of damage in the early game, and you can get talent/mantras based on what you chose. There are many sub categories in weapons (like Guns in the light category) and each perform differently than the other sub categories.

Light Weapons[]

Light weapons prioritize speed above everything else. having low damage than the other types, but their fast speed can overwhelm inexperienced players.

Medium Weapons[]

Medium weapons are balanced, good at nothing, but is bad at nothing. Well rounded and reliable, they are the best choice for a beginner.

Heavy weapons[]

Heavy weapons exchange its speed for higher damage and higher posture damage. They may be harder for new players who aren't used to how slow they are, but they are very good in PvE as speed doesn't seem to effect an enemy as much as a player.

Attunements[]

Attunement are basically the elements in Deepwoken, each come with their own sets of Mantras and Talents. Do note that the first attunement (excluding attunement-less) will lock you out of the other ones (you can unlock them again later) so choose carefully. This guide will only cover the base attunement, and not the unlockable attunements.

It is possible to spawn in with 2 attunements of your choice by selecting one then choosing another, to only choose one, you need to click on random/attunement-less option, then select the single attunement you want.

Attunement-less[]

Attunement-less is a lack of an attunement, but that doesn't mean you are worse than those with attunements. You can't spend points into attunement-less, allowing you to take those points and divert them to other stats. You will still have access to mantras.

Flamecharm[]

Flamecharm is said to be one of the better attunements for beginners, having access to fire blade, which burns and posture breaks the Bandits at Lower Erisia, and several other good mantras, along with burn, which allows you to auto execute enemies if they are burning when downed.

Frostdraw[]

Frostdraw is a great attunement for those looking to engage in PvE, due to moves you can cast, then start attacking while the move is going on. It also has good mobility options, like glacial arc which allows you to traverse both tall and wide locations.

Galebreathe[]

Galebreathe is a very versatile attunement, having access to good mobility, good mantras, and good talents. It can also lower attack speed, which can help new players parry light weapons.

Thundercall[]

Thundercall is a fast paced attunement, capable of stunning and slowing enemies with swift attacks, but it comes at the cost of damage, as it is normally on the lower side.

Castaway Origin[]

The castaway Origin is an origin that everyone starts with. It gives you 2 possible spawn options. It is the most beginner friendly due to ease of access to Erisia and starting in a town.

0n your first play of this origin, you will be teleported to a Tutorial that allows you to start off with stuff like a Vanguard Brace. If you want to replay it, you must head to the Fragments of Self with this as your selected origin, then choose certain dialogue with Cap'n Orlandeau.

Isle of Vigils Spawn[]

The Isle of Vigils is one of 2 spawn options, positioning you at a small island settlement. It isn't as popular than Etris, making it safer due to less player traffic.

It is my personal preferred spawn for the castaway origin, due to having a good density of food, bamboo to make cloth, the Blade Instructor to practice against and get early level exp, shorter Sailing to Erisia, being smaller, and more.

Etris Spawn[]

Etris is a more popular spawn, putting you at the capital of the Etrea. It is bigger than Isle of Vigils.

Some advantages are: a weapon shop, Polis who can give you a gold ring, a discount on Materials (if you talk to someone), and a place to rapidly grind Reputation for Etrea. (this is done by buying lots wood from the general store and doing the lumberjack quest)

Combat in PVE[]

Humanoid enemies[]

Humaniod Enemies are smarter, but weaker (statistically, not in actual strength) than monsters. They are capable of parrying, blocking, and dodging while being more nimble. And just like you they stagger on hit and get staggered when hit.

Monsters[]

Monsters (with some exceptions) are more of a brute force type, they cannot be staggered, but can be stunned if posture broken. Monsters focus on stronger, more predictable patterns. But that doesn't make them easier than humaniods. A monster can quickly punish and kill someone who doesn't know how to fight it properly. Memorize what attacks should be block, parried, and dodged to conquer those beast.

The Depths[]

The Depths, specifically layer 1 (which is where you go when you run out of lives on the surface) is a very scary place for new players as you can lose everything, but adapting to it is necessary to survive. The depths main enemies are Monsters, but there are Gigamed, who commonly referred to as "healthpacks" for a reason. Dying here would send you to Fragments of Self. Falling into the void while above Power 5 and half health will bring you to the Second Layer instead of instant death.

There are also Watchers around the city, which when they spot you will spawn 2 Angels at your location.

The depths contain end/late game loot, and exclusive enemies, including the most feared monster Nautilodaunts.

Escaping[]

Escaping layer 1 of the depths is no easy task, but there are 3 main ways to reach the trial.

1. City Bells[]

The intended way of escaping, there will be 2 bells located in the city, once both have been rang, a bell choir is heard across the depths, opening the main gate in the District of Commerce.

2. Sub Elevator[]

There will be a sub elevater at the center of the City from the flat gate (the entrance to the city with a flat floor) which you must pay 25 Notes to use, which will bring you to the center of the city.

Additionally you can go through a small crack and use Barrels to get to the top.

3. Scaling the Wall[]

Using a mix of barrels high elevation, and mobility mantras, you can get on top of the outer wall and walk to the center of the city with simple platforming. There isn't any threats this way except for Watchers spotting you (which is rare) and fall dmg when coming down to the center.

Use a Glider to not take the fall damage. Be careful when on top of the walls, as they have weird collision due to not being the intended way. This was most common way to escape before the walls were made unclimbable, but it is still possible to do this, you just need more barrels/mobility mantras.

The Trial.[]

The trial is something you must go through in order to escape. The enemy you face will change depending on your power level and the number of times you "drowned". (# of times you entered the depths through death)

Be warned as having multiple people will increase the enemies fought and having too many will force you to kill some people to start the trial. A list of the formula for calculating the trial power and the list of enemies you may fight can be found on the First Layer page.

Late Game[]

Oaths[]

Oaths are vows you made to a group/entity/person to grant you power. When you get an oath, you will gain some Mantra slots, and possibly a passive. Most oaths have some form of progression path to max it out. Progressing an oath awards more passives and/or mantras.

The process to progress an oath varies based on what oath it is, and most have prerequisites, and need to finish a quest to be obtained.

Murmur[]

A Murmur is a late game ability that anyone can get. Currently there are 3 in the game, each with a different obtainment method.

Resonance[]

A Resonance, or a bell is an end game ability that anyone can get. Your resonance options are randomized every time, and there are random points allocated to several categories based on your resonance.

You can check your progression by talking to Sibex, and when you finish your progression, you need to get downed in the depths. (recommended to have a friend to protect you or do it in Layer 2 with a lighthook)

This a very late game thing, as one of the most common way to obtain is to kill lots of Bosses.

Echoes[]

Echoes are a form of permanent upgrades, when you wipe your character, you get echoes based on how well you lived. These can be invested into several parts, like expanding your starter weapon options.

There are also echo talents, mainly unlocked through Quests. You will automatically get these when you reach a certain power level, like aerial assault at power 2.

Unlockable[]

There are other unlockable stuff that you can choose in Character Creation after getting them for the first time.

The unlockables for character creation includes, the blind and fugitive flaw, the sly boon, any attunements, and the 3 fist styles.

Mid Game Bonus[]

If you do a certain thing on a past file, then there will be a bit of change to make getting/progressing more easier.

For Attunements, there are an additional bonus for unlocking them, as the required materials to get them is reduced from 5 to 2. (Ironsing may be an exception due to the required materials not being 5/2 of 1 type of material)

Once you max out an Oath for the first time, when you re obtain it you can choose to spend 10 Knowledge to max it out instantly.

There are a few Talents that you are able to get from a talent hand if a requirement is met, like termite and survival kit.

Leveling Guide[]

Note that this is my opinion, if you are skilled, try going up a notch, if you are bad take it down a bit. Or you can move onto the next island early if needed.

And this is what I would do before the PvE scaling was changed.

Power 1-5[]

If your spawn is set at the Isle of Vigils, you can use the Blade Instructor to farm stats and practice your skills. If a burst of exp is needed, you can head along one of the paths to the Mystic there, as it will contain 2 Bandits, which should be easy to kill. You can move onto Erisia if you are confident, but be careful of the Bandit Leader.

Power 5-12[]

At this level, you should move on to Lower Erisia. There you can mainly find small groups of enemies, normally being 2 Bandits and 1 Bandit Leader. There are 2 areas in Lower Erisia where there are a big group of Mudskippers.

To deal with the mudskippers, the second you start seeing them spawn, immediately go back to where you came from, as it takes some time to spawn them all, and to get out of the freshly spawned mudskipper's aggro.

Some people would recommend going to Upper Erisia at around Power 8, but I cannot say to much about it, as I can never find a good density of enemies, so i never tried farming there. Also only move on to Upper Erisia if you are good enough to immediately go to Lower Erisia after spawning in.

Power 12-15[]

At this point, you should have a good grasp on the game, because you will need it. Your next farming spot would be Minityrsa, and be careful as the main enemies there use Shadowcast (that steals Ether) and always use a Krulian Knife, and they will delete your blood bar in prolonged combat. Unless you are decent, I would recommend avoiding Outpost Antumbra due to its high enemy density, and that you can lose Ministry Reputation there. Instead, there should be an area around a Guild Banner where there are 2 static Ministry event, one at the guild banner, and the other around a campfire.

You can try going to Songseeker Wilds in the Eastern Sea, I haven't tried that place myself, mainly because of the reputation it has for players baiting freshies to go and get ganked there. I heard that the loot is comparable to Minityrsa.

Power 15+[]

The next best place to grind is at Starswept Valley, which can be accessed in 3 ways, one is using a Glider, the second is going through Fort Merit, and the final way is teleporting to Greathive Aratel from the Shrines in the The Etrean Sea, then using the shrine there to warp to The Lordsgrove which is connected to Starswept Valley. (If you want to go through the 3rd way, you need to wash your face in the Lightkeeper Temple in Starswept Valley)

Your primary enemies will be Threshers, which should be manageable by themselves, but 2 can be dangerous.

Remember to grab Jobs by the entrance to The Lordsgrove, specifically the Thresher Infestation (and the Thresher Regicide if you can kill a King Thresher). And make sure you grab ALL of the job quest you can do (meaning if you are doing thresher infestation, grab all the thresher infestation quest), as you can complete the same job several times at once by having the same job quest several times.

When it comes to jobs, you don't have to worry about it being to far, as the game will heavily increase the chance of spawning what you need to kill around you if you have that job.

Additional Info/Tips[]

  • Try to find a low player count server, as big servers normally have a few Voidwalkers, who will hunt and kill you. Or just a few players who kill for fun.
    • Being in a small server doesn't guarantee safety from players, but it significantly reduces the risk.
  • Be extra careful at Songseeker Wilds, it has a reputation for being a place to get ganked by players. You can risk going there for some stuff if you are in a small server.
  • If you are playing with a friend, remember that there will always be friendly fire, so be careful. There are ways to reduce the damage dealt, by allying someone through Vow of Mastery/Allegiance or being in the same Guilds, then utilizing certain Talents or racial passives.
    • To make a vow of mastery, you must get a talent for that (requires charisma) and say "Wanna make a vow of mastery [First Name]?"
    • To make a vow of allegiance , you say "Wanna make a vow of allegiance [name]?"
      • There is a maximum limit of 50 players through the vow of allegiance.
    • Note that gaining an ally through the vows requires the other person to accept it.
    • If you want to remove a vow of allegiance/mastery is through the Shrine of Yun'Shul, Keeper of Hearts, but it removes all of your vows.
  • A way to help get practice is to spar with the Blade Instructor at Isle of Vigils.
    • For trying to get better for later game/fighting monsters is to constantly attempt the Trial of One over and over until you can beat it. You must be at Power 1 to attempt it, and to get quick access to it, you will get a lone warrior Origin after your first wipe. If possible, get another file so you can have 1 for playing the game and another for attempting the To1.
  • You cannot run away from every player, so you need to get good eventually. A place to improve PvP skill with less risk, get a Chime of Conflict in the Songseeker Temple, which puts you in a PvP server, death is less punishing there.
    • A similar thing can be said when fighting Monsters or Bosses, due to them having their own attack pattern. You can't learn to fight them if you never fight them. Just be warned as there is no safer option. (Except the Second Layer first floor monsters/boss due to the lighthook you can get if you enter there through Castle Light, be warned as the lighthook has a time limit)
  • Use the wiki, it has lots of good information, whether it is tips, directions, or information on something.
  • If you need to leave while something is chasing you (and you're not in combat), leave through the return to menu button, not through esc l enter or closing your window. This is because any way outside of using the return to menu button will make your character linger around a bit longer, possibly allowing a player to tag you after you left
  • Try to get into a Guild, and if possible get access the Chime of Dwelling by being an officer or a leader, as a Guild Base can contain many useful stuff inside like an Item Bank, Blacksmith, Antiquarian, and much more.
    • If you are not a leader or officer, you can buy a Dwelling Charm to summon a guild base when needed.
    • Do note that guilds are a very expensive and long investment, but it can save your life many times.

Notes[]

If you have any feedback or suggestions for this guide, let me know in the comments.

Due to the complexity of Deepwoken, layout, headers, info, ect. will be added, removed, or shifted around as this guide is refined.