🧭 How To Read This Roadmap (Quick Rules)
- Spike = 3-part package: Gear piece (or Empower), Talent row pick, Starmap node. Hit all three and the game feels easier instantly.
- Order beats stats: Weapon → Chest → Accessory upgrades first; gloves/boots later.
- Starmap engine before damage: Fleetfoot → Field Rations → Basic Mastery → Class branch. Only then touch minor damage nodes.
- Dungeons unlock spikes: Each early dungeon (D1–D3) carries mats, trinkets, and talent notes. Clear once at the recommended band, not before.
- Two-potion rule: If a band has you drinking more than 2 potions per mini-boss, you’re under-spiked—fix it before pushing.
🌱 Levels 1–5 — First Steps, First Stability
Why this band matters: You’re learning inputs and setting your baseline. Small tweaks here remove 80% of early deaths.
Gear
- Take any main-stat weapon you can (vendor if necessary).
- Equip +Health or +Stamina accessory if offered.
Talents
- Guardian: Bulwark’s Reward (block grants a tiny shield).
- Archer: Hunter’s Rhythm (roll grants a brief damage buff).
- Battle Mage: Spell Sustain (light sustain from hits).
Starmap (first dust/fragment)
- Fleetfoot Paths → Field Rations → Basic Mastery.
Spike Check
- Can you clear a 3–4 mob pack without burning more than 1 potion? If not, buy potions, set Dodge on thumb / Block on index, and try again.
🛠️ Levels 6–9 — D1 Timing & Weapon Empowerment I
Why this band matters: Your first real spike—Weapon Empowerment I—lands here.
Do This
- Clear D1: Emberlight Tunnels at 7–9.
- Route: hug right wall → kill Broodcaller first → Ember Mound: count spits 1–2, sidestep 3, burst core.
Gear
- Craft Weapon Empowerment I as soon as you step out (use a Camp Kit to save travel).
- Keep 5–8 Health potions on hand.
Talents
- Unlock Row 1 if you haven’t already (see 1–5). If you have, start Row 2 setup:
- Guardian: Measured Strikes (punish after block hits harder).
- Archer: Piercing Setup (mark → next burst stronger).
- Battle Mage: Heat Cycle (detonate grows after burn stacks).
Starmap
- Branch into Path of Iron (Guardian) or Path of Gale (Archer/Mage).
Spike Check
- Your weapon should feel noticeably stronger. If not, verify you actually applied Empowerment to your main weapon and not to an off-stat piece.

🧭 Levels 10–14 — Vale On-Ramp & Chest Empowerment I
Why this band matters: You lock movement tempo + sustain, then add eHP so you stop getting one-tapped by bad pulls.
Do This
- Unlock Waypost Vale waypoint and Gathering Tools.
- Run your Event → Cache → Cache loop for mats (10–12 min).
Gear
- Chest Empowerment I (right after Weapon Empowerment I).
- Buy +Stamina accessory (Archer) / +Mana Regen (Mage) / better +Health (Guardian) if offered.
Talents
- Row 2 fully online by 14 (the timing makes D2 clean).
Starmap
- Block Efficiency (Guardian) or Dash Cooldown (Archer/Mage).
Spike Check
- You should drink ≤2 potions on an elite. If more, craft chest before pushing to D2.
🌬️ Levels 15–18 — D2 Shiverchasm & Clean Windows
Why this band matters: You prove your defense-to-offense timing and start playing around real burst windows.
Do This
- Clear D2: Shiverchasm around 17–18.
- Notes: break crystals to stop boss channel; dodge double rake; Whetstone on expose.
Gear
- If you get a blue trinket with your top two stats, slot it—even if ilvl is similar.
Talents
- Guardian: you can now practice two-hit punish after perfect blocks.
- Archer: your roll-burst chain should be muscle memory by now.
- Battle Mage: dash through → detonate only after safety is secured.
Starmap
- Safecracker (cache value) if you route caches each day.
Spike Check
- Can you kill Shiverchasm’s boss without running dry on potions? If you used 3+ pots, re-check Dash/Block nodes and your accessory.
🦠 Levels 19–22 — Veilmarsh Prep, Talent Rows Settled
Why this band matters: The DoT/caster zones punish sloppy sustain. You finalize your comfort package.
Gear
- Consider Gloves/Boots Empowerment I if mats allow (only after Weapon/Chest).
- Pick survival accessory upgrade if offered (Guardian Health/Block; Archer Stamina/Crit; Mage Mana Regen/Power).
Talents
- Row 1–2 complete; delay Row 3 until you’re in the next band.
Starmap
- Quick Study (exploration XP) if you’re still touching new waypoints/hubs.
Spike Check
- Veilmarsh elites shouldn’t bleed you out if you respect mechanics. If they do, swap one offensive trinket to a sustain piece.
📚 Levels 23–27 — D3 Gloomvault & Economy Online
Why this band matters: You stabilize your economy (dust, mats) and lock a consistent dungeon rhythm.
Do This
- Clear D3: Gloomvault around 25–27.
- Notes: spread on rot; collapse to burn adds; triple volley = your burst window.
Gear
- Re-roll only if you have a duplicate for that slot. Otherwise keep your empowered piece.
Talents
- Start filling Row 3:
- Guardian: Firm Footing (reduced stagger).
- Archer: Fleet Volley (faster follow-up after crit).
- Battle Mage: Cauterize (small heal on detonate).
Starmap
- Basic Mastery II (primary stat), then nibble minor damage nodes that match your kit.
Spike Check
- Gloomvault’s boss should feel scripted, not chaotic. If it still feels random, lower ADS sens a hair (Archer), practice block cadence (Guardian), or delay detonate until right after a telegraph (Mage).
❄️ Levels 28–31 — Steppe Entry & AoE Discipline
Why this band matters: Steppe’s open layout rewards kiting and grouping; your damage spikes if you keep rhythm.
Gear
- Upgrade blue → purple trinket if stats align (don’t force it).
- Keep 2× Whetstones stocked.
Talents
- Finish Row 3 pick; this is where your rotation feels complete.
Starmap
- If you’ve been conservative, take one minor damage node now (the engine is built).
Spike Check
- You should kite larger packs without panic. If you’re drinking too many pots, shrink pull size and drill your class micro for five minutes.
⚒️ Levels 32–35 — D4 Starforge & Real Burst Windows
Why this band matters: You’re now playing around structured exposes and post-cooldown punishes.
Do This
- Clear D4: Starforge Depths at 34–36.
- Notes: don’t greed during overheat; step out of add explosions; burst after cooldown phases.
Gear
- If a stat-correct purple appears for weapon, take it—but re-empower only if the roll is clearly superior to your current empowered one.
Talents
- Pick any utility you’ve ignored (interrupt CD, gap closer comfort, etc.).
Starmap
- Fill any missing engine node you skipped; remaining points can be damage.
Spike Check
- Can you delete Starforge’s adds without touching your potion key? If not, you’re mistiming windows—drill once, then retry.
🔥 Levels 36–40 — Strand Entry & Elite Chains
Why this band matters: High-density areas reward players who can chain elites with minimal downtime.
Gear
- Accessory finalization for this tier:
- Guardian: +Health/Block.
- Archer: +Stamina/Crit.
- Battle Mage: +Mana Regen/Power.
- Consider Chest Empowerment II if your version/patch offers incremental upgrades and you’ve banked mats.
Talents
- Mop up any stat node behind your main picks that supports your playstyle (e.g., defensive uptime).
Starmap
- Minor damage nodes, but only if you never feel squishy. If you still drink >2 potions on an elite, add a sustain node first.
Spike Check
- Two elites in a row should be doable without sitting for a picnic. If not, Camp Kit between chains and revisit your pull sizes.
⛰️ Levels 41–Cap — Peak Zones & D5 Crown of Embers
Why this band matters: This is your final pre-cap spike; the fight scripts are demanding but very readable once you’re tuned.
Do This
- Clear D5: Crown of Embers at 42–44.
- Notes: baited slam → ring of fire → core expose. Your Whetstone belongs only on core.
Gear
- Start collecting cap-ready pieces with your top two stats—don’t get baited by ilvl bloat.
- If Empowerment II exists in your patch, Weapon → Chest first again.
Talents
- Lock your cap rotation: anything that reduces input friction or gains you windows.
Starmap
- Clean up the tree; you should have the full engine plus select damage picks that match your kit.
Spike Check
- Crown’s core windows should vanish under burst. If not, your burst alignment (Archer longbow charge / Mage detonate stack / Guardian two-hit punish) needs a 60-second drill.
🧩 Class Overlays – What Changes For Each Class
🛡️ Guardian – “Anchor, Read, Punish”
- Top stats: Health ≥ Armor ≥ Power.
- Power spikes to respect:
- 7–9: Weapon Empower I + Measured Strikes.
- 14: Chest Empower I + Firm Footing.
- 25–27: Gloomvault trinket plus Block Efficiency finished.
- 34–36: Starforge window discipline; add a small damage node only if potion usage is near zero.
- Micro drill at every band: 10× block → single punish without chip. Add second hit after five perfect reps.
🏹 Archer – “Mark, Move, Burst”
- Top stats: Power ≥ Crit ≥ Stamina.
- Power spikes to respect:
- 7–9: Weapon Empower I + roll-buff talent online.
- 17–18: Shiverchasm boss = rhythm test; Balanced ADS sens matters.
- 25–27: Gloomvault volley window → Whetstone mastery.
- 31+ Steppe: swap shortbow → longbow only when your kiting rhythm never breaks.
- Micro drill: 60s roll → light → light → burst loop without dropping movement.
🔥 Battle Mage – “Burn, Dash Through, Detonate”
- Top stats: Power ≥ Mana Regen ≥ Health.
- Power spikes to respect:
- 7–9: Weapon Empower I + dash CD node.
- 14: Chest Empower I + Heat Cycle radius; detonate stays clean.
- 25–27: Gloomvault = resource flow check; finish Arcane Efficiency.
- 34–36: Starforge proves your greed control; detonate only after telegraphs.
- Micro drill: 15× dash through → instant turn → detonate without a single whiff.
🧪 “I’m Behind On Power” — Fast Fixes
- No damage? You probably skipped Weapon Empower I or empowered the wrong weapon. Fix now.
- Too squishy? Do Chest Empower I, swap in one sustain accessory, and finish Field Rations.
- Burning potions? Buy Stamina/Mana tonics alongside Health; drink before multi-hits.
- No mats? Run Event → Cache → Cache near a hub for 10–12 minutes; convert into Empower I immediately.
- Windows missed? Touch sensitivity (Archer), block cadence (Guardian), or detonate timing (Mage). Do a 60–90 second drill before the next attempt.
🎯 Duo Spike Notes (Anchor + DPS Wins)
- Guardian + Archer: The classic. Guardian announces “heavy next,” Archer preps burst with mark → trap.
- Guardian + Mage: Safe greedy pulls; Mage detonates clumps after Guardian controls the front.
- Archer + Mage: Fast, fragile—practice wide kites and staggered bursts so you don’t steal each other’s windows.
Duo rule: No chest opens mid-fight. Rotate potions. Ping pulls.
🧰 Crafting & Consumable Milestones
- Weapon Empower I → Chest Empower I → Gloves/Boots I (only if mats allow).
- Keep 2× Whetstones for dungeons.
- Hold 5–8 Health, 2–3 Stamina, 2–3 Mana (BM).
- Camp Kits: 1–2 on hand; field-craft after dungeons to lock spikes immediately.
🧠 Starmap: The Engine That Multiplies Spikes
Spend in this order, revisiting between bands:
- Fleetfoot Paths
- Field Rations
- Basic Mastery
- Path of Iron (Guardian) / Path of Gale (Archer/Mage)
- Block Efficiency (Guardian) / Dash Cooldown (Archer/Mage)
- Safecracker (if you route caches)
- Quick Study (claim exploration XP after buying this)
- Basic Mastery II
- Minor damage picks matched to your kit once the engine is online
🕒 Busy-Day Variants (20–40 Minutes) By Band
- 1–14: Event → Cache → Cache, turn-ins, Weapon → Chest if mats.
- 15–27: One dungeon (D2 or D3) + quick loop; spend Starmap.
- 28–36: Steppe AoE path + stash mats; Starforge when calm.
- 36–Cap: Strand/Peaks elite chains + D5 once; set next week’s goals.
Consistency beats marathons. Spikes locked weekly keep you ahead.
🧯 Troubleshooting Cheat Sheet
- Elite deletes me: shrink pulls; add one sustain piece; drink before multi-hit patterns.
- Boss feels random: fights often run two normals + one big—punish after the big.
- Stutter kills windows: cap frames near refresh; set Shadows/Volumetrics to Medium; use Quality upscaler; see our FPS guide.
- Mana starvation (Mage): finish Arcane Efficiency, weave one light poke between abilities.
- Greed hits (Guardian): back to single punish until perfect.
- Over-aim (Archer): drop ADS sens by 0.05–0.1; add tiny sharpen to TAA.
🏁 Conclusion
Power spikes are sequenced upgrades, not lucky drops. If you hit the Weapon → Chest crafts on time, finish Row 1–2 talents before each dungeon, and build your Starmap engine on schedule, every new zone will feel like it was tuned for you. From Guardian’s perfect punish rhythm to Archer’s roll-burst beat and Battle Mage’s clean detonate dance, each band locks in a new layer of speed, safety, and damage.
Want a personalized spike calendar, gear shopping list, or a done-for-you climb to cap? BoostRoom can blueprint your exact route and run the clears with you—clean comms, zero wasted mats, maximum breakpoints.
Learn more: when we publish, we’ll link the best active Fellowship wiki (official or community—whichever is most accurate and maintained) for up-to-date talent numbers, drop tables, and dungeon mechanics.



