Path of Idle Old Gods Rising Achievements Guide (100%)

If you’ve just started playing Path of Idle: Old Gods Rising, the game can feel a little strange at first. You’re not directly controlling a hero and smashing through enemies yourself. Instead, you’re building your town, recruiting prisoners, turning them into Godsworn, setting up their skills and gear, and then letting your teams do the fighting for you.

That sounds simple until the game starts throwing Stele progression, Exploration, Divine Tower, Outlands, Runewords, Myth gear, and eventually Doom at you.

The good news is that getting 100% of the Steam achievements is completely manageable on one season save. There are no hidden achievements and, based on the current version, nothing is permanently missable.

The bad news? A few achievements are going to take a while.

The real endgame walls are Godslayer III, Divine Tower 100, Stele 20, Exploration 20, and getting a Godsworn all the way to Level 100. So rather than trying to rush everything at once, it’s much easier to build your account in the right order.

This guide walks through the whole journey, from your first prisoner to the late-game Doom grind, while also explaining what the different systems actually do and where I’d personally put your resources.

Path of Idle Old Gods Rising Achievements Guide (100%)

There are 25 Steam achievements to collect.

Nothing is hidden behind a secret choice, and you don’t have to worry about accidentally locking yourself out of an achievement. Your progress is tied to your current season save and then synced with Steam.

The main achievement groups are:

  • Godsworn level achievements
  • Adventure Slot achievements
  • Expedition achievements
  • Stele achievements
  • Exploration achievements
  • Divine Tower achievements
  • Outlands achievements
  • Doom achievements

The game is technically an idle ARPG, so don’t expect the 100% completion to happen quickly. You can make good progress every day, but the final achievements are deliberately long-term goals.

If you’re only interested in getting the easier achievements first, you can knock out a surprisingly large chunk while simply progressing through the campaign.

What Kind of Game Is Path of Idle: Old Gods Rising?

The easiest way to understand the game is to stop thinking of it as a traditional action RPG.

You are essentially managing a small army.

Your character, the Worshipper, doesn’t personally run around fighting everything. Instead, you build your town, recruit prisoners, turn them into Godsworn, improve them with levels and talents, equip them with gear, and send them into different Adventure modes.

Your main job is deciding:

  • Which heroes are worth investing in
  • Which class should receive your resources
  • Where each Adventure Slot should be farming
  • Which gear is worth upgrading
  • When to push the campaign
  • When to stop pushing and farm resources instead

That last point is important.

If a campaign stage suddenly feels impossible, repeatedly throwing the same team into it usually isn’t the answer. Sometimes your team simply needs better gear, another level, a stronger support hero, or a few upgrades back in town.

The Five Adventure Modes Explained

As you progress through the campaign, the game gradually opens additional ways to send your Godsworn into battle.

Expedition – Your Main Campaign

Expedition is where you’ll spend most of your early game.

You move through campaign chapters, clear encounters, open chest tiles, defeat bosses, and unlock more of the game’s systems.

More importantly, Expedition progression is the key to unlocking the rest of your account.

Campaign milestones include:

  • Chapter 5 – Adventure Expeditioner I
  • Chapter 10 – Adventure Expeditioner II
  • Chapter 15 – Adventure Expeditioner III
  • Chapter 20 – Adventure Expeditioner IV

Chapter 10 is especially important because Myth gear becomes available there.

So don’t treat Chapter 10 as just another achievement checkpoint. It is a major progression milestone.

Exploration – Your Resource Engine

Exploration is where you go when you need resources rather than another campaign clear.

You’ll be collecting things such as:

  • Gold
  • Ancient Blood
  • Sacred Bones

These resources feed several of your most important town systems.

Exploration also has its own progression level, with achievements at:

  • Level 6
  • Level 12
  • Level 20

Once you have Adventure Slot 2, I strongly recommend dedicating it to Exploration instead of constantly moving every team back into Expedition.

Your account needs resources continuously, and Exploration is what keeps the rest of your town moving.

Divine Tower – The Gear Check

The Divine Tower is a floor-based challenge where enemy strength ramps up significantly.

The achievement floors are:

  • Floor 30
  • Floor 60
  • Floor 100

This is one of those modes where having a Cleric becomes extremely valuable.

If you’re hitting a wall at a particular floor, don’t assume the solution is some secret strategy. In most cases, the Tower is asking whether your heroes are strong enough.

Farm.

Upgrade.

Come back.

That is usually the answer.

Outlands – Alternate Dimension Progression

Outlands opens later and introduces another layer of progression involving planes and the Astrolabe.

Its achievement checkpoints are:

  • Stage 3
  • Stage 6
  • Stage 9

The important thing here is not to become overly attached to a bad setup.

If a plane or roll leaves you with a terrible situation, resetting and rebuilding is perfectly fine. There is no prize for suffering through a bad roll just because you already invested time into it.

Outlands also has an auto-run system, but it’s worth checking it after long idle periods because a run can fail and stop progressing.

Doom – The Final Endgame

Doom, also called Finality, is where the real endgame begins.

There are three achievement milestones:

  • Doom Stage 1 – Godslayer I
  • Doom Stage 2 – Godslayer II
  • Doom Stage 3 – Godslayer III

These are the achievements that will probably take you the longest.

Doom adds additional enemy modifiers and can introduce Fear, which can interfere with your team setup.

At this point, Myth gear, Runewords, Stele progression, a properly developed carry, and a strong Cleric become extremely important.

Don’t rush Doom just because you unlocked it.

If your team barely survives normal content, Doom is going to make that weakness very obvious.

Your First Hours – What Should You Actually Do?

The early game becomes much easier if you resist the temptation to spread your resources everywhere.

Start With the Prison

The Prison is one of the most important buildings early on because it determines the quality of the Godsworn you can recruit.

Refresh the Prison and look for better prisoners rather than immediately filling every available space with whatever appears.

If you find a prisoner with useful skills, especially summon or party buff abilities, pay attention.

A slightly lower-stat hero with an excellent skill can end up being much more useful than a hero with better numbers but a terrible kit.

As you upgrade the Prison, you’ll improve the quality and level of recruits available to you.

Later, the Prison also gives you tools such as Torment and Distort.

Don’t Build Eight Heroes at Once

This is probably the easiest early-game mistake to make.

You see new prisoners and think, “I’ll build this one too.”

Then suddenly you have six or eight heroes all competing for experience, gear, blood, and upgrades.

Instead, pick a main carry and build around them.

A Warrior + Cleric core is particularly comfortable for new players.

The Warrior gives you bodies on the field and solid frontline presence, while the Cleric keeps the team alive and provides support.

Once your first real team is established, you can start developing additional heroes.

Upgrade the Temple After Chapter 2

The Temple becomes your main level progression engine.

Baptism uses Ancient Blood to increase your Godsworn’s level.

The basic rule is simple:

When your main hero hits the level cap, upgrade the Temple.

Don’t keep sitting at the cap while resources pile up.

Exploration is especially important here because Ancient Blood is one of the resources that keeps your leveling process moving.

Workshop, Market and Warehouse

These three buildings become increasingly important as your inventory grows.

The Workshop handles your gear upgrades and eventually Runewords and Myth refinement.

The Market gives you another way to obtain useful gear and resources.

The Warehouse is less exciting, but you’ll quickly discover that inventory space becomes a real issue.

If you’re constantly running out of room, upgrade it.

A full inventory can also make some of the game’s systems feel like they’re behaving strangely when the real problem is simply that you have nowhere to put anything.

The Stele Is More Important Than It Looks

Don’t ignore the Stele.

Seriously.

It is very easy to look at the Stele tasks as some optional side activity while focusing entirely on combat progression.

That is a mistake.

The Stele provides progression, unlocks features, gives rewards, and also contains three Steam achievements:

  • Dim Stele – Tier 6
  • Glimmering Stele – Tier 12
  • Radiant Stele – Tier 20

Tier 20 is one of the more time-consuming achievements in the game.

Whenever a Stele task becomes available, make a habit of checking it.

Complete the task, claim the reward, and continue with your normal progression.

Don’t let the Stele sit untouched for days.

Understanding the Worshipper and Infusion

Your Worshipper is essentially the lord of your operation rather than another combat hero.

Tap the avatar to access the relevant progression.

Your lord level and Infusion system can provide class-based bonuses to your Godsworn.

The important part is to invest in the class you’re actually using.

For example, if your main team is built around a Warrior and you suddenly decide to dump all your Ancient Blood into a class you aren’t using anymore, you’ve effectively spent resources on a retired strategy.

Build around your actual team.

You can always change direction later, but early resources are valuable.

Path of Idle Classes Explained

There are six classes in the game, and each has a different role.

There isn’t one class that makes the others completely useless, but some are much easier to build effectively.

Cleric – The Support You Don’t Want to Skip

The Cleric is arguably the most useful support class in the game.

The important thing to understand is that the Cleric isn’t supposed to be your main solo damage dealer.

Its value comes from keeping your actual damage dealers alive and providing buffs and sustain.

Once you start pushing Tower and Doom, having a good Cleric can make a massive difference.

If you’re struggling to survive rather than struggling to kill enemies, look at your Cleric before replacing your entire team.

Warrior – The Comfortable Main Carry

Warrior is one of the easiest classes to build around.

The class can summon additional bodies, giving your team more presence on the battlefield.

That extra presence matters because enemies have more targets to deal with, and your main heroes aren’t taking every hit immediately.

For a new player, Warrior is an excellent starting point.

Mage – Great AoE Damage

Mage is your elemental AoE specialist.

When enemies are grouped together, Mage can really shine.

The trick is not to build a Mage with five completely unrelated damage ideas.

Choose an elemental or damage identity and build around it.

Mage is also relatively fragile, so positioning matters.

Keep it away from the frontline whenever possible.

Priest – Higher Ceiling, More Work

Priest is more of a melee caster and can become extremely strong with the right setup.

The downside is that it generally takes more understanding to build effectively.

Skills such as Bone Chill can form part of a strong damage identity, but don’t expect Priest to automatically outperform everything just because it has a higher potential ceiling.

It needs the right talents and gear.

Hunter – Fine Early, Less Exciting Later

Hunter is the straightforward ranged option.

It works perfectly well early in the game, especially when you don’t have many alternatives.

The problem is that its gameplay becomes more one-dimensional later.

Once you have strong Mage or Priest options available, Hunter may become the hero you eventually replace.

Mercenary – A More Flexible Late Option

Mercenary is less obvious during the early game.

I wouldn’t recommend heavily investing in it before your core team is established.

Once you already have a strong Cleric and reliable primary damage dealer, Mercenary can make more sense as a third-slot damage option.

The Best Beginner Team Setup

For your first main team, I’d keep things simple.

Campaign Team

A comfortable setup is:

Warrior + Cleric + Mage

Warrior provides frontline presence.

Cleric provides healing and support.

Mage handles AoE damage.

If you’ve already invested heavily into Priest, you can use Priest instead of Mage.

The important thing isn’t following one exact meta team. It’s having:

  • A durable frontline
  • Reliable support
  • One real damage identity

Exploration Team

Exploration doesn’t necessarily need your best three heroes.

Once Slot 2 opens, put some decent Fine+ heroes into it and let them farm resources.

Survival matters more than squeezing every last point of damage out of the team.

Also pay attention to level differences.

If your heroes are far below the level range of the node, their performance can suffer badly.

Tower / Outlands / Doom Team

When you’re pushing difficult content, bring your strongest three.

A common structure is:

Cleric + Main Carry + Second Carry

This is where your investment starts paying off.

Don’t use a weak hero just because you happen to like their class.

Hard endgame content is where inefficient builds get exposed.

Talent and Skill Advice

One of the biggest mistakes you can make is creating a hero that does a little bit of everything but isn’t actually good at anything.

Pick one damage identity.

For example, build around:

  • Strikes
  • Spells
  • A particular element
  • Summons
  • Another clearly defined skill interaction

Then make your talents and gear support that identity.

If your gear boosts one damage type while your talents are built around something completely different, you’re wasting part of the character’s potential.

Save Blood for Important Rerolls

Temple Baptism can eventually help you replace or improve talent choices.

Don’t immediately burn your resources trying to create a perfect hero.

A hero that is “almost right” can often be fixed later.

Talent resets cost 100 Blood, so I would be much more comfortable spending that on your main carry than on a temporary bench hero.

And again, keep an eye out for Summon and Party Buff skills.

Those can be much more valuable than a small increase in raw attack.

Gear Rarity Explained

The gear system becomes much easier once you know what is worth keeping.

Normal, Fine and Rare

These are mostly early-game equipment.

Use them while you’re leveling, but don’t become emotionally attached to them.

Once better equipment arrives, sell or scrap the old stuff.

Legend Gear

Legend gear is your main target through much of the early and midgame.

The orange equipment has more useful affixes and can be upgraded through the Workshop.

If you find a good Legend item that fits your build, it is absolutely worth investing in.

Set Gear

Set gear can look weaker when you compare individual pieces.

That’s because you’re supposed to look at the completed set rather than one item.

A complete set can outperform random individual pieces.

So don’t immediately throw every green item away.

Keep potentially useful pieces in the Warehouse until you know whether you can complete the set.

Myth Gear

Myth is the late-game gear tier and unlocks at Campaign Chapter 10.

This is one of the biggest reasons Chapter 10 matters so much.

Once Myth is available, your gear progression changes significantly.

There is also a Myth equipment count limit per hero, so the game won’t let you stack every powerful Myth effect together.

If the game tells you that a combination can’t be equipped, check the Myth count restriction rather than assuming the item is broken.

Gear Level Matters More Than You Think

A common mistake is looking at rarity and ignoring item level.

An old orange weapon can still be terrible on a much higher-level hero.

A Level 20 Legend item isn’t automatically better than a newer item simply because it’s orange.

Keep upgrading and replacing gear as your heroes level.

The game also punishes large level differences between your heroes and enemies.

If you’re fighting enemies around 20 levels above your hero, you’ll notice a major reduction in effectiveness.

So before deciding that your build is terrible, check the levels.

Sometimes you simply need to level up.

Workshop and Forging

The Workshop is where you turn decent equipment into something worth keeping.

Use Forge upgrades on items you genuinely intend to keep.

Don’t spend a pile of gold upgrading an item you’re planning to sell five minutes later.

As the Workshop improves, you gain access to stronger forging options and eventually more advanced systems.

Later in the game, you’ll also be dealing with Myth refinement and affix upgrades.

At that point, be selective.

Your best gear deserves the resources.

Your temporary leveling boots do not.

Runewords Explained

Runewords are effectively another layer of character customization.

They are class-specific and can modify skills while also providing additional talent slots.

You can think of them as a second talent system sitting on top of your normal build.

The biggest mistake here is putting a Runeword on a hero you are about to replace.

Choose a main carry first.

Then choose the Runeword that fits that carry’s damage identity.

If your hero’s equipment is built around one type of damage but the Runeword gives you a skill that doesn’t benefit from that setup, don’t force it.

Read the skill tooltip.

If it doesn’t fit your build, skip it.

Adventure Slots – How to Use Them

The game eventually gives you three Adventure Slots.

The most efficient general-purpose setup is:

Slot 1: Campaign / difficult progression

Slot 2: Exploration

Slot 3: Tower, Outlands or Doom

This is one of the biggest quality-of-life upgrades in the game.

Instead of having to choose between progressing the campaign and farming resources, you can eventually have different teams doing both.

As soon as Slot 2 becomes available, I’d put it to work in Exploration.

Once Slot 3 opens, you have much more freedom to push difficult content without stopping your resource generation.

Path of Idle 100% Achievement Roadmap

If you’re going for all achievements, this is the route I’d recommend.

Step 1 – Get Your First Godsworn to Level 10

This unlocks:

Novice Godsworn

You don’t need a special class.

Just get one Godsworn to Level 10.

Your first decent prisoner and Temple Baptism should get you there naturally.

Step 2 – Unlock Adventure Slot 2

Keep pushing Expedition until the second Adventure Slot appears.

Once it does, don’t leave it sitting unused.

Put the second team into Exploration.

This begins your permanent resource engine.

Step 3 – Aim for Chapter 5

Chapter 5 gives you:

Adventure Expeditioner I

Around this stage, also work toward:

  • Stele Tier 6
  • Godsworn Level 30
  • Exploration Level 6
  • Divine Tower Floor 30

You don’t have to complete all four on the exact same day.

Just keep them moving together.

Step 4 – Unlock Slot 3

Continue pushing Expedition until Adventure Slot 3 becomes available.

Once you have three slots, your account starts feeling considerably better.

You can now keep Exploration running while using your stronger teams for campaign and difficult content.

Step 5 – Reach Chapter 10

This gives you:

Adventure Expeditioner II

More importantly, Myth gear unlocks.

This is the point where your midgame really begins.

Start looking seriously at which heroes you intend to keep for the long term.

Step 6 – Push the Midgame Milestones

Your next major targets are:

  • Godsworn Level 60
  • Stele Tier 12
  • Chapter 15
  • Exploration Level 12
  • Tower Floor 60

Don’t obsess over doing them in a particular order.

If Tower is too difficult, farm.

If Exploration is lagging, keep a slot there.

If your hero is stuck at the Temple level cap, upgrade the Temple.

Step 7 – Start Preparing for the Final Push

Eventually you’ll be aiming for:

  • Godsworn Level 100
  • Chapter 20
  • Stele Tier 20
  • Exploration Level 20
  • Tower Floor 100

These are your major non-Doom endgame walls.

By this point, your main carry should have excellent gear and a coherent talent setup.

Step 8 – Finish Outlands

Once Outlands is available, work through:

  • Stage 3
  • Stage 6
  • Stage 9

Don’t wait until your character is “perfect.”

Start learning the system as soon as you’re strong enough to enter.

Step 9 – Finish Doom

Finally, work through:

  • Doom Stage 1
  • Doom Stage 2
  • Doom Stage 3

This is the final achievement line.

Godslayer III is expected to be one of the rarest achievements because it requires genuine endgame progression rather than simply reaching a campaign checkpoint.

All Godsworn Achievement Requirements

Novice Godsworn

Requirement: Reach Level 10 with any Godsworn.

The class doesn’t matter.

Your first serious hero should naturally unlock this while progressing through Expedition.

Adept Godsworn

Requirement: Reach Level 30 with any Godsworn.

Use Temple Baptism and keep your resources focused on one primary hero.

Don’t spread your Blood across your entire roster.

Elite Godsworn

Requirement: Reach Level 60 with any Godsworn.

This is where Temple progression starts becoming a bigger resource sink.

If you’re sitting at the level cap, upgrade your Temple rather than wasting time trying to progress with an underpowered hero.

Ultimate Godsworn

Requirement: Reach Level 100 with any Godsworn.

Only one hero needs to reach Level 100.

This is a long-term goal, so pick a hero you’re confident you’ll keep.

There is no reason to push a temporary Level 20 character toward 100 if you already know you’re going to replace them.

Adventure Slot Achievements

Second Team

Requirement: Unlock Adventure Slot 2.

Keep progressing through Expedition.

There isn’t a complicated hidden requirement.

The slot unlocks naturally as your campaign progresses.

Third Team

Requirement: Unlock Adventure Slot 3.

Again, keep pushing Expedition.

Once you have this slot, your overall account progression becomes much more efficient because you can keep multiple activities running simultaneously.

Expedition Achievement Requirements

Adventure Expeditioner I

Requirement: Complete Campaign Chapter 5.

Adventure Expeditioner II

Requirement: Complete Campaign Chapter 10.

This is the important Myth milestone.

Adventure Expeditioner III

Requirement: Complete Campaign Chapter 15.

Adventure Expeditioner IV

Requirement: Complete Campaign Chapter 20.

If you’re struggling badly around these chapters, check your hero levels and gear before changing your entire class setup.

Stele Achievement Requirements

Dim Stele

Requirement: Reach Stele Tier 6.

Glimmering Stele

Requirement: Reach Stele Tier 12.

Radiant Stele

Requirement: Reach Stele Tier 20.

Stele 20 is a serious long-term target.

The best approach is simply to keep completing the available tasks instead of leaving the system untouched while you focus on combat.

If a task looks confusing, check the Stele’s own tutorial and progression requirements.

Exploration Achievement Requirements

Treasure Seeker I

Requirement: Reach Exploration Level 6.

Treasure Seeker II

Requirement: Reach Exploration Level 12.

Treasure Seeker III

Requirement: Reach Exploration Level 20.

This is why I recommend dedicating a permanent Adventure Slot to Exploration once you have enough teams.

If you only run Exploration occasionally, Level 20 is going to take much longer than necessary.

Divine Tower Achievement Requirements

Tower Challenger I

Requirement: Reach Floor 30.

Tower Challenger II

Requirement: Reach Floor 60.

Tower Challenger III

Requirement: Reach Floor 100.

Bring your Cleric.

If you hit a wall, don’t keep throwing the same team at the floor hoping the next attempt magically works.

Improve the team, farm resources, upgrade gear and return.

Outlands Achievement Requirements

Outlands Invader I

Requirement: Reach Stage 3.

Outlands Invader II

Requirement: Reach Stage 6.

Outlands Invader III

Requirement: Reach Stage 9.

Outlands becomes much easier once you understand how the planes and Astrolabe interact.

Don’t be afraid to reset an unfortunate setup.

A bad roll isn’t something you need to “overcome” for the sake of pride.

Reset it and build again.

Doom Achievement Requirements

Godslayer I

Requirement: Clear Doom Stage 1.

Godslayer II

Requirement: Clear Doom Stage 2.

Godslayer III

Requirement: Clear Doom Stage 3.

This is the final stretch.

Doom introduces stronger enemy modifiers and can apply Fear.

If a hero is being affected by Fear and is causing problems for your setup, don’t stubbornly leave them in the team.

Adjust the lineup.

Doom is where all the earlier systems finally come together:

  • Myth gear
  • Runewords
  • Stele progression
  • High hero levels
  • Strong talents
  • Proper support
  • Good team composition

If you reach Doom and feel dramatically underpowered, that’s normal.

You’re supposed to have spent a lot of time preparing for this part.

The Most Efficient 100% Completion Order

If you just want the cleanest route through the achievements, I’d follow this general progression:

Early game

  1. Get a Godsworn to Level 10.
  2. Build one strong carry.
  3. Add a Cleric.
  4. Push Expedition.
  5. Unlock Adventure Slot 2.
  6. Put Slot 2 into Exploration.

Early-midgame

  1. Reach Chapter 5.
  2. Reach Stele 6.
  3. Reach Godsworn Level 30.
  4. Reach Exploration 6.
  5. Reach Tower 30.
  6. Unlock Adventure Slot 3.

Midgame

  1. Reach Chapter 10.
  2. Start farming Myth gear.
  3. Build your permanent main carry.
  4. Reach Godsworn Level 60.
  5. Reach Stele 12.
  6. Reach Exploration 12.
  7. Reach Tower 60.
  8. Reach Chapter 15.

Late game

  1. Reach Chapter 20.
  2. Reach Stele 20.
  3. Reach Exploration 20.
  4. Reach Tower 100.
  5. Reach Godsworn Level 100.
  6. Finish Outlands 3, 6 and 9.
  7. Finish Doom 1, 2 and 3.

You don’t need to follow this like a strict checklist.

Think of it more as the order in which your account naturally wants to grow.

What to Farm When You’re Stuck

If you’re stuck on campaign, check hero levels and gear first.

If you’re stuck on Tower, improve your strongest team and make sure you have a Cleric.

If you’re stuck on hero levels, send another slot into Exploration for Ancient Blood.

If you’re stuck on gear, keep farming and check the Market.

If you’re stuck on Stele, stop ignoring the Stele tasks.

If you’re stuck on Outlands, learn the plane/Astrolabe system and reset bad setups.

If you’re stuck on Doom, you’re probably looking at a genuine endgame gear and progression wall.

That distinction saves a lot of frustration.

Common Path of Idle Problems and What to Do

“My orange gear is worse than my green gear.”

That’s possible.

A complete Set can be stronger than a random Legend item because you’re getting the set bonuses.

But don’t automatically assume every green item is better.

Look at the complete setup.

A properly forged Legend item can still be the better choice.

“My ranged hero keeps dying.”

Move the ranged hero away from the frontline.

Mage and Hunter generally don’t want to be standing where your Warrior is taking the hits.

Your Warrior or another suitable frontline hero should be absorbing pressure while the ranged damage dealers work from safety.

“I can’t unlock Outlands or Doom.”

Keep progressing through Expedition.

These systems unlock through campaign progression.

There isn’t a secret NPC hidden somewhere waiting to give you access.

If the mode isn’t available, your campaign progression isn’t far enough yet.

“My achievement didn’t unlock.”

First, make sure you actually completed the required milestone.

For example, clearing one Doom site isn’t necessarily the same as completing the Doom stage.

Likewise, make sure you’ve actually claimed the relevant Stele progression.

If everything is definitely completed and Steam still hasn’t updated, exit back to the game’s menu or restart the client and allow the season save to sync.

“The Market refresh doesn’t seem to work.”

Check your inventory.

A full bag or Warehouse can make inventory-related systems behave unexpectedly.

Empty out unnecessary equipment before assuming something is broken.

“Should I reroll my main hero?”

Not immediately.

If the hero has a good foundation, try fixing the build with talents, gear and Baptism options first.

Resources become much more valuable as you get deeper into the game.

“Should I level every hero?”

No.

At least not early.

Your strongest hero should receive the majority of your leveling resources.

Your secondary heroes can remain considerably behind.

You only need one Godsworn to reach Level 100 for the achievement.

How to Handle the 24-Hour Idle Window

The game is designed around checking back in rather than disappearing for an entire week.

Idle rewards generally cap around 24 hours, with an extended/super window allowing longer accumulation.

A simple routine works well:

  • Log in once a day.
  • Collect your rewards.
  • Empty unnecessary gear.
  • Check Prison.
  • Check Market.
  • Complete Stele tasks.
  • Refresh your Adventure Slots.
  • Push whichever mode is currently holding your progression back.

You don’t need to babysit the game every few minutes.

The whole point is to let the systems work for you.