Soul Level System — Full Breakdown
The Soul Level system is Pilgrammed's post-cap horizontal progression track introduced in the Wind update. Unlike vertical power increases, Soul Levels provide meaningful but carefully capped bonuses.
| Metric | Per Soul Level | Hard Cap (Level 13) |
|---|---|---|
| Maximum Health | +10 HP | +130 HP (base max: 410 HP) |
| Maximum Mana | +2 Mana | +26 Mana |
| Skill Points | Periodic bonus points | Additional Skill Tree nodes |
| XP Multiplier | +50% per Soul Fragment (stackable) | 250% at 5 fragments |
| Fragments Required | 5 Soul Fragments = 1 Soul Level | 65 total fragments for Level 13 |
Farm mob clusters in the Deadly Swamp or Big Bay first. Stack 5 fragments, immediately trade for Soul Level 1. Reach Soul Level 5 (+50 HP, +10 Mana) before attempting endgame bosses like Old Fart, N, or Snow Cultist. The Psychocrab boss drops zero Soul Fragments — skip it on leveling routes.
Reforge System — Post-Legendary Era
The single most impactful change in the Wind update: the Legendary reforge was permanently deleted. Previously, it gave any melee weapon a two-tier rarity increase. All existing purple-tier weapons with Legendary were forcibly downgraded.
Current Top Reforges
Sharp
Mandatory for critical-hit builds. Pairs with the Black Stiletto's naturally high crit multiplier. Best reforge for any DEX-scaling dagger or rapier.
Patient
Maximizes heavy attack damage scaling during extended windup animations. Required for the Blood Gem Haunted Scythe spin build (Immortal Scythe).
Cosmic
Prioritized for ranged combatants and delayed, high-impact bow builds. Works with the Air Gun in the Galvanized Artillery setup.
A well-reforged blue-tier weapon outperforms a raw pre-patch purple-tier weapon. Do not judge weapon strength by rarity text color — evaluate the reforge synergy instead. A blue-tier weapon with Sharp + Husk armor's 15% negate passive mathematically outperforms old Legendary builds.
Visit Talvern at the Eggroost Observatory for discounted reforging. Guild rank determines your discount: up to 75% off at Legend rank (gem removal costs only 25 Gold).
Best Builds — Wind Meta
Build 1: The Immortal Scythe (Heavy Melee / Lifesteal)
The dominant melee build. Uses the Blood Gem Haunted Scythe's spinning heavy attack to generate overlapping lifesteal procs faster than bosses deal damage.
Gear
- Weapon: Blood Gem Haunted Scythe (Patient reforge)
- Armor: Prism Crown + Patchwork Armor
- Ring 1: Diamond Ring
- Ring 2: Sanguine Ring
- Necklace: Shark Tooth Necklace
- Slot 4: Idol of Solitude (solo) or Combo Glove
Skills
- Required: Delicate (Aced) — mitigates defense penalty
- DPS: Vexation (Aced) — raw damage amplifier
- Sustain: Rally (Aced) — parry healing
- Base: Athlete or Fearmonger tree
Continuously spin with the Scythe's heavy attack. The overlapping lifesteal procs from the Sanguine Ring combined with Blood Gem's innate lifesteal siphon enough HP to out-heal 90% of bosses. Parry when possible for the Rally heal.
Build 2: The Galvanized Artillery (Ranged / Hybrid Burst)
An advanced APM-heavy build requiring precise animation cancels and specific item interactions. The highest damage ceiling in the current patch.
Gear
- Primary: Air Gun (Insignia Gem, Shortsighted reforge)
- Off-hand: Catatome (catalyst)
- Armor: Prism Crown + Patchwork Armor
- Ammo: Outlaw Ammo Box
- Scope: Sniper Scope
- Reload: Toolmark Quickloader
Galvanized 20 Activation
- Equip Catatome, cycle to Mode 2
- Begin self-Cursed Fire windup animation
- During windup: activate Combustion Engine twice
- Immediately activate Copper Mech
- This triggers integer overflow → "Galvanized 20" buff
- Swap instantly to Air Gun and fire
Advanced Weapon Techniques
Spreadshot
Mana Cost: 25
Fires a wide horizontal cone of projectiles. Single-target damage is reduced per pellet, but point-blank overlapping hitboxes create massive DPS spikes. Best for boss stagger windows and swarm enemies.
Dagger Throw
Scales: DEX only
Minimal startup, piercing blade with micro-stun. Bridges the gap between melee and ranged for lightweight builds. Maintain pressure during boss evasion phases where closing distance is impossible.
Twisted Technique
Mana Cost: 20 | Windup: 3 seconds
From Garth after defeating The Skeleton. Charges to 200% base damage on next attack and fires a synchronized green projectile. Heavy spinning attacks become 6 consecutive hits under the Twisted Charge buff.
Duelist's Dagger
Cost: 5,000 Gold (from Pwnsalot)
Establishes a parry stance. Successful parry counter: 300% base damage lunge. Roll execution: 75% damage sweep + Bleeding 1 (3 sec) + 5 Flurry Buildup stacks. At 15 Flurry stacks, enter Flurry Time (M1 frequency doubled for 15 sec).
Bow System — Draw Time Mechanics
The bow system was completely reworked in the Wind update. Damage is no longer static.
- Minimum charge (instant release): 0.5x damage multiplier
- Full charge (held for bow's Startup stat duration): 1.1x damage multiplier
- Every bow shares a universal heavy attack: a jumping kick (10 damage + i-frames)
- The kick provides massive backward momentum on connect — perfect for disengaging
Quiver Comparison
| Quiver | Source | Effect |
|---|---|---|
| Bottomless Quiver | Drop: Hunters | 75% chance to not consume arrows. +4 DEX bonus. |
| Sawtooth Quiver | Craft: Betsy (Elite Barracks) | Converts arrows to Splitting, then Fracturing Arrows. Doubles bow startup time. |
| Augmented Gel Quiver | Purchase: Archer Shop | Gel ammunition for slowing / crowd control. |
| Elemental Quiver | Purchase: Kennit Shop | Converts physical projectiles to elemental damage. |
Boss Strategies
The Ice King (Snow Highlands)
Completely reworked AI resembling the Highland Warden. Utilizes arena-wide frost eruptions that track movement vectors.
Equip Frozen Essence accessory for frostburn immunity. Skirt the absolute perimeter of AoE indicators. Punish the heavily telegraphed heavy downward smash with Spreadshot or piercing magic.
The Magma Turtle (Volcano)
| Phase | Attack Loop | Danger |
|---|---|---|
| Phase 1 (100–51% HP) | Fin Slap → Fire Breath → Fin Slap → Head Slam | Fire Breath is unparryable. Head Slam is unblockable (60 damage). |
| Phase 2 (50–0% HP) | Meteor Shower → Fin Slap → Fire Breath → Fin Slap → Head Slam | Meteor Shower forces constant movement. Loop accelerates. |
Use the bow's jumping kick heavy attack during the Head Slam to vault over the unblockable shockwave with i-frames, then counter-strike mid-air. Equip Magma Shell accessory for 10% fire damage reduction.
The Shock Marauder
When the Marauder stops moving and begins a slow walk, it is charging a devastating attack (50%+ HP damage). This sequence is parryable. Bait it, parry it, trigger the Rally heal, and exploit the prolonged hard-stun DPS window.
The Snow Cultist (Frozen Cathedral)
Gains exponential defense for every additional player in the Cathedral. Attack loop: Spin Dance → Icicle Raise → Lunge → Combo Dance → (at 50% HP) teleporting Backstab.
Equip Rockwondo style with Water Stance (Sacred Stone). The Water Stance uppercut does not register as a parry in the AI code, but nullifies all incoming Backstab damage. The Cultist loops Backstab endlessly if not parried — simply stand still and uppercut every attempt until he dies.
Bleeding Mechanics — Reworked
Bleeding is no longer a primary damage vector. It is now percentage-based relative to target classification and has been severely nerfed against endgame bosses.
- Old Fart and N: near-total Bleed immunity (dissipates within 2 seconds)
- Heavily armored Thieves take significantly less Bleed damage than unarmored targets
- Bleed's primary use is now triggering the Stake debuff (50% movement speed reduction)
- Or triggering the regenerative properties of the Corroded Scalpel