Endgame

Souls & Infusion

a self-funding economy · two-axis god-tier tames

Every powerful enemy is a resource. Slay one and you capture a fragment of its essence as a soul, recorded forever in your personal Soul Ledger. Souls are the fuel of a self-perpetuating engine, and the currency you spend to infuse your tames up the power ladder, turning an ordinary captured cow into a god-tier war beast.

Souls aren’t items

Souls live entirely in a server-side, per-player ledger: never in your inventory, so they can never be lost or stack-glitched. You browse and spend them through the Soul Pouch, which doubles as your companion manager. The only tradeable soul is the extracted Mastery Soul.

God Souls

Always shown.

Ragnarök Souls

Always shown.

Titan Souls

Always shown, and a Use button to infuse a God tame to Titan.

Group Souls

A catch-all for the Variant, Group and all-groups suite souls plus the Absolute and Infinite Fallen Wizard tier souls.

Mastery Souls

Always shown. Use on a matching tame, or Extract to a tradeable item.

Trophies / Keys

Hidden until earned: the non-consumable altar keys.

Final Souls

Hidden until earned: the Mythical tier soul and the final suite souls.

The summoner chain

The economy bootstraps itself. A God-tier wild kill mints a God Soul; feed it to the Ragnarök Summoner to call a deadlier boss; that boss drops a deadlier soul still. Each kill funds the next, harder fight.

Ragnarök Summoner

A RANDOM boss from the normal pool (Pirate Captain & below) at Ragnarök (34×): never cursed

Unlock
Defeat the Ancient Vulture (God)
Spend
One God Soul (carries the child variant for the drop)
Yields
A Ragnarök Soul of the same child
Craft
8 quartz + 8 gold bar + 2 amethyst

Titan Summoner

A RANDOM boss from the deep pool (after Pirate Captain) at Titan (55×): always Deep-Cursed

Unlock
Defeat the Pirate Captain (Ragnarök)
Spend
One Ragnarök Soul (carries the child variant for the drop)
Yields
A Titan Soul: the first tame tier-up soul
Craft
6 tungsten bar + 8 quartz

Challenge Summoner

The next boss your rank needs, at its own tier: tame-immune, solo only

Unlock
Always available (rank-driven)
Spend
One Challenge Token
Yields
Nothing: clearing it ranks you up
Craft
12 iron bar + 4 leather + 2 gold bar
Souls are tagged with the exact child variant of their source, so a summoner always spawns precisely that variant’s boss: no random rolls. The summoner items are never consumed; only their soul fuel is.

Two-axis god infusion

A tame is never “just a level.” Its power is two independent dials, and the two never bleed into each other. Tiering a tame up never touches its abilities; broadening its suite never touches its stats.

Axis A: Tier

Raw stats. A tame climbs past the God cap one tier soul at a time. Absolute is the altar-path ceiling; the Infinite Fallen Wizard Soul from the incursion final boss is the one step beyond, to Infinite.

GodTitan
Titan Soul
Titan Summoner / a Titan-summoned boss kill · Tame must be God (the natural cap)
TitanMythical
Mythical Tier Soul
A Group altar boss kill · Tame must be Titan
MythicalAbsolute
Absolute Tier Soul
The Nightmare altar boss kill · Tame must be Mythical
AbsoluteInfinite
Infinite Fallen Wizard Soul
The incursion Ascended Wizard: complete kill · Tame must be Absolute

Axis B: Suite

Ability breadth. Each step is gated by the tame’s current tier, so its kit can never outrun its stats.

Single abilityVariant
Variant Soul
The Variant altar boss (summoned with 6 god souls of one element) · Titan or higher
VariantGroup
Group Soul
The Zodiac altar boss · Mythical or higher
GroupAll groups
Zodiac Soul
The Lucky Zodiac altar boss · Absolute
Apex (7th)All 7ths
Unlucky Nightmare Soul
The Unlucky Nightmare altar boss · Absolute, apex tames only
The life of a tame A God-cap capture becomes a Titan (tier), learns its whole element as a Variant while still Titan (suite), climbs to Mythical and Absolute (tier), then fuses into an all-groups monster (suite). Its name grows with it: “Mythical Group-Tundra Wolf”.

Shinies tier up, keep their pair

A unique takes tier souls only (and can be mastered): it keeps its two fixed variants forever, never taking a suite soul, and is capped at Mythical — still enough to clear every altar damage gate.

Apex tames go their own way

A 7th (apex) variant tame broadens its suite only via the Unlucky Nightmare soul: into all 13 apex abilities at once.

The Lucky cap is 90 / 90

A full Lucky suite is pinned at 90% dodge + 90% damage reduction in one exclusive buff: it can never compound toward invincibility.

Mastery: the third axis

Tiers and variants answer “how strong is this kind of creature?” Mastery answers “how strong is this one, the one I’ve bonded with?” It multiplies the final scaled stats on top of everything else.

+100%HP / level
+50%damage / level
+5%defense / level
50max level

Every tameable wild kill has a 1-in-500 chance to drop a Mastery Soul for that exact species: straight into your Soul Pouch. Feed enough to a single tame and it climbs a personal 50-level ladder, scaling Max HP, Damage, Defense rating on three separate dials. The shape mirrors the player rank’s own reward (HP full, damage half, defense a sliver), reflecting that the player tanks while the tame is the damage engine. At the cap a tame is ×51 HP, ×26 damage and ×3.5 defense rating versus its un-mastered self.

Two non-obvious rules Matching is exact-species: a Zombie Mastery Soul works on a Tamed Zombie, never a Tamed Zombie Archer. And Speed is never scaled, and neither is the 5th special stat (crit / dodge / damage-reduction): multiplying a 30%-capped chance would trivially hit 100%.

Souls are tradeable: Extract one from your pouch to a loose item, hand it to a friend, and they Consume it back into theirs. Shinies can be mastered too: their mastery rides on the base species.

The two altars

Two stations players often confuse: they do very different jobs.

Sacrificial Altar

the natural tier-up path

Sacrifice one stored tame to raise another of the same element. Equal tier raises it one step; a higher-tier sacrifice jumps it straight up, but never past God, the natural cap. Uniques carry two elements, so they need one sacrifice for each.

Unlock
Early: no boss gate
Craft
6 copper bar + 6 leather + 2 sapphire

Altar of Souls

the endgame boss workbench

Place it down and it becomes your arena anchor: altar bosses spawn right beside it. Open its browser, spend ledger souls and trophy keys, and summon the Group, Zodiac, Nightmare and final bosses. The held Infinite Altar opens the same browser.

Unlock
Defeat the Reaper (Titan)
Craft
8 glacial bar + 6 tungsten bar
The altar loop Six god souls of one element summon a Variant boss, whose kill drops a Variant soul. Two Variant souls summon a Group boss (Mythical tier soul + a trophy key). Six group trophies summon the Zodiac, the real Crystal Dragon, for the group suites, and then the Nightmare, the Moonlight Dancer, for the Absolute tier soul. The Fallen Wizard’s trophies open the two final bosses. Trophies are permanent keys: they’re never consumed.

See Bossing & Tiers for each altar boss’s stages, HP and damage gate.