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Lombardi New Player Handbook

The document provides an introduction and overview for a guide about playing Endless Frontier. It discusses team composition, revival teams, dungeons, artifacts, pets, airships, battle menus, outland battles, guilds, spirit resting, and transitioning to mid-game. It recommends new players focus on the elf tribe for early game progression. The guide also provides translations of the guide into French and Japanese made by other players.
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0% found this document useful (0 votes)
3K views42 pages

Lombardi New Player Handbook

The document provides an introduction and overview for a guide about playing Endless Frontier. It discusses team composition, revival teams, dungeons, artifacts, pets, airships, battle menus, outland battles, guilds, spirit resting, and transitioning to mid-game. It recommends new players focus on the elf tribe for early game progression. The guide also provides translations of the guide into French and Japanese made by other players.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Introduction

Hello, and welcome to Lombardi’s New Player Handbook. I am Lombardi (surprise!) and
I am going to tell you everything you need to know to do well in Endless Frontier.
I am assuming you have a good understanding of how quests work, leveling up your
units and reviving for medals to upgrade your units some more, which are covered by the
in-game tutorial. ​Before you start reading, I would suggest you go to view > show
document outline. ​This will allow you to skip to particular sections that you might be looking
for. I will be covering:
- Team Composition
- Revival Team
- Dungeons
- Artifacts
- Pets
- Airships
- Battle Menu
- Outland Battle
- Guilds
- One-core Pushing
- Spirit Rest

I will also provide links to more in-depth information about some of these topics, but as
this guide is aimed at new players I will not be talking about mid-game or end-game team
compositions, pets, or revival teams here. A section on transitioning to mid-game will be
included at the end.

I really hope you learn something new about the game and find it enjoyable to read! There are
currently copies of this guide translated to French and Japanese. If you are interested in making
a translation please reach out to me on discord at Lombardi#1492 or on Reddit at LilBoyNate

Translations
Note pour les joueurs Francais : Merci à Taitongue, le guide a été traduit en Français!
Le voici:
https://docs.google.com/document/d/1v5Tzu8Kd4mOeNR_iMfazoNi2icIcOZw6GkZpGIJ_
NAk/edit
Thank you again Taitongue for translating this guide!
このガイドはchanbaaとFatimaによって日本語に訳されています。リンク:
https://bit.ly/lombardiefjp

If you are a completely new player, day 1 and have never played an idle game before,
read this first:
https://www.reddit.com/r/EndlessFrontier/comments/5e7m20/endless_frontier_faq/
This FAQ should clear up a lot of the extremely basic stuff in this game.

General Info
Important Note: ​In the achievement tab, there are a lot of nice bonuses gained from leveling
up. One of them is a little picture of an angel and it gives spirit highland tickets.

DO NOT COLLECT THESE ALL AT ONCE​. Another one of them is this . This is the
symbol for airship fuel, ​DO NOT CLAIM ALL OF THIS AT ONCE​. All of the other bonuses are
fair game, but please read the pets section of this guide before touching them as it will be a
detriment to your progress if you collect all the tickets immediately.

Note: Before spending gems anywhere mentioned in the guide, be sure to do the
following if you haven’t already:

1. Open up the shop menu.


2. Click on the Premium tab.
3. Max out the “Elf’s Secret Skill” (max lvl 5) and the ​“Medal Buff” (max lvl 30)​.
a. Maxing the Medal Buff is a touchy subject, and is not necessarily a good move
for everybody. There’s other sources of medal% in the game. Base your leveling
of this skill off your total gems, it’s not worth going broke over.

Elf Secret skill gives you a 30% chance to skip the next stage every time you clear a stage at
max level. Medal buff will increase your medal gain from revives by 300% at max level.

Also make sure you have the time shop unlocked if you have not done so already. This is the
storage for units and artifacts you are not actively using. The Time Shop unlocks when you
revive for the first time or when your active team is filled.

Quick note about the Time Shop: There is no limit to the number of units you can have in the
time shop. You should buy every unit available in the unit shop for medals and send them
directly to the time shop (even the low-star units) for later use. (This feature unlocks after you
have revived three times). Units in time shop have their medals refunded, so the units in the
shop are actually FREE.
Premium Shop breakdown:
Before I start explaining the premium shop, I’d like to reinforce what I just said. The Elf Secret
Skill is hands down the best buff from this tab, max it ASAP. ​The rest of the buffs here are
mostly QoL​, which means you ​do not​ have to buy any of them right away. Some are more
powerful than others, so I’ll explain each of them a bit in detail here, in order of what I believe is
best to worst, to help you gauge if you want to spend your gems on them or not. (For the most
part, I’d recommend not)

Elf’s Secret Skill:


Again, great skill that gives you up to a 30% chance to skip a stage every time you clear a
stage. Great investment.

Buff for Post-Revive Stage:


This skill’s name can sound kinda confusing, but to make it extremely simple, it speeds up all
your runs. It makes you start at a stage higher than zero, much like the units explained later.
Please go ​here​ for more information about this. (This buff goes to a high level and therefore
costs a massive amount of gems to max. Don’t spend all you have on this, level it slowly over
time)

Buff for Basic Game Speed:


This buff is not necessarily something that will matter to you right away, but I wanted to put it
here because it’s good. Don’t invest heavily in this until you’re confident you know what Game
Speed is and know you need it.

Orc’s Secret Skill:


This buff speeds up the cooldown of your active skills. Not necessarily useful immediately, but
nice to have.

Medal Buff:
This skill is just flat medal% increase. Might seem overpowered at first, but it’s actually a pretty
small return for the gems spent. It helps out earlier on, but there’s better stuff to spend your
gems on. Like I said earlier, this skill is ​not ​worth going broke over.

A Ticket to Dungeon:
This skill increases the number of dungeon tickets you can have at once. Dungeons are
explained ​here​.

Dungeon Material Collector:


This skill increases the number of dungeon materials you get overall. Dungeons are explained
here​.
Human’s Secret Skill:
This skill basically gives you a chance to immediately complete one of your quests. This sounds
good at first, but if you look at how many quests there are, it actually has a pretty low chance of
being useful.

The Potion of Marching:


This skill makes you get stages faster while the game is closed. Not really something that
benefits active gameplay, so it’s ranked low.

Undead’s Secret Skill:


This skill gives your units a chance to revive immediately upon death. This is something I
consider a bit of a noob trap, because it sounds so good at first. Unfortunately, all this skill really
does is contribute to getting stuck, which slows down or completely stops runs. There’s an
option to turn it off, and I highly recommend you use it. (little gear icon -> option -> undead’s
secret skill off)

With that out of the way, our first chapter will be on team composition!

Quick note, I really don’t know where to put this but it’s good to know:
Knightage Level (KL) is the number in the top left of your screen. You gain a KL every 100
maximum stages you increase. For example, if your max stage is 1,000, you will be knightage
level 11 (because you start at KL 1). You do not have to beat stage 1,000 to become KL 11, just
revive on that stage.

Team Composition
To start off, I just want to go over some basic information about units. Specifically, the
different levels that can be gained to buff your units. ​Make sure to read the entire section
before doing anything.

Credit to the Endless Frontier Discord Server (https://discord.gg/014FFOagU107e98gj)

Medal Levels (ML, MLvl)​: These are, quite predictably, the levels that you gain from medals.
There is no limit to the number of medal levels you can put on a unit. Also sometimes called
enhancement levels due to the in-game text saying “enhance.”
Gold Levels (GL)​: These are the levels that are gained by upgrading your units with gold
(shocker) that you gain from quests. Gold levels have a maximum level that is increased by 100
by senioring the unit and increasing their trans level. This stat is also raised by 1 for every pet
point you have (pet points are covered in the pets chapter).

Transcend Levels (T1, T2, T3)​: Trans levels are given to seniored units in the unit
trans tab. They increase your maximum gold level by 100 per transcend. Trans 3 is the highest
trans for a unit. They also give a small increase to attack, health, and defense. (Credits to Blue
for the picture.)

Inner Passion (IP)*​: This is a special level given by the 6th rotation of honor units (we are
currently in the 13th honor unit rotation), up to a maximum of 100. The units are Steam Punk,
Sylphid, Medusa, and Naga. You gain this stat even when these units are not in your team.

Tribe Fortification*​: Works exactly the same way as Inner Passion, but is given by the 9th
honor unit rotation. Only units of the same tribe gain tribe fortification and only work when the
unit is in your main team. Maximum of 150 levels from this stat.

*For more information about these stats, click on the red question mark next to the inner
passion stat in-game.

All of these levels of different types all give you the same amount of stats. One gold level is
equal to one medal level is equal to one level of inner passion or tribe fortification. Each level is
roughly equal to 1 stage in terms of progression.​ Trans levels are special and are covered in the
core section, later.

Endless Frontier has four tribes:


- Elf

- Human
- Undead

- Orc

For a well-built team, you will be using units all of the same tribe (with 1 exception
covered later). You use all of a single tribe because unit skills that buff your team only buff units
of the same tribe. I will cover a basic team setup using readily available units for new players for
the four tribes.

But Mr. Lombardi, what tribe should I choose? What units do I use?

I’m glad you asked! This guide is focused on early game and the fastest way you can
progress through it. As such, Elf is the recommended tribe to run early game. You may see
many high level players with undead teams, but they have high level pets and airships that
make undead very strong. ​Do not try and copy high-level player teams!

Noob Traps
Team composition is extremely important in progressing quickly in Endless Frontier, and
the place where most new players mess up. Listed here are a lot of mistakes that I see by new
players on a regular basis not only on their team, but in general.

- Having all different units and tribes in your team. ​Units often give buffs to members of
the same tribe, so having different tribes reduces the buffs you are gaining.

- Transcending all of the units in team, or transcending random units. ​Transcending


units increases gold level. Increasing the gold level of your supports is not helpful
and the tickets can be used elsewhere.

- Spreading medals evenly between all units in team. ​You will go much further by
following the 2-core team composition, as it focuses medals on as few units as
possible to continue progress.

- Evolving random units in your team. ​Evolving units is expensive, and you may never
use those units again once you replace them with better units on your team.
- Buying units for gems in the unit shop. ​Units for gems in the unit shop are severely
overpriced and the gems can give you more progress in other areas.

- Using gems to transcend 6* units. ​These gems can be used elsewhere, and
transcend tickets can be used to transcend units.

- Using transcend tickets to trans non-6* units. ​Your trans tickets are valuable and
should be used on 6* units. It is cheap to use gems on low level units.

- Buying the random unit chest for honor coins. ​With 50+ honor units, it’s a crapshoot
trying to get a unit you want by using this. Honor coins are hard to farm without
spending money, so you need to use them wisely.

If you are doing any of these things, ​stop immediately! ​You are wasting valuable gems, honor
coins, and trans tickets that could be spent making your team faster and stronger. This does not
mean that all hope is lost though. You can still make a fantastic team, progress quickly and
enjoy the game. You will always get more resources to work with, so don’t fret too much.

By the end of the Team Composition chapter, you should have a solid foundation for
your team with a good idea of what to do moving forward, as you likely do not have the
resources required to complete all of it immediately. Fear not! This game is a marathon and not
a sprint. You will get the resources you need with active play and time.

The Main Team:


In the early game, your team is comprised into 3 segments:
- Core
- Supports
- Priests

As a quick overview, your core units allow you to push ​further ​on every run you do, while the
supports make the runs ​faster​. Priests (the one exception) make your runs much ​much f​ aster no
matter what tribe you are using and should be a part of your team at all times.

Cores:
Your cores are the hitters, the fighters, the bread and butter, ​the core​ of your team. You
will be putting the large majority of your medal levels into your core. By consolidating the medals
onto your core, it allows you to push much further than spreading your medals evenly between
all of your units.
The core consists of one unit that deals physical damage and one unit that deals

magical damage . You need one of each in order to get through the boss stages, (stages
that end in 50 or 00) which are immune to one type of damage. Otherwise you will get stuck at a
much lower stage than your highest. The ideal core unit is ranged and hits multiple targets with
every attack. Some form of crowd control is icing on the cake.

Below I have included tables with suggested cores for elf, both magical and physical, in
order of priority from top to bottom. ​If you have none of these units​, don’t worry! Very early on,
any two units will work in a pinch, as long as you have one physical and one magical. They
don’t even need to be the same tribe at lower level.

Elf Core List


Physical Magical

Elementalist High Fairy

Astral Captain

Hippogriff

In the very early game before you find your high fairy* and elementalist, you can use any
of these units as a core.​ A great option for early players is using the free units they handed
you for downloading the game or reviving at a certain stage. If you can’t find an elementalist,
just use the hippogriff you get for reviving. Senior your cores as soon as possible. Senioring
your core is fine to start, but it is recommended that you find a top tier core before transing
them.

*high fairy is currently available for hc


But which tribe should I choose? I can’t make a decision!
As stated earlier, elf is currently the best early game team for progression. Aiming for the top tier
elf core units and supports will benefit you much more than running any other tribe

Personal recommendation:​ S ​ tart with elf as soon as you can​. It is faster than the other 3
tribes due to the special skills of some elf units (fairy, hippo, and royal druid) and will give you
the most progress in the shortest amount of time.

Transcend your cores ASAP, but only if they’re good ones. An Elementalist/High Fairy core is a
great candidate for this, as is a hippo, because those units come in handy later on.
Transcending an Astral Captain is cool too, they can be a temporary filler core, and they come
in handy in other places. Transcending your cores will increase their gold level by 100 per trans,
up to a total of 300. Trans Tickets are given out for free during events and serve only one
purpose: to trans 6* units.

Speaking of transcend tickets, you may have noticed that you can use transcend tickets on units
that are not 6*. ​Don’t waste transcend tickets on any unit that isn’t 6*.​ ​The ability to
transcend low level units with transcend tickets is a noob trap and should be avoided.

Medal Allocation:
The medal distribution of your units should look something like this:
About half your total medals should go to either core. These units are the two that will get the
most out of them. As stated earlier, distributing medals across your team is a waste and a noob
trap that will only slow you down.

Supports:
Your supports are the hype-men, the shoulders to cry on, and the over-the-shoulder boulder
holders, ​the supports.​ They make your cores shine by making them move (and attack) faster,
crit more often, push further, and increasing their attack range. They do this through their unit
skills (which activate after they reach the required gold level) and special abilities in the unit
details tab, which are constant.

These units are the best supports because they give the most valuable stats:
- Tribe’s Move Speed
- Tribe’s Critical Strike Rate
- Tribe’s Attack Distance
- Tribe’s Attack Speed

The other stats give you negligible benefit (I know the numbers look big, but they do less than
you think). Support tiers were decided by determining the total amounts of these stats that each
of the tribe units give the rest of the team. Other factors specific to particular units like Tribe
Fortification and Hippogriff skip chance were also taken into account.

Please note​: Unit skills and special abilities increase when the unit is seniored but not when
you transcend them. It is this reason that you senior (by evolving for 2800 gems) your supports
but​ do not trans your supports!​ I cannot stress this point enough. It is a waste of resources
and you will regret it later when you need to trans other things. ​Do not trans your supports!

You will have 5 or more support units on your team. These support units can and should be all
the same or a mix of the top tier support units. The best support units for elf teams are shown in
the table below. Top to bottom in order of priority.

Elf Support List


Hippogriff

Elementalist

Fairy or Royal Druid

These supports all do their own thing, but the primary theme is a boost to ​elf stats​. This is what
you want to see out of your supports, they’ll make your cores better. I’ll provide more details as
to why these units specifically are better than the rest:
Hippogriff:
Has extra skills that are always active and increase your chances to skip stages. They
contribute to the base elf skill (the chance to skip one stage), and also have their own skill that
has a chance of letting you skip ​two ​stages instead of just one.
Elementalist:
Has an extra skill called “Tribe Fortification” which basically adds free levels onto all of
your elf units.
Royal Druid/Fairy:
These units both have extra skills relating to skip. Fairies contribute to the base elf skill,
and royal druids have their own skill. They provide a small chance to skip a large number of
stages every 100 stages. (This is less consistent, which is why it’s below hippos)

If you do not have 5 support units from the table above and do not have the resources to buy
them, then some other notable units to use as filler are:
- Aladdin

- Battle Drummer

- Dark Archer

Make sure to swap these out for the correct support units when you have the resources to do
so.

You should senior your supports after senioring your priests and your core. ​Do not trans your
supports!

Medal allocation:
The medal distribution of your supports should look something like this:
All of your supports will eventually be medalled to +2000, so that their gold level buffs are
increased. However, medalling your supports to +2000 can be expensive, so make sure you’re
not taking away from your cores by doing this. Once your cores are around +4000, you will
easily be able to medal your supports to 2k. The exception to this 2k rule are priests, which are
explained in detail just below this. Priests should only ever be medalled to +300, as the buffs
after 300 are specific to the human tribe.
Priest Units:

- Priest

- Dark Priestess
Priest units are the one exception. They are some of the most important early game
supports and you need to find 3 priests and 2 dark priestesses as fast as possible to put on your
team. Priests can be found for medals in the unit shop for both medals and gems, and in 5-star
Unit Vouchers and Unit Selection Tickets. Dark Priestesses are currently available for honor
coins. ​Refreshing the unit shop for 100 gems looking for priests is NOT recommended.
Even without priests, you have better things to use those gems on and you are much more likely
to find one randomly or for gems.
To big spenders - There is now a pack in the Beginners section of the Gem Shop called the
“Priest Essential Pack”. This pack, for $27 USD, gives you all the priests you’ll ever need. 3 for
your team, and another 9 to help you after you get Icy (the priest pet).

IF THERE IS A UNIT REFRESH EVENT​ I would recommend spending gems to bulk purchase
units. You will likely find a priest or two as well as gain a lot of other units that will be used for
other things (like time shop buffs to your team, late game pet buffs, and as fodder for artifact
transing). Make sure you keep enough gems to continue with daily expenditures (this buffer
value is for you to decide).

Quick note about unit shop: buy all the units for medals and send them to your time shop every
time you refresh. This costs no medals because they are sent to time shop and you will need
them later on.

Yo but like, why, dude? What makes them so good? Don’t they just sit back and heal?

Priest units do not just heal, they give you the single best buff for speeding up your runs.
God’s Blessing (Priest)​ has a 2% chance (5% chance when seniored, cumulative max of 30%
chance) of triggering on every 10th floor and gives you a 5x speed buff for 2 minutes. This is
additive, so with 3 seniored priests on your team, you have a 15% chance of gaining 5x speed
on every 10th floor.
Dark Lord Blessing (Dark Priestess) ​has a 2% chance (5% chance when seniored,
cumulative max of 60% chance) of triggering on every 10th floor and gives you a 5x speed buff
for 2 minutes. This is additive ​and​ ​multiplicative. ​It adds a 10% chance of gaining 5x speed,
bringing you to 25% chance total. (This is how much you would have with 5 priests.) The reason
you want 2 dark priestesses as well: If you already have the priest buff up, and dark priestess
buff procs, it multiplies and becomes ​6x speed.
Priest unit buffs are amazing, and having 3 priests and 2 dark priestesses on your team
is optimal for keeping the 5x speed active 100% of the time. Note that if the same buff activates
again while you are buffed, it resets the timer to 2 minutes and does not compound the time or
effect. (ie, God’s Blessing procs while you already have God’s Blessing up, just resets GB timer
to 2 minutes. Does not affect Dark Lord Blessing, and vice versa)

If you do not have 3 priests and 2 dark priestesses, fill in your extra unit slots with
supports. Once you find more priests/priestesses, simply replace the support. If you feel like
spending any money on this game and are having bad luck finding priests, I would recommend
buying the $1 priest package. This will also give you VIP status forever, which comes with some
nice bonuses during most events and extra rewards in the achievements tab.

Senior (Evolve) the priest units and include them in your team immediately if you have
less than 3 and 2, as the increased chance is noticeable and important to the success of priests.
Do not trans your priests!

Team Composition TL:DR:


- Make sure to include 3 priests and 2 dark priestesses in your team. Give priests 300
medal levels (only if your cores are above 600 medal levels) and give dark priestesses
900 medal levels (only if your cores are above 1800 medal levels). Senior them as soon
as possible.

- Pick out your ​core units​, one needs to be magical and the other physical. Give them the
large majority of your medals (~98% of total medals or more). Transcend your core units
as soon as you can afford it, this will provide stat boosts and an increase to max gold
level (if you don’t know what max gold level is, you haven’t hit it yet).

- Pick out your ​supports​, look at the chart in the support section. Supports should be ~2k
levels behind your core up to +2000; there is no reason to take them past 2k. Senior
these after your core. If you don’t have enough supports, then second-tier supports will
do.

Examples:
Below I have listed some common builds for early game players.

Finished Builds:​ These builds have all the best core units, all the top tier support units and the
required number of priests (5) for an early game team. These are the ideal teams, and what you
should strive to make.

Elf Team:
- Core​ T3 High Fairy and T3 Elementalist
- Support​ 5 Senior Hippogriffs
- 3 Senior Priests and 2 Senior Dark Priestesses

If you are missing a core​: Use a lower tier core of the tribe you are using.

If you are missing supports: ​Use supports of the same tribe as your team, from top tier down
to lower tier. If you do not have these units, use the recommended filler supports.

If you are missing priests: ​Use support units in the meantime. See ​above​. Once you get
another priest, ​add them to your team immediately​ by taking out the lowest tier support in
your team.

Congratulations! You now have top tier team composition and should be soaring through stages
at top speed. Once you reach a stage you cannot pass quickly, or the stage you cannot pass,
you want to:
1. Revive
2. Distribute the medals to your core units.
3. Repeat

We’ve made one team, yes. What about second team?

Revival Team:
The revival team is found in the Shop menu, under the Premium tab. It costs 3000 gems
to unlock permanently. Your revival team is a separate team that is used only when you revive.
When you pick your revival team for revive, it will take up all the buffs from your revival team to
use them. Once you revive, your normal team will be there with your core team. Revival team is
only for the buffs that the units there provide on revival.

This is an amazing tool that allows you to gain the buffs of units (like Dark Archer) when
you revive without having them in your main team. It is a good example, and is actually the best
use of your revival team. You eventually want your revival team to look like this:
Optimal Revive Team

Dark Archers are the best unit to have in your revival team. They are worth buying for gems in
the unit shop if you do not already have 12 in your revival team. Now before you ask why they
are so good, I’ll tell you.

It’s like he’s reading my mind….

Dark archers have a special ability to revive you at 5% of the previously reached stage. With 12
of these on your revival team, you are able to skip 60% of the stages required to reach your
max stage again. For example, if you revive from stage 1000 with a team of 12 dark archers,
you will start at stage 600 instead of stage 0. This shortens your run by 600 stages! T ​ hat is even
​ fter some quick math I have
better than the skips from fairy, elf secret skill, and hippos. A
determined that DA stages are not as good as hippo stages. This has nothing to do with revival
team, but if you stumble upon a unit selection ticket, I would recommend Priests (up to 5), then
Hippos (up to 5), and then DA.

This skill from Dark Archers makes them the best unit to have in your revive team, bar none.

Included below is the list of units worth putting in your revival team and the bonuses provided.
Refer to this only if you do not have any more dark archers. ​Dark Archers are the number 1
priority for putting into revival team, more than any amount of medals gained from another unit.
Getting 12x Senior DA is the end goal of your revival team. With how many things that need to
be transed (core, instructors, outland battle, etc) you will not have any excess transcend tickets
until after you get Moon, so ​transing Dark Archers is a bad idea​.

Note -​ after you get the dark archer pet (moon), they do their thing from your timeshop. This
allows you to have other units on your revival team. That is mostly what the following chart is
for, as before you have the pet you’re stuck with 12 dark archers.
SK = Shadow Knight
(p) = this means you have the unit’s pet at 5*. having the pet often makes the unit better, in this
case it makes Shadow Knights provide more medal%
Credits to HarroweD#2091 for the chart

For more in-depth information about revival teams, please go to


https://www.reddit.com/r/EndlessFrontier/wiki/guides/revivalteamguide​ it is a well-written guide

Dungeons
This section will be short, as dungeons are not a very deep mechanic in this game but do serve
an important purpose. You need dungeons to farm dungeon materials, which are used to
upgrade your artifacts (covered ​next​).

There are a total of 5 different dungeons, with a maximum level of 45. King slime has no unit
restriction, while the other four dungeons each have a tribe restriction.

- Horn Toad restricts elf units from entering.


- Hammer Mole restricts undead.
- Orc Flower restricts orcs.
- Dark Hermit restricts humans.

I just built a team out of only 1 tribe! How am I supposed to farm the restricted dungeon?
The best way to farm a restricted dungeon is to swap your core to another tribe, distribute the
medals as you would your usual core and farm the restricted dungeon for a couple hours and
then swap back. You regenerate a dungeon ticket every 10 minutes, so keep farming until you
have a nice surplus of dungeon materials. Every few weeks there are also dungeon events that
give extra materials. This is the best time to stock up on any materials you need.

Gold levels do not apply when entering a dungeon, only medal levels are applied. If you cannot
farm the next level in a dungeon, continue reviving and you will be able to clear it soon enough.

Helpful tip from Zodiac about Dungeons: “Farm dungeons more often than you think you need
to. There are times when I thought I would never run out of materials and I did.” Wise words. It
takes very little time to farm dungeons with the “complete now” button, so there is no reason to
sit on tickets you could spend.

Artifacts (Arts)
Artifacts are items and equipment, and have their own menu. There is a maximum of 27 artifact
slots before friendliness bonuses. Upon reaching certain milestones in undead friendliness, you
can unlock more artifact slots. For your purposes, there are 27 artifact slots to unlock.

Quick tip to help save gems: Selling an artifact costs 100 gems, regardless of what level it is at.
However, they can all be bought back for dungeon materials. An easy way to take advantage of
this is to not unlock all your artifact slots until you have a steady flow of 6* artifacts coming. If
you have an open slot and buy a low star artifact (5*s count as low star artifacts, because
they’re bad), it will just go straight into your artifact tab, and will cost you 100 gems to sell.
Having no open slots means it just goes to your time shop, and you can forget about it forever.

You can receive artifacts from multiple sources. These are:

Random Artifact Tickets​: This is given every 5 consecutive login days, during some events, from
the roulette, and in the achievement tab once you reach certain KL milestones. They work in
exactly the same way as the Random Artifact Chests. (Thanks Valhera!) Once you have all the
artifacts, this gives you 1,000 gems. ​This is where you will get most of your 6* artifacts.

The Artifact Shop​: This shop sells artifacts from 1-star to 6-star (1* to 6*) and they’re sold for
dungeon materials. At first, you can only see 1* arts. Once you get a random artifact ticket, all of
the artifacts available in this shop become visible.

Random Artifact Chests​: Sold in the Shop of Honor for 5,000 Honor Coins, they give you a
random 5* or 6* artifact. The pool of artifacts is ​mutually exclusive​ to the arts in the Artifact
Shop. ​Buying artifacts from the artifact shop will not reduce the number of artifacts found
in the artifact chests​. It’s really not worth buying these unless you’re 1-2 artifacts away from 20
6*, so you can start transing them a bit sooner.

Guild Artifact Shop​: All you need to know about this tab is: Don’t buy anything from it. You’ll get
all the artifacts from it from random artifact tickets, except for two of them. Those two are 5*s, so
don’t buy them because you’ll never use them.

In the early game, you are looking for artifacts that give you the most gold economy.

Gold economy? What’s that?

Gold economy is your ability to gain gold from quests quickly in order to level up your
units to higher gold levels. With higher gold economy, you will be able to unlock higher quests,
upgrade them more quickly, give your units more gold levels, and make said units more
powerful.

The gold economy stats are:


- Quest Open Gold Reduction​: Decreases the cost to open quests.
- Quest Gold Acquisition​: Increases the amount of gold you receive.
- Quest Upgrade Cost Reduction​: Decreases the cost to upgrade quests.
- Unit Upgrade Cost Reduction​: Decreases the cost to upgrade units.
- Quest Time Reduction​: Decreases the time to complete a quest.

But what about all the tribe stats like attack power and HP?

These are negligible in m​ ost ​cases, and should be ignored in favor of gold economy
buffs. The only artifact that gives worthwhile stat buffs is Outland’s Blunt Force.

There are a few phases to building up your artifacts, so I will start from the beginning.

1. First off, work on unlocking all the arts in the art shop as quickly as possible. Send
anything that is not 6* into the time shop as it will cost you 100 gems to do so later on.
2. Start phasing out 5* arts in favor of 6* arts. All of your arts should either be part of a set
or provide some gold economy stats.
3. To finish, all of your artifacts are 6* and you have likely begun to transcend some of
them.

Here are some general guidelines when going through these different steps to help you have
the best artifacts possible in your inventory:
- Higher star artifacts are always better than lower ones. Replace 5* artifacts with 6* as
quickly as possible.
- Use complete sets or partial sets whenever possible to get the set bonuses. Breaking
lower star sets to do this is recommended.
- Make sure that you have at least one of every gold economy listed above. Having a
complete 6-piece set will do this.
- Use artifacts and sets that have been transcended over artifacts that have not.

Blunt:
I have added a section about blunt because many new players who have been to the
general discord have been told about this artifact erroneously.

Ancient Outland Beast’s ​Blunt​ Force is a 6* artifact that increases the attack
power and critical damage of air units. ​Blunt is only good once you have the artifact at T2
+92 levels or above. ​At this point, it becomes extremely powerful to use flying units in your core
because of the damage increases obtained from this artifact. ​Before T2 +92 it is not good
enough to justify flying cores over others.

Artifact Transing:

Once you have twenty 6* arts, you should begin to transcend them (This can only be
done once per day). A new button will have appeared next to the “Buy Artifacts”. It is possible to
transcend 5* artifacts but ​do not transcend 5* artifacts!​ Your inventory will not have any 5*
artifacts in the near future and are not worth transing.

Transing 6* artifacts require one seniored unit of a past honor rotation, one 5* unit of a
past honor rotation, and one 5* unit OR a seniored 4* unit. It also costs 300 honor coins to
transcend the artifact. The artifact that is transcended is chosen completely randomly. It costs
100 honor coins to reroll the transcend units required.
Here is a list of noteworthy units you should avoid using to trans arts unless you have a certain
amount of them. There’s so many that I’m not going to go into detail on each one, just trust me.
The chart is broken down into 3 columns: unit name, how many I recommend you have before
you even consider transing with the unit, and how many you need to max the unit’s buff. Once
you have more than the max, you don’t have to think twice before transing an art.

Unit Recommended amount Max needed

Priest 8 12
Hippogriff 14 20

Dark Archer 24 24

Fairy 14 14

Royal Druid 25 25

Naga 6 10

Frost Demon/Sorcerer 24 24

Battle Hornist 15 15

War Bear Rider 25 25

Shadow Knight 12 12

Winged Knight 20 30

Steam Punk ~10 of each 20 of each


Sylphid
Medusa

Musketress ~5 of each 15 of each


Elf Sage
Rangda
Crow Knight

Astral Captain 10 15

Flame Spirit/Valkyrie 1- not important


1 of each of these units are
recommended here because
they are used in a whole load
of places. Great to have.
Of course there’s other units in the game, these are just some that are ​very​ good, and I
personally thought they were worth mentioning. If you’re ever unsure about whether it’s okay or
not to use a unit to trans, feel free to use this chart.

Technically, you require as many drummers as possible in the late game. They contribute a
small amount of medal bonus from the timeshop, and this small amount builds up over time as
you gather drummers. You don’t need to worry about this early on but it is your own choice
whether to use them or not.

Transcending increases the power of artifacts significantly, and once you finish
transcending all 6* artifacts, you can begin transing to make all of them T2. The only difference
in the method of transing is that it costs 500 honor coins, up from 300. You will likely not be
doing T2 arts by the time you reach mid-game, so I will not go into anymore detail here.

Artifact Set Enhancing:


Enhancing artifact sets is now a thing that can be done, and it only makes running full
sets more powerful. To enhance a set, all the artifacts in the set have to be a certain level, and
some gems have to be spent. The requirements are as follows:

Enhance Level Artifact Level Gem Cost

+1 +50 1000

+2 +70 2000

+3 +100 3000

Artifact Builds:

Deciding the best arts to use at any given time is difficult at best because of the random
nature of artifact transing. Suffice to say, using any artifacts that are transcended and provide
gold economy are a good bet to put in your inventory. Included below are some recommended
artifact builds for T1 and T2 6* artifacts. ​The numbers represent the number of pieces in the
full set because you should be using completed sets for the bonuses they provide. You
may need to zoom in, my apologies.​ For example, the 6’s are the artifacts that are part of the
6-piece sets. In almost all cases, 1 refers to using Blunt without the rest of the set.

T1 Artifact Builds

Credits to Magic, a Moderator of the Endless Frontier Discord and writer of Magic’s Artifacts Builds Guide
​ ttps://www.reddit.com/r/EndlessFrontier/comments/6iwi2y/artifact_builds_guide/​) (https://discord.gg/014FFOagU107e98gj)
(h

T2 Artifact Builds
Credits to Magic, a Moderator of the Endless Frontier Discord and writer of Magic’s Artifacts Builds Guide
​ ttps://www.reddit.com/r/EndlessFrontier/comments/6iwi2y/artifact_builds_guide/​) (h
(h ​ ttps://discord.gg/014FFOagU107e98gj​)

For more information about artifacts and late-game artifact builds as well as data about what
makes these builds the best, please go to ​Magic’s Artifacts Builds Guide​, linked here:
https://www.reddit.com/r/EndlessFrontier/comments/6iwi2y/artifact_builds_guide/

Pets

This whole pets section is a mess that I have not sorted through yet, just
read ​Harrowed’s guide​. It goes much further in depth with pets than this
guide will ever go, highly recommended read.
- n8

Pets are some of the most valuable things in the game and should be started as soon as
possible to ensure you are not behind when you reach mid and end-game. Before we get into
this, I would just like to provide a few bullet points for common mistakes and suggestions for
new players regarding the Spirit Highlands (SH) and pets in general:

- Pets do not have to be equipped in your main slot for their 5* hidden ability to take effect.
All pet abilities are active at all times, and maining a pet only doubles the effect of skill 1
and 2 of that pet unless otherwise specified.

- Your main pet should be whatever pet gives you the highest quest gold buff. This may
be Gold Dragon, Aphrodite, or Mambo/Piggy/Snork in the early game.

- Your revival pet should be whatever gives you the highest medal bonus %. There are a
lot of pets that give this benefit.

- The only benefit of getting a solution with 3 stars is that it allows you to auto-complete it.
I recommend only 3 starring stages that give pet fragments to avoid unnecessary
difficulty or frustration.
- Do not ​waste tickets farming gems or honor coins. Pet fragments are much more
important.

- Make sure to spend at least 300 gems every day on extra tickets. I recommend spending
700 if you have enough pet frags unlocked or more if they are good pets. Buy more
fragments if you spend money. Getting weak pets to 1* or 2* provides some extra pet
points to increase your maximum gold level.

- Keep your Spirit Highlands up to date. Every 2 Knight Levels unlocks another row in the
highlands. Make sure you are at the cap as quickly as possible as they will only
compound and you may miss days that could be used to farm important pets if you do
not unlock them.

- Do not ​farm excess frags of a pet you already have 5*. You could be using those tickets
to gain more valuable pets or pet points. Farming excess frags is for late game.

What the hell are pet points? You mentioned those earlier.

I mentioned these earlier and because there is no great place to put this information,
here we go. Every pet gives pet points when they are upgraded. Some give 2 per star, others 4,
and the raid pets give 7 pet points per star. Every pet point increases your maximum gold level
by 1.

What about all those juicy tickets in the achievement tab you told me not to use?

Your SH tickets are very valuable and should all be completely used every day. Every
day, SH tickets will be regenerated up to your max (maximum is 10 for new players, can be
increased by a couple sources). I​ f you are above the maximum, you do not gain these free
tickets!​ ​If there are no pets or stages that are immediately required for progress, don’t collect
them from the achievement tab because they will not expire.

In no particular order, these are the pets that you should collect as many frags as
possible per day along with my reasoning for each. In some cases you may need to find a
balance between farming all of these frags or progressing your SH. In this case, I would suggest
using some of the tickets in the achievement tab I warned you about earlier. Do not purchase
more than 4 refreshes of tickets per day (leaving you at 2/6) as more than that is of questionable
ticket to gem ratio.
Tinkey This pet is probably the first one you will get to 5*. This is the couple pet to
fairy and allows the skip chance of fairy to apply in time shop, up to 30%. This is huge! Tinkey is
considered a mandatory, S Tier, no-questions-asked-you-need-this-pet because of the skip
chance dramatically improving your progression speed. This also gives fairy the ability to speed
boost your team on spawn. Add 1 fairy to your team (replacing a support) once you finish this
pet.

Icy This pet will follow quickly behind Tinkey. This is the couple pet to priest. Icy
causes the speed boost from priests to trigger from the time shop. It also causes priest buff to
trigger even if you skip the x0 stage. THIS IS AN ENORMOUSLY IMPORTANT PET in case you
didn’t gather that from the description and allows you to remove priests from your main team
(and replace them with more support hippos)

Wakong and Seahorse Another pair of pets because they trigger the switch
from early game elf meta to mid-game orc meta. The specifics of why these make orc better
than elf is out of the scope of this guide but are important to farm early nonetheless.

Hippong Is the pet couple to Hippogriff. Finishing Hippong allows the skip chance
from Hippos to trigger in time shop. HUGE. Farm this bad boy.

Cat Knight Cat Knight is the pet couple for the unit Wing Knight. Wing Knight
increases the speed from priest buff (5x speed). At maximum buff (30 Senior Wing Knights) it
increases the 5x speed to 6.2x speed. Very important pet as you can see.

Rolly Rolly is part of the newest honor rotation pets and is the pet couple to Royal
Druid. Royal Druid gives a chance to skip 20-30 stages every time you pass 100 stages. Rolly
causes this effect to trigger from the time shop. WOWZA that is a big buff.
These are all of the ​game defining pets​ and I would ​highly r​ ecommend farming as many
fragments of these pets as are available every day. Any excess fragments can go into getting all
of the other random pets to 1 or 2* for pet points if you have not reached 400 pet points to
unlock the secret shop or some of the pets below.

Raven A key unit for end-game undead meta.

Chesher Give undead tribe fortification, end-game meta related.

Skill Push Pets All of these pets give buff to the


power of your skills or reduce the cooldown in some way. Skill pushing is a late game mechanic
but these pets should not be neglected if you have spare tickets.

Moon, Boom, and Shadow These pets all change your revival
team. Moon allows for DA revival skips from time shop, Boom increases the medals gained from
Drummers and Shadow increases the medals gained from Shadow Knight. Low Priority.

Honor Rotation 6 Pets These pets increase the maximum inner


passion value. Low priority but nice to farm if you have excess tickets.

Honor Rotation 11 Pets These pets increase the amount of


friendliness you gain from seals. Same as H6 pets, they are low priority but nice if you have
excess.
Past this, all of the other pets give somewhere between marginal and 0 benefit to you as
a player so I will not be including them. Farming all of the available pets to 2* or higher is an
effective way to increase your pet points.

Secret Shop:
Secret shop is unlocked once you have reached 400 pet points. The secret shop has
pets available that cannot be collected anywhere else. Secret shop pets are bought by spending
“excess pet fragments” meaning the frags from any pet that you already have 5*. This is out of
the scope of early game and I would not recommend farming any pets you already have 5* for
the excess fragments. If you do collect excess fragments from some source, I would
recommend getting Gold Dragon from this shop.

Spirit Highlands Guide:


https://www.reddit.com/r/EndlessFrontier/wiki/spirithighlands
http://endlessfrontierdata.com/spirithighlands/easy
There are multiple places to look for spirit highlands solutions but these ones seem to be
the most complete. Some stages are heavily reliant on RNG to pass, so if the solution does not
work the first time do not give up! Even if it looks like there is no way the solution would work, it
may take multiple or even dozens of tries to pass.

Airships
Airships will unlock after reviving past stage 3,000 (KL 31).
My suggestions for airships right now are:
- Join the endless frontier discord if you have not already. There are players there willing
to answer any questions that you may have.
- Read ​Godz’ Airship Guide​. This is a great resource that will help you start out in the right
direction, and prep you for later game airships.

Building:
To start airships, you need to build some ships. This can be done in the build menu. You
need materials gained through exploration in airships as well as units gained through the unit
shop. Make sure to build a varied team, not all of one type of ship. For information about types

of ships, click on the red question marks all over the airships feature.

Ships can have their level increased using aerostones (aero) , but have a maximum
level before they need to be promoted. Promotions increase max level and change the border
color. Promotions require ship materials and aerostones. Enhancement is done using ships as
materials, as well as a small amount of gems or honor coins. Enhancement will increase your
ship stats and unlock more leader skills..

Exploration:
In the exploration tab, you can progress in the airships feature using your newly built

ships. Set your ships into a fleet and use fuel to enter a stage (you only consume fuel if you
complete the stage, so don’t worry about failing/retrying). You gain one fuel every 10 minutes,
up to a maximum of 120. You can buy more fuel up to 6 times per day, with increasing gem cost
(similar to buying extra tickets for spirit highlands). ​You can go above 120 fuel, but you will
not regenerate the one fuel every 10 minutes if you are above 120.

Click the roulette to determine how many spaces you will move. You may land on a
couple different locations. Holding down on any tile will give you more information about it.

- Monsters​: These will attack your ships, and your ships will attack back. Some monsters
will target specific ship types or cause status effects like freezing or burning.

- Islands and Angels​: These are safe and will heal your ship while also giving you a
chance of finding stones.

- Disasters​: These will damage and possibly cause status effects to your ships.

- Chests​: These may contain aerostones and also increase the number of items you
collect for completing the stage.

Each ship has a skill that generates over time. Clicking on the box once it is full will use the skill.
Different ships have different skills, so look them over in the airships tab. Ship skills will be
automatically used if you have auto turned on.

The energy in the top right of the screen while you are progressing is the amount you have left.
If you do not have enough energy to satisfy the cost of your ships, you cannot progress any
further and fail the stage. If all your ships die, you will also fail the stage.

Seals:
Seals are the connection between airships and the actual progression in endless frontier. Seals
give friendliness. One point of friendliness is equivalent to 1% medal bonus when you revive as
that tribe. At breakpoints, you also gain bonuses like extra quest, artifact slots, and various
tickets. ​Seals are the whole reason to increase your progress with airships.
Efreet’s Airship Data:
http://bit.ly/AirshipDataSheet
This sheet has all the raw data for airships. Might be hard to digest until you read more and
spend some time with airships but a valuable resource if you are looking for something specific.

Tablet Calculator:
http://bit.ly/TabletsCalc
Invaluable for tracking your progress and looking for a place to farm the seals you need. I think
the stage suggestions are currently outdated but nice to know how many seals you need to
unlock particular slab levels (art levels).

Battle Menu
The battle menu is home to some of the “PvP” in the game like Battle Arena, as well as
the competitive Daily Battle Ranking, Tower of Trial and Outland Battle. I will be covering each
one individually in some detail.

Battle Arena:

The battle arena is a team vs. team matchmaking system that pits you against other
players on your server who are a similar rank to you in the current arena, not based on total
medal count. This is why you may go up against people much stronger than you sometimes. It
is also completely automated.
It is a nice way to gain some extra gems and honor coins every day and should be used,
but I will not be including any PvP team builds because your medal count and progress are
more important than the hall of fame. ​PvP is not worth building a team around​.
Things to do, and some to avoid:
- Be in the top 50% at the end of every round to advance to the next league. You
gain increasing amounts of gems and honor coins from each league.
- Use as many battles as you can and (hopefully) win them for 10 gems each.
- Do not ​buy more battle arena entries for 100 gems if you run out. You will
regenerate one more every 30 minutes.
- Changing opponent is a gamble, as there is no guarantee you will be faced with
an easier opponent. I recommend using it if you are struggling to reach the top
50% to advance to the next league.
You cannot drop leagues if you do poorly. The only way that you drop is when the battle
arena resets every 4 days. All players get sent back to C league at this point, it was nothing you
did.

For more information about the Battle Arena, check out the tabs on the battle arena screen.

Daily Ranking Battle (DRB):

This screenshot sums up DRB pretty nicely. Just a few things I would like to point out about the
DRB:
- You can only join the DRB within 10 minutes after you revive. If you have not joined yet
today, a popup asking if you would like to join appears after you revive.
- By “you must have reached at least level 50” it means stage 50, not KL 50.
- The maximum number of people per pool is 30. The people in your pool are only
determined by when you join the DRB for the day. Basically, these are the 30 people
that revived at almost the same time you did.

Your placings will naturally grow higher the longer you play this game and the more you
progress. It is not something you should worry about. This is basically just free gems and honor
coins, so make sure you revive at least once a day!

For more information about rewards, click the DRB icon in-game.

Tower of Trial (ToT):


The tower of trial is a series of trials (shocker) of varying difficulty that you can take on
for rewards of gems and honor coins. There are 36 levels in total and it resets every 3 days.
New! ​You can now “complete now” stages in the Tower of Trial. You can instantly complete up
to 7 levels below your highest stage achieved in Tower of Trial. For example, if your highest
stage cleared is 30, you will be able to complete now stages 1-23. Stage 24 and above will need
to be cleared in the usual fashion.

Each level will have its own restrictions, like:


- Restriction to higher star units.
- Restrictions to tribe units.
- Restrictions to flying, melee, or ranged units.
- Restrictions to gender (in 2018? Shocking).

Some enemies may also have a physical or magical immunity. These units will take ​no damage
from units that deal this type of damage. You can see this in the floor menu. It is the yellow and
blue circles in the bottom left of the icon.

Physical Immunity Magical Immunity

Note: If you see an enemy with a red shield, it means that the unit takes 99% reduced
damage. This isn’t given to any unit like immunity shields, but some units may have it as a
special ability. (Golem and Heavy Infantry are two examples)

But how do I know what type of damage my units deal?

On every unit icon, look in the bottom right corner. The yellow sword is physical damage,
and the blue wand is magical damage. These are the only 2 damage types in the game.

You will quickly come across levels that you cannot beat by normal means due to these
restrictions. At this point, you will need to transcend some lower level units. This is not by any
means an exhaustive list of units that you will need to transcend in order to beat 35 every round,
these are my​ personal​ ​opinion ​of the top 5 units to T3. You will need more than this, but it is a
good place to start. I recommend transing these units after any required Dark Archers and
Priests, as you need them.
Skeleton Warrior​: This guy is amazing. Get him to T3 as soon as you can, as he will
be the bread and butter of many many solutions. Becomes 4* when seniored.

Orc Hunter​: Orc hunter eats back lines for breakfast. 3* when seniored, he will jump
past melee units and take out the ranged units hiding behind, while also gaining increased
dodge rate against ranged attacks.
Pro tip: Two T3 OH is a good investment for a lot of tower of trial floors.

Heavy Infantry​: Heavy Infantry become 3* when seniored and has a handy 99%
reduction shield. Great tank unit when 4* and higher units are restricted. Even against 4* and 5*
units, he can take a lot of punishment.

Hammer Knight​: Another unit that becomes 4* when seniored. He has a magical
melee attack which comes in handy when you have physical immune units. Also gains a
physical immunity shield when being attacked.

Orc Wing​: The best of the 4 available low-level flying units. This will save you a lot
of headaches, as combined with Orc Hunter you can quickly kill a back line and fly to the enemy
crystal. All flying units become 4* when seniored.

By mid and end-game you will very likely have almost every low-star unit seniored or transed for
a ToT or Spirit Highlands stage. Some other good candidates, in no particular order are:
No seniored 5* units (like Wind Mage and Cavalry Knight) are listed because they are
expensive, and the plethora of available 5* units can handle any challenge that they may be
needed for. In short, they are unnecessary.

Hey Bird Brain! I know you are trying to help, but I’m not made of money. How am I
supposed to afford the gems to trans all of these guys?

I know this looks like a daunting task, especially after you have spent a good chunk of
gems on your team and revival team. However, it is definitely worth doing. Reaching stage 30
nets you 300 gems (400 with Facebook share) and 1,000 honor coins, and even more the
further you go. Eventually the units you have invested in will be paid off and you will be making
gems and honor coins at no cost to you.

Going from seniored to T3 costs 600 honor coins for every unit, so this gets paid off
pretty quickly. About one and a half units per ToT if you clear stage 30. Two units are paid off if
you can clear 32. You will see a return on investment of your honor coins almost immediately
because of this. If you have spare gems, but no honor coins to buy support units, definitely work
on your tower of trial units.

For gems, it is a little more expensive. Getting a unit to T3 4* costs 4500 gems. Getting a
T3 3* is 2,700 gems. T3 2* units cost 1,400 gems. I have included a table showing the rewards
from each floor and the cumulative rewards for clearing up to each floor.

Tower of Trial Rewards


Floor Gems HC Cumulative Gems Cumulative HC
1 10 10
2 30 10 30
3 10 20 30
4 15 35 30
5 50 35 80
6 15 50 80
7 30 50 110
8 15 65 110
9 30 65 140
10 70 65 210
11 15 80 210
12 30 80 240
13 20 100 240
14 20 120 240
15 90 120 330
16 20 140 330
17 40 140 370
18 20 160 370
19 20 180 370
20 120 180 490
21 20 200 490
22 50 200 540
23 25 225 540
24 25 250 540
25 150 250 690
26 25 275 690
27 50 275 740
28 25 300 740
29 60 300 800
30 200 300 1000
31 200 500 1000
32 300 500 1300
33 300 800 1300
34 400 800 1700
35 400 1200 1700
36 500 1200 2200

In essence, you are trading some short term gems in order to increase the amount of honor
coins you are collecting. Eventually, you will make enough gems to pay off the cost of those
units. Besides this, you will need them for Spirit Highlands anyways so might as well start
sooner rather than later.

Don’t worry if you can’t complete the ToT. ​You very likely will not fully complete a tower of
trial until mid-game, as Floors 33-36 are usually extremely difficult and require many T3 6* units,
some even require pets to be 5*.
ToT Overview:
https://www.reddit.com/r/EndlessFrontier/wiki/guides/totoverview
This covers most of the same stuff I did, but the chart of rewards does not include floors
33-36. It also briefly mentions racial strengths and weaknesses.

ToT Megasheet of Solutions:


https://docs.google.com/spreadsheets/d/1lp1PwicC9QwwQye32IwLriIV0H4OQcrcpWPYDbxeu3
0/htmlview?usp=sharing&sle=true#
Compiled by many knowledgeable EF players, this includes the solution to almost, if not
every floor ever encountered. Make sure to take a quick look at the abbreviations tab before
diving into it! Floors 1-10 are not included as you should be able to clear them without any
issue.

If the Megasheet has a solution you cannot afford: ​Do not give up!​ Many of the
solutions are provided by long-time players with a lot of strong units and can be completed with
much less. If you find a cheaper solution to any trials, please take a screenshot and share it with
the curators of the megasheet! It will help other players and be a great help to the community.
Similarly to Spirit Highlands, some levels of the tower of trial are RNG. The only
difference is that failing a floor in ToT consumes a ticket, while it does not consume SH tickets if
you fail. Because of this, I recommend testing 4 or 5 times before attempting another solution.

Outland Battle (OB):


Outland battle is a mechanic that allows you to gain raid coins, honor coins and gems as
well as pets for low level units. There are currently 20 normal stages (bosses from raid 1) and
20 hard mode stages (bosses from raid 2). It is on a 5 day rotation and you get 4 tickets per
day or more depending on your elf friendliness.

New! ​You can now “complete now” outland battle stages. You can complete now stages that
you have previously killed using only one ticket, minus 1 stage. For example, if you can clear
stage 17 with one ticket, you can complete now up to stage 16.

I am not going to go into too much detail because optimising outland battle is more
mid-late game, but I will include a couple of tips and tricks, as well as a few noob mistakes.

- The best units for outland battle are Flame Spirit and Valkyrie .
Levels do not affect OB, only trans. Getting these transed is important as it will increase
your gem and honor coin income. If you are a guild raid carry, do guild instructors before
this.
- Optimal team is 5 FS and 2 Valks, all T3.
- Because the current outland meta is all humans, Clerics and Elementalists greatly
improve their effectiveness due to their special abilities. You want to get 15 of each.
(Cleric and Ele provide buffs to different stats, a common mistake even among mid and
high-level players.) Worth farming them after you have your core, supports, and bought
all arts.

- The best skill to use is currently 3 heal skills. This is because in higher stages you get
2-shot by the damage that the bosses deal. Not only does heal skill fully heal you, it also
blocks all damage for a few seconds. The best way to use the heal is when you are low,
wait for an attack to start and use it right before taking damage. This will allow you to
block the damage from the fatal attack, and the next attack if you time it right.
- Use your skills from left to right. The left skill has the lowest cooldown, followed
by the middle and then the right. By using the skills in order of lowest cooldown to
begin with, you will be able to get the most heals and keep you alive the longest,
assuming you survive the time between using the 3rd skill and the 1st on
finishing its cooldown.

- Do not ​trans low level units to use in outland battle. It is a huge waste of gems for
negligible benefit. ​At best, high level whales* will make T3 SW and some other units cus
they can and are clearing stage 16 and 17.​ Most whales now have full complements of
low level units and are clearing all normal stages as well as 10+ hard mode stages. Still
not recommended as the human team of 5 FS and 2 Valks recently got a buff with the
introduction of trans points (more on that later).
*A whale is someone who spends a lot of money on the game, we’re talking about
$100+ per month.

Outland Raids - Personal Raid Overview:


https://www.reddit.com/r/EndlessFrontier/comments/6x91xg/outland_raids_guide/
This guide was written when outland battle first released and does not have some of the
higher level information. For your purposes, it works great and is a good resource for
information about Outland Battle.

Guilds
Guilds are another important aspect in the game and allow you to interact with other
players on your server. When you first start, my recommendation is to join any guild that will
accept you. You will likely not be clearing stage 1 of guild raids, but that is okay.

SamDaMan’s How To Guild:


https://www.reddit.com/r/EndlessFrontier/comments/50c8q1/how_to_guild_a_beginners_guide/
A great resource for the basics of guilds and earning guild coins. Do not use the link on
what to use against bosses in guild raids as it is extremely outdated.

Guild Wars
Guild war matches your guild against others of similar war ranking. For the best info
about what Guild Wars are, click on the red question marks when entering the guild wars menu.
Higher ranked guilds receive higher medal bonus, a good reason to continue climbing the guild
ranks.
- Attack someone of similar KL to you. Attacking the lowest KL enemies may leave your
lower KL members without anyone to attack.

- Participate in every war, even if you do not think you will win. You gain participation
points and guild coins once the war is over.

- If the guild leader or many members are inactive, join a different guild. There is a 12 hour
cooldown after leaving before you can join another guild.

- As a new player, using your strongest units (everything you have T3) to attack in guild
wars is your best bet. Once you reach higher level gameplay, there are units that are
extremely powerful in guild wars. You don’t need to worry about this yet.

- If you don’t deal significant damage in raids (20% of boss health or more) then use your
barracks units in wars!

- Make sure to have an elf unit in the first slot of your defense base. Otherwise, enemies

can use flying cheese to beat you easily. Flying cheese is when you use a
flying unit in the first slot of your attack team to fly over all melee units, sniping the
crystal. Elf has a ranged unit as the weakest unit which is used when you are attacked in
wars to combat these flying units.

Guild Raids
Guild raids are where your guild challenges powerful bosses in multiple different settings

for great rewards in the form of raid pet fragments, guild coins, gems, and raid coins . You
gain participation rewards just for using your tickets (you get 2 per day, per raid) as well as
rewards for being the killing blow and having high damage.

Your damage in guild raids is mostly determined by your knightage level, but pets and
what units you use (1 in particular) also have a small effect on your raid performance. Once you
reach around KL 45 you will be able to do damage to the first boss in raid 1, stage 1 (Scorpion).
Skeleton Warriors are the single best barracks unit for damage in guild raids. Do not use them
on the second bosses of all raids because they are flying and will not be hit.

Guild Barracks
Guild barracks are the units that are used in raids and wars and are shared between the
two. If you unlock barracks in one guild and leave the guild, you keep all your barracks. You
only need one of each instructor to T3. Once you have your team and ToT units mostly done,
you can begin to transcend your guild instructor units:

- Dark Admiral is the undead instructor, and the most important. Once you
unlock Skeleton Warriors, you want to get this guy to T3 asap. This will unlock stronger
SWs and allow you to do a lot more damage in guild raids.

- Hoyden Goku is the elf instructor. Human and elf instructors are second
priority after undead. Getting one to T3 before the other will have a negligible difference
on your raid progress.

- HBX is the human instructor. Get him to T3 before or after elf instructor, it
doesn’t really matter.

- Raptor Rider is the orc instructor. Orc is the weakest of the raid units and is
of questionable use. T3 it if you like consistency, but it is not that important.

Do not ​use the high speed training for 100 gems. It gives you units equal to 1 hour of
training time, and it not worth it. Units will regenerate with time naturally, and there are better
things to spend gems on.

Barracks Respawn Times


https://www.reddit.com/r/EndlessFrontier/wiki/guides/barracksunitrespawntime
This gives you detailed information about the barracks respawn times.
One-Core Push (1cp)
This is not particularly complicated, but I figure I will write a few things about it just so
everybody has a general idea.

One core pushing is the idea of selling one of your core units and putting the extra
medals into another unit. This increases their power, allowing you to push a few hundred more
stages. The only issue is that if you hit a stage that is immune, you’re stuck. To combat this, you
can:
- Keep a save code before any immunity stages and reload it if you get stuck.
- Force close the game as soon as you hit an immune stage and reloading. This will likely
move you back some stages and allow you to attempt to skip it.
- Sell your core, buy the other core that is not blocked by immunity, and medal that. You
need to enter another screen (ToT, dungeons, wars, raids) in order for swapped units to
register.

It is best to do a 1cp when you revive as your tribe. Getting the tribe you wanted used to
be completely random, but there is now a tribe change skill in the premium tab of the shop,
under spirit rest. This allows you to change to your preferred tribe once per day. You can also
buy the 10x power boost in the shop menu, item tab. This will net you another ~45 stages.
Lastly, if you have more elementalists or clerics than you have in your team, you can get a
maximum of 150 extra levels from those units due to their tribe fortification. If you are really
desperate for a level and are only a few stages away, you can use skills to push further. The

best skill to have is “Blood Sword” . You want three of them in total.

Spirit Rest Runs (SR)


Another topic that there is some information on but should be talked about is the Spirit
Rest. Spirit rest unlocks when you revive past stage 2,000 for the first time and can be found in
the shop menu, premium tab right below revival team.

Spirit Rest allows you to take a break from the game and still earn medals. Every revive,
your medals per minute is recorded. SR takes your highest medals per minute run, and gives
you those medals every minute for up to four hours. Once you reach 4 hours, you no longer
gain any more medals. You can double the spirit rest medals obtained for 1,000 gems.

It is highly recommended that you do two spirit rests per day. Each rest is four hours,
and there is an 8 hour cooldown between finishing one run and starting the next one. Find a
time that fits your schedule and I recommend setting timers on your phone. There is nothing
more frustrating than forgetting to start your spirit rest (except maybe 1cp). If your schedule gets
messed up for some reason, you can reduce the cooldown by 1 hour for 200 gems. Every time
you reduce the same cooldown, the cost increases by 200 gems.

To ensure that your spirit rest is as high as possible, make sure that you do a run every
other day or so (daily if you are increasing your KL quickly). To ensure you make a good run,
follow these steps:
- If you still have less than 5 priest units on your team, make sure to buy 3x speed in case
your priests fail you.
- Do your run as you normally would, maxing your gold level asap and keep the game
open at all times. Offline marching is extremely slow.
- Do not​ do ​ANYTHING​ that takes you out of progressing stages. This includes things like
tower of trial, guild wars, guild raids, outland battle, battle arena, airship stages, spirit
highlands, and many other things. This will increase your run time and lower your
medals per minute.
- Once you get close to your max stage, follow the steps to do a 1cp. However, if you get
stuck on an immunity stage, you need to act quickly to reset, warp, or revive.
- Make sure to make use of the new warp mechanic. ​The best use of this mechanic is
getting exactly the distance from your max before you warp, and then reviving. (i.e., if
your warp is 100 and your max is 5000, warp at 4900). However, if you get stuck while
doing the one core portion of your spirit rest run, you can warp ahead some stages.
Warp is increased with more trans points (don’t worry about this, it will raise as you trans
useful units).

Your medals per minute has to be higher than your current spirit rest for it to update.

Transitioning to Mid-game

Mid-game begins once you get Tinkey and Icy to 5*. The first fragment of
tinkey is available at KL 28, and the first fragment of Icy is available at KL 34. The 3-frags of
each pet show up later and can be checked in Gamera’s Pet Charts linked in the Pets section of
this guide. You want to farm all of the available Tinkey and Icy frags every day. Buying these
fragments in the pet shop for guild coins is also recommended.

What makes these pets so good Lombardi? It’s gonna take forever to get them to 5-stars.

Fairies normally give you a chance to skip a stage when they are in your main team.
With Tinkey, that skip chance can be applied from the time shop. You need 12 senior fairies in
total in your time shop to max out the buff. Fairy also gains a move speed boost for your whole
team on spawn, speeding up your team and allowing you to clear each stage more quickly.
Priests give you a chance to gain 5x speed on clearing a stage ending in 0. With Icy, you
no longer need to have priests in your main team to proc 5x speed. It will also proc if you skip
past a stage ending in 0 due to fairy skips or hippo skips.

With this information in hand, you begin to see why this marks the mid-game. These are
both game-changing pets and will alter your main team composition and dramatically reduce
your time between revivals. I won’t be covering the swaps in too much detail, but I will include
the basic ideas behind it.
- With Tinkey, you will want to include 1 fairy in your time. Replace one of your support
units to accommodate the fairy. It will give your entire team a move speed boost every
stage.
- With Tinkey, work towards getting 12 senior fairies in time shop. You also need 1
separate fairy in your team, so you will need 13 in total.
- Icy allows you to remove the priests from your main team. This will open up 5 extra main
team spaces. Fill them with support units relevant to your tribe.
- In order to get the maximum proc chance from Icy, you need 12 senior priests in
your time shop, for a maximum proc chance of 30%. Many people have less than
maximum and rarely drop 5x speed. Anything above 15% (6 priests) is pretty
safe but find a number you are comfortable with.

Conclusion
With all of this information, you are now fully prepared to handle everything this game
throws at you until you reach mid-game. All of the information here will continue to aid you as
you climb Knightage Levels. Some of the information that is presented here will change as you
climb into mid and end-game, but I purposely omitted it to avoid confusing you as a new player.
I would highly recommend joining the EF Discord Server if you have any additional questions. It
is a pretty large community and there are always people willing to help you.

EF Discord:
https://discord.gg/014FFOagU107e98gj
Come say hello!

I’d like to thank Hogwarts, Zodiac, Shaqz, Splashy, Blue, and Hippong for providing feedback on
the guide as well as providing some information. I would also like to thank everyone who has
written guides that are linked here. This guide would not be complete without the guides already
available. All pictures included have been credited to their respective owner with their
permission.
I’d also like to thank you for reading the guide! Please leave some feedback if you have any,
this is the first guide I have ever written for any game.

Change Log
Changelog 1/21/2018
- Added Time shop to “Before spending gems anywhere else” and buying
all units from unit shop.
- Removed mention of Cleric and Elementalist being honor shop units and
updated team suggestions.
- Hippo is now top tier elf physical core early game.
- Included ideal elf/human team compositions, and what to do if you are
missing units.

Changelog 4/3/18:
- Why don’t you trans supports?
- More explanation on ​why​ things are good/bad.
- Undead skill can be toggled now.
- Some edits/typos fixed (Thanks Reign)

Changelog 4/11/2018
- A link to the Japanese translation has been added. Thank you again
Chanbaa for your hard work!
- Old Changelogs have been moved to changelog section at the end of the
guide.

Changelog 9/18/2018
- Honor rotation 12 added.
- Links and more info in the airship section.
- General edits.
- Inclusion of tribe change and warp usage in 1cp and SR sections.

Changelog 4/23/2019
- Guide under new management! Message n8dm#8570 on discord if you
have any questions/complaints.
- Updated ​General Info
- Medal buff skill
- Added warning about airship fuel achievement tab
- Additions to the ​Noob Traps​ section
- Cleaned up basic formatting/images
- Massive reworks to the ​Team Composition​ sections
- Made elf the sole tribe in ​Cores​ and ​Supports
- Made the general info in the section more up to date
Changelog 4/24/2019
- Added ​Premium Shop breakdown
- More basic tidying of images, formatting, and grammar
- Updated ​Revival Team
- General info updates
- Revised the chart
- Minor updates to ​Dungeons

Changelog 6/2/2019
- Honor rotation 15 added.
- Big changes to ​Team Composition​ (primarily H15 related things for
Cores​, ​Supports​, and ​Priest Units​)
- Refined ​Spirit Rest Runs​ a bit
- Header for ​Pets​ lol
- Changes to ​Revival Team
- Additions to ​Artifact Transing

Changelog 7/6/2019
- Literally just added a link to Godz’ guide in ​Airships

I’ve only messed with/updated the things in these sections, everything later I
have not gotten to yet. Can’t do it all in one sitting, it’s a big guide lol.

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