Cinderia
Hints and Tips:
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Submitted by: David K.
-= Core run rules =-
* You keep a Dash, attack chain, and ranged attack; earn up to three active
Skills per run. Once a Skill slot is filled it is locked unless a room lets you
swap or remove one.
* Extra Skill offers can become upgrades for Skills you already hold instead of
new slots.
* Energy refills from basic attacks and some passives; active Skills cost energy
(default cap 6, raised by gear). Save a charge for boss burst windows.
* Erosion (top right) rises on strong upgrades. At 100 it resets and applies a
permanent Curse for the rest of the run. You cannot lower Erosion - only manage
picks and Purify rooms.
-= Shelter meta-progression =-
* Soulfire from runs is spent at Ella (nun with the blue jewel) on permanent
blessings.
* Prioritize Haste (Ella's Prayer) for a second consecutive dash - the biggest
early survivability spike on consulted guides.
* After the first run, rescue the trapped smith and fund his Forge with Stones to
unlock Kitchen buffs and further Shelter upgrades.
* Recommended Soulfire order on consulted guides: max HP, extra dash, revival
chance, then more HP before damage perks.
-= Rue starter build =-
* Start with Rue until Chapter 1 is comfortable. Favor dash-trigger passives
(Shadow Raid, Poison Bomb Dash) over raw damage numbers.
* Reliable early combo: Throwing Dagger + Shadow Raid + Poison Coat or Poison
Bomb Dash.
* Take HP restoration rooms below about 70% health instead of chasing every
upgrade.
* Dodge through bosses when possible - many hitboxes are weaker from behind.
-= Skills, accessories, and rooms =-
* Map Skills to buttons deliberately; the Ornate Bookmark lowers cooldown on the
middle slot.
* Accessories can be dismantled for purple Equipment Crystals to power up kept
gear.
* Mystery Rooms (after the first zone clear) usually reward fishing, healing, or
skill swaps - take them when the route allows.
* Invest in the Forge early; Kitchen pre-run buffs and other Shelter tools stay
gated behind it.
-= Combat habits =-
* Queue replacements during long fights so losses refill on the way back.
* Use narrow corridors to limit swarms; keep one crowd-control Skill for Kingdom
Ruins packs.
* Do not hoard mismatched accessories - recycle them into crystals for your
actual build.
-= Valkyrie (after Chapter 1) =-
* Tanky spear-and-shield frontliner with a 16-second Ice Dragon Bloodline burst
window.
* Frost Dragon core: Ice Dragon Bloodline + Spear Throw + Ice Pillar; freeze
chains into the dragon buff for AoE boss phases.
* Strong pick for Chapter 3+ bosses and multi-enemy rooms; slower than Rue but
safer.
-= Forest Princess (after Chapter 2) =-
* Summoner with persistent bear companions - weak early, strong in long fights.
* Bear Army core: Bear Summon + Nature Burst plus summon duration and crit
passives.
* Keep bears alive; your direct damage is secondary until the entourage is
rolling.
Secrets:
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* Character swap: talk to a unlocked hero in the Shelter and choose Swap.
Permanent hub upgrades are shared; run Skills stay character-specific.
* Rue is default. Valkyrie unlocks after Chapter 1; Forest Princess after the
Chapter 2 boss on consulted guides (fourth hero not in EA v1.0).
* Purify rooms show a candle icon on the map and remove one Curse - take them
when a debuff breaks your build.
* Settings let you remap Skill activation if the default layout fights your
muscle memory.
Solutions:
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-= Ashen Judicator (Chapter 1) =-
1. On Mounted Charge, side-dash at the last moment when the horse rears - not
straight back.
2. Clear offscreen archers during Arrow Volley; chip damage adds up fast.
3. Around 50% HP the boss dismounts - save a dash for the wide Ground Slam.
4. Poison DoT plus dodging during ticks is efficient; the stomp has a short delay
after the wind-up.
-= Evernight Fairy Queen (Chapter 2) =-
1. Clone phase: focus one target; only the real queen takes full damage.
2. Stay in lit tiles during Darkness Zone - damage is continuous in dark patches.
3. Light Rain only hurts on floor impact; do not panic-dodge falling lights
early.
4. Phase 3 stacks clones and zones - burst the real queen quickly; Rue Chain
Prison Curse or Valkyrie Ice Dragon Bloodline help here.
-= Shadowborn Knight (Chapter 3) =-
1. Watch for the teleport flash before the three-hit combo; dash through the boss
if caught mid-chain.
2. Darkness Pillars shrink the arena from the edges - fight center and stay
aggressive.
3. Armor Break cuts its damage; Rue Claw Hook can interrupt the shadow-step wind-
up.
-= Ancient Stone Golem (Chapter 4) =-
1. Tremor Strike shockwave travels in a line - dodge perpendicular to the slam.
2. Rolling Boulder has steady speed; learn the rhythm and dash or jump through
gaps.
3. Poison over time is strong against the very large HP pool.
-= Dark Sorcerer (Chapter 5) =-
1. Arcane Barrage bolts track with delay - zigzag and change direction after each
lock- on.
2. Void Portal phase uses cross-shaped blasts; stand in the X gaps between beams.
3. Phase 3 Absorption Field pulls you inward - dash against the pull and save
revive insurance from hub meta.
4. Save burst cooldowns (Chain Prison Curse, Ice Dragon Bloodline) for Phase 3
entry.
Reference:
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-= Playable characters (Early Access) =-
* Rue - Starting assassin.
* Valkyrie - After completing Chapter 1.
* Forest Princess - After defeating the Chapter 2 boss.
* Fourth hero - Not available in EA v1.0.
-= Chapter bosses (Early Access) =-
* Ashen Judicator - 1; 2; about 80.
* Evernight Fairy Queen - 2; 3; about 110.
* Shadowborn Knight - 3; 2; about 130.
* Ancient Stone Golem - 4; 2; about 150.
* Dark Sorcerer - 5; 3; about 170 + revive recommended. Chapter 1 boss farming is
efficient for early Stones if you need hub upgrades.
-= Rue build cores (short) =-
* Poison Shadow - Throwing Dagger, Shadow Raid, Poison Coat.
* Chain Lightning - Chain Prison Curse, Shadow Raid, Claw Hook.
-= Hub currencies =-
* Soulfire candles: permanent blessings at Ella's shrine (HP, dashes, revival).
* Stones: Craftsman building projects (Library, Statue, Training Ground, Forge
chain).
-= Erosion and curses (short) =-
* Common curse examples: less damage at range, more enemies per room, +20% skill
cooldowns, -1 max energy.
* Stacking multiple curses compounds quickly - skip greedy upgrades above ~80%
Erosion unless the run is already won.
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