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Rerolling guide[]

Thanks to Staub, Badboy and Stego for pioneering this guide!

Note: Rerolling can take a lot of time and is NOT RECOMMENDED for new players (2 weeks or less, at least). Get to know the game, get a feeling for the mechanics, and when you know what is important to you, you can come back to Reroll.

So… you’ve been playing the game for a while now and have been looking at your stats with a sense of dread, wanting the numbers to be higher, but knowing damn well that they won't? Falter not - this guide is here to save your day and teach you the art of rerolling!

Theory[]

So what exactly are stat caps and rerolling?

In this game, every character and enemy possesses 3 Stats: Strength, Dexterity, and Intelligence. On player characters, all 3 of these Stats increase on every swing, regardless of whether it's a miss or a hit. Strength goes up the fastest, Dexterity goes up slower, and Intelligence the slowest.

There is a stop to that progression - that is when the Stat reaches its maximum value. This value is called the stat cap, and it is randomly determined at the start of a character's life.

Possible stat caps range between 9-11 for Strength, 8-10 for Dexterity and 8-10 again for Intelligence, and for every character's life, every stat cap is different. That means if you die or recreate your character, you will get new and different Stat caps. Rerolling is the process of predicting your Stat caps, deleting and recreating your character if the caps are unsatisfactory and trying again.

The reason why we can predict our Stat caps early on is because your stat caps determine how quickly your stats increase, and how many attacks it takes to get to certain benchmarks that the players have figured out. The higher your cap is, the faster you will improve. So all you need to do is to count your swings and see if you're hitting the benchmarks below!

In Initium, most (if not all) bosses and some monsters have a hidden experience modifier. So a hit against a powerful boss will raise your stats more than a hit against a troll. For accurate results with stat predictions, it's crucial to stick to common enemies such as Trolls, Trifelnikis or Thieves.

How to do it[]

So rerolling is the process of first checking your projected stat caps; if those are unsatisfying, you delete and recreate the character. To do this, click on the bars in the top left of the screen, click on profile and scroll down to the very bottom. You then check the stat caps of your new character. You repeat this until you get a char with satisfying stat caps.

Sometimes players will reroll an already trained alt to get more favorable stats. THIS IS A BAD IDEA. Always create a new character to reroll, so you don't waste a trained character. Even if the stats aren't top tier, they are more than usable for most of the content in game!

Over time players have figured out the stat checkpoints both for extremely good stats and acceptable stats, they are on the lists below.

A very quick way to figure out how many swings you have done is to go to the "!" tab in chat and use the browser's Find function (press F3 or CTRL+F on PC) and search for "more". This will return the number of swings. Note that if you do a lot of swings, earlier messages will start to be removed from the log, so this will likely not work over 100 swings.

Marcus's stat calculator can be found here (web.archive.org link as the original website is down). The calculator is not entirely accurate but can be used to extrapolate your stat caps beyond the benchmarks listed in this guide.

Note: These are benchmarks for Softcore (normal mode) characters. For HCM benchmarks, see the Hardcore Mode section below.

A decent/usable Alt:

  • 2 swings: 5.01 dex
  • 8 swings: 5.05 / 5.02 / 5.01
  • 17 swings: 5.10 / 5.05 / 5.01
  • 20 swings: 5.12 / 5.06 / 5.01
  • 22 swings: 5.02 int
  • 31 swings: 5.18 / 5.09 / 5.02
  • 50 swings: 5.29 / 5.14 / 5.04

A Max Roll Alt:

Bold indicates the stat that should tick up on the designated amount of hits

  • 2 swings: 5.01 Dex
  • 6 swings: 5.04 / 5.02 / 5
  • 8 swings: 5.05 / 5.02 / 5.01
  • 9 swings: 5.05 / 5.03 / 5.01
  • 11 swings: 5.07 / 5.03 / 5.01
  • 13 swings: 5.08 / 5.04 / 5.01
  • 16 swings: 5.10 / 5.05 / 5.01 - just 5.05 dex is fine if you get 5.11 str at 18
  • 18 swings: 5.11 / 5.05 / 5.01
  • 20 swings: 5.12 / 5.06 / 5.01
  • 22 swings: 5.02 int - that will give you an Int above 9
  • 23 swings: 5.14 / 5.07 / 5.02 - If you get this, you probably have op stats
  • 30 swings: 5.18 / 5.09 / 5.02 - Getting 5.09 at 31 can also get you 9.95+ dex
  • 36 swings: 5.03 int
  • 45 swings: 5.13 dex - ideal
  • 48 swings: 5.14 dex
  • 49 swings: 5.29 str
  • 50 swings: 5.04 int - again, like for 16 hits, thats ideal, so not every one of these has to be reached. Especially not the Int stat - you’d need a very high Int cap for that.
  • 64 swings: 5.05 Int - ideal
  • 72 swings: 5.42 str - ideal
  • 73 swings: 5.21 dex - ideal
  • 78 swings: 5.06 int - ideal

Training[]

So now you’ve rolled a character that seems decent enough to give it a real try. Naturally, you want to progress as soon as possible. To do that we’ll exploit the fact that missing hits count too; basically, we try to spend as much time at one enemy, hitting him as often as possible until he goes down. Also, we don't want to have to leave our farming site too often to heal.

As mentioned before, every monster has a different exp modifier. While it's a bad idea to find an enemy with a higher modifier when rerolling, when training it is ridiculously faster to find an enemy with a very high exp modifier. Beating on trolls for 12 hours might be safe, but it's extremely boring.

The monster with seemingly the highest exp modifier are protectors. These have an estimated modifier of 4x, compared to the 1x of trolls. As such, it's best to grab two shields and decent armor and beat on protectors. This will give a crazy amount of stats but will keep the prot alive for a long time. Equipping two shields will mean you deal almost no damage, yet still stay alive for a very long time. Perfect for stat training.

Another strategy is to use a protector that is at a shrine; the fact that it's instanced means it will heal every time you leave combat with it. So you can beat a prot in theory forever, and grind up multiple characters off of a single shrine prot.

As well, it is worth fighting a prot that has a drop that is hit less. If you beat a Plains or Jungle prot to death, you won't have any drop, as the prot chest/legs will break. But if you beat a River or Swamp prot to death, there is a good chance your drop will still have a usable amount of dura.

Good luck!

Hardcore Mode[]

If you put ! at the end of your character's name (like Name!) , you will enter Hardcore Mode (HCM). In Hardcore Mode, stats will increase at exactly 4 times the normal rate. This allows for MUCH faster rerolling and training. Below is a very quick guide for rerolling in HCM.

Usable alt:

  • 2 swings: 5.05/5.02/5.01 // If you don't hit 5.05 str just reroll. If you don't hit 5.01 int then your int cap will be terrible too.
  • 4 swings: 5.09/5.05/5.01 // 5.05 dex is not necessary but it gives you 9.75+ dex.
  • 5 swings: 5.12/5.06 // This should give you 48+ hp and 9.3+ dex.
  • 12 swings: 5.28 str // This is for 49 hp.

Max roll:

  • 2 swings = 5.05/5.02/5.01 || if you don't hit this just reroll instantly
  • 4 swings = 5.10/5.05/5.01 || 5.10 = 10.88+ str, 5.05 = 9.75+ dex. You don't need 5.10 if you're just looking for 49hp.
  • 5 swings = 5.12/5.06/5.01 || if you didn't hit a goal at 4 swings, this still gives you a decent roll.
  • 9 swings = 5.03 int || 9.5+ int
  • 10 swings = 5.24 str || 10.91+ str
  • 12 swings = 5.14 dex || 9.95+ dex
  • 16 swings = 5.05 int || 9.8+ int
  • 17 swings = 5.40 str || 10.97+ str
  • 22 swings = 5.25 dex || 9.96+ dex
  • 23 swings = 5.07 int ||9.9+ int
  • 36 swings - 5.40 dex || 9.98+ dex
  • 48 swings - 5.14 int || 9.94+ int
  • Dex first skip at 5.86 || 10 dex. If your first skip is at 5.85 you'll likely be capped at 9.99 dex. Not guaranteed to get you a 10 but this has worked every time for me so far.
  • (First skip = the first time your dex doesn't increase on a swing)

Benchmarks in bold are the best ones.

Good luck! -- PH

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