This guide is written for the new player that might have gotten 1 or 2 characters to level twenty and is looking for the next step in their adventure besides unlocking new characters. The guide also assume you have a good knowledge about the abilities of the different classes. If you need reference information, just check the wiki; the community has done a very good job with it.
For your convenience:
The “godlands” is a colloquial term for the region of black rock and snow that represents the mountainous peaks of the Realm. This wasteland is mostly barren with scattered boulders and dangerous fissures of lava. It is generally located toward the center of each map and very far from the much safer beaches and forests. It is home to some of the most dangerous enemies in the game, commonly referred to as the gods, and is often where some event bosses spawn as well.
Like every other part of the game, the godlands can be entered at any level, but it is highly recommended to reach at least level 15 before venturing there, especially if you are new or inexperienced. Experienced players may wait until level 10 to go.
Stronger monsters tend to drop better loot. The gods are likely the first monsters encountered that have a chance of dropping something that can realistically be sold to other players. Additionally, they drop stat potions, one-use items that increase a base statistic by one point each (see character pages for maximum stat increases). A long-term goal in RotMG is to max out a character’s stats, and a viable way to do it is to hunt down the gods for their goodies. Since stat potions are always in high demand, extras can be traded for quality gear that may or may not drop from the gods themeselves, depending on how strong you are. The practice of killing the gods, or any enemy in general to collect their stat pots is called farming.
Intermediate level gear is also available aside from stat potions. Examples include tier 8 weapons, tier 4 abilities, tier 4 rings, and tier 9 armor. For players that don’t have access to higher level items, or are progressing from scratch, these can be quite valuable.
Although you can learn to prepare for and fight in the godlands by yourself, it will invariably involve countless deaths that could have been better avoided if you knew what to do beforehand. The godlands, with the exception of wherever the event gods spawn, is the most dangerous point in the Realm. Being irresponsible can spell doom for yourself and others around you.
Keep in mind that the information below is only in the context of their performance in the godlands. Some classes aren’t made for soloing gods as well as others, but can tear through dungeons and boss fights instead. The godlands are only one part of a larger game.
Bringing HP and MP potions is recommended, even if you have a strong pet or a healing class; they can make the difference between living and dying.
Approach the godlands with risk even if you know all the gods and their bullet patterns. When in doubt, scramble away. It’s better to be too patient, conservative, and cautious than to die and lose hours of work.
On that note, if you haven’t already set your teleportation to the Nexus on a hotkey that may be easier to reach than “R”, do it now. It’s easy to find in the options menu; click the wrench icon on the HUD, or simply press the “O” key when in-game. Then, you can pick a key that’s closest to your movement keys, like “F” for example. (A large majority of players use the default “WASD” for movement.) When you get surrounded, or if you bite off more than you can chew, you can press a key to get back to Nexus safe & easy.
Different classes will want to take different things in terms of potions and equipment. For example, Priests are better off taking more MP potions to replenish their magic, which they can heal themselves with. On the other hand, Wizards who already do excellent damage but have low defense are probably better off with more HP potions. Work to your character’s weaknesses.
Finally, it might not be a good idea to risk your best stuff. If you’re planning on fighting for a while on a fresh or weak character, use some weaker equipment.
You might have heard the word “soulbound” tossed around in RotMG. Soulbound loot appears in bags other than the basic brown or pink bags, like purple, blue, cyan, and white bags. Gods can only drop Purple and Blue soulbound bags. Only you can see and collect this loot. This stops others from swooping in to steal the gear you’ve earned.
To earn the chance that a god drops soulbound loot, you must be responsible for a specific, minimum amount of damage to the god, which is referred to as the soulbound damage. For more information, see the suggested reading links elsewhere on the wiki.
This is not Skyrim; this is Realm of the Mad God. The godlands are a dangerous place, and if you stay there long enough, you may die. You could lose your character, you will lose your stuff. Death is part of the game. Learn from your mistakes, and look to improve.
There are three major tactical styles to traversing the godlands. There are advantages and disadvantages to each which differ depending on your class.
It is completely possible and very rewarding to solo, particularly with classes like Rogue. However, some classes are better than others at taking on the gods alone, and melee classes especially can have a difficult time. The good news is that responsibility ultimately rests on your shoulders. By going solo you reduce the chances of unexpected events, and in RotMG, the unexpected is often deadly.
In terms of sheer reward, the most effective method to earn fame and good loot is to tackle the godlands in small, coordinated groups of about 2-5 people. That way, you kill the creatures faster, but each person still deals soulbound damage and qualifies for loot. However, this increases risk. There can be multiple fights going on at the same time, and if someone gets a monster’s attention at the wrong moment, it could spell disaster. Keep your group exclusive to people you trust.
All aboard! Choo-choo! If you’ve ever zoomed out your world map and seen a cluster of yellow dots near the center, it means one of three things: that a bunch of people are fighting an event boss, there’s a coordinated playergroup to take on a dungeon, or that they’ve formed a mighty group and are pounding down the gods like an angry mob.
Success in the godlands means learning the enemies. Each one has a particular behavior and firing pattern. Each pattern can be abused to keep you safe and keep them dead. Study the tips on the wiki and maybe watch a few videos, unless you want to learn the hard way. It’s also good a good idea to at least be familiar with the godlands before you ask to join groups. Practice should occur while you’re alone so you don’t ruin someone else’s experience.
Some gods are deadlier than others, but it’s when they come in groups that things can get deadly. Some combinations are simple, while other others are lethal. Generally, you want to fight them one at a time. Clear a ‘safe zone’ that you can retreat into, then lure them back one by one. For monsters that won’t move or chase you, clear the area around them before fighting with them.
For detailed tips on each god, see their pages on the wiki. And remember: when in doubt, do not hesitate running back to Nexus. The annoyance of a forced retreat isn’t much compared to losing the character you’ve worked on for so long.
In the following section, I’ll discuss tactics for each individual class.
Wands have the longest range of any weapon in the game. This offers them an immediate layer of protection because they can keep themselves at a distance from the always-dangerous gods. Depending on the god you’re fighting, you won’t want to be that far away, but don’t forget you’ve got options.
The Priest is one of the best class to solo the godlands for the beginning player. With the longest range in the game, the ability to heal himself, and a great wisdom statistic to regenerate MP, he’s a very wise class to start out with. In professional hands, the Priest is practically immortal. However, between his low damage output and squishy HP, he requires patience to use, as he kills enemies slowly. On the bright side, you’ll get plenty of practice dodging!
When you run out of MP, wait for it to recharge. The priest’s ability is his saving grace. Without heals, you’re a weak sniper with no way out. If you get impatient, you could walk into a group of multiple gods and bite the dust just like that.
The priest excels at soloing because of his self-sufficiency, and he also plays a vital role and obvious role in small groups. Despite his ability to keep everyone in good health, his poor rate of fire just won’t earn you soulbound damage as often as other classes. With everyone attacking at once, gods die quickly.
While in the godlands, people will expect heals, and it’s possible people will stick near you for easy access to healing. Priests are the main healers of RotMG, so if you’re going to play one, respect and understand that role. You’re almost always one of the most valuable classes on the field.
Once you’re more skilled, you might want to consider buying or farming for a good ring to help you. See the Priest Class Guide for more help on picking a ring.
Alone, the sorcerer doesn’t perform all that great. He has better damage output than the Priest, but the abiliy to heal is usually much more worth it vs. the gain of DPS the Sorcerer offers.
On the flip side, the sorcerer is a machine within large groups. His ability can strike multiple gods in a moment, instantly earning him soulbound rates on everything in sight and contributing reliable amounts of damage very quickly. The protection of the group makes him a more capable sniper than the priest when he runs out of MP. He is amazing in big groups, knocking off soulbound damage on large groups of enemies while the wizards and archers mop up.
Players often refer to the Sorcerer as the “Pot Farming Class” because although he may not be the best for other content, He’s one of the best in the Godlands due to his Scepter hitting many gods at once, qualifying for Soulbound Damage on tons of gods in just a few zaps.
They perform similarly in the godlands, which is why they’re grouped together.
These two bow classes excel at farming for their high damage and spreading shot. The piercing quality of their arrows enables them to take down even clustered groups of gods very quickly, and their abilities let them pin enemies in place for easier destruction.
Like the Wizard, Archers/Huntresses are good simply for the rate at which they kill, but they have to be cautious when alone. In groups and trains, they are the backbone of the damage dealers, killing quickly and capable of taking a bit more punishment than the wizards and necromancers. Coral Bow users often take the lead in trains.
Staff classes in general have a higher damage output than the wand classes in terms of their weapons, which makes it easier for them to rack up kills and qualify for soulbound loot.
A damage-dealing force with excellent range, Wizards do very well in the godlands. They’re a serious upgrade from the priest’s slow kill rate, but this comes at the cost of not being able to heal at will. On the other hand, their powerful spell ability makes getting soulbound damage on even gods much easier.
While soloing, wizards need to take precaution. They have low defense and can easily be smoked by fire from several gods at once. At the same time, they simply kill things faster, much quicker than many any other classes. If you’ve reached the point where you can consistently dodge what the gods throw at you, the wizard is one of the best godlands farmers, especially when their stats are maxed out.
In small groups, the wizard plays the role of a ranged damage dealer, standing behind the tanks to lay down their attacks. Wizards shine in big groups; Their long range and high damage will net you soulbound rates more often than not, and the group’s general protection makes up for their poor defense.
Arguably the most well-rounded godlands farmer, the Necromancer is a hybrid of the healing the Priest has, while retaining some of the damaging capabilities of the Wizard. It can’t do either task quite as efficiently, but their flexibility makes them one of the strongest solo characters in the game. With good damage HP-leeching fallback, necromancers are an excellent choice for beginning players in general.
Alone, the necromancer excels. They don’t have the pure damage potential of a Wizard, but their ability drastically increases their survival rate.
Necromancers are also great in small groups. They can provide healing and high damage without stealing a soulbound chance from other classes by killing too quickly. They are effective in trains for the same reasons.
Constructs, the rotating statues scattered through the godlands, are a great resource for necromancers. Constructs are both hard to kill and very easy to ignore, and that makes them perfect for the necromancer’s life-stealing ability. Time your attack so it catches all three at once to get a guaranteed HP restore.
The Mystic can be great in the godlands. Her ability to Stasis enemies lets her control the battle and take multiple gods alone with a lot less pain than other classes. However, she doesn’t quite have the damage output of the Wizard or the Archers.
The Mystic is the easiest class to use when killing Constructs, especially when alone. She can aim her orb ever-so carefully to Stasis the other Constructs to focus her fire on one. Constructs are relatively stationary and easily ignored, but enterprising Mystics should note that they can drop valuble Attack Potions.
The Mystic is great in groups, where she can contribute solid ranged damage and rest within the protection of fellow fighters. She can also reduce the risk of accidents by stopping several gods in their tracks while the group deals with another threat, or stopping an unexpecting hero from forcing a retreat to the Nexus. Cast your Orb wisely, as the community is well known to yell harsh words at Mystics who continually Stasis enemies the group is trying to clear. Note that many of Mystic’s orbs also Curse enemies, making them take slightly more damage. A common technique is to position the orb so the Curse radius hit the enemy, but not the Stasis radius, as the Stasis radius is typically much smaller.
Until their stats are maxed out, sword classes probably have the toughest time in the godlands. They can kill very quickly once in range, but getting into that range can present a huge problem, especially against monsters that can do hundreds of damage if multiple shots make contact. It’s better to use another class to help boost up a melee fighter first rather vs. farming with one directly.
The easiest melee class to play loses a bit of his strut in the godlands. Some attacks do enough damage to make it through his tough armor, requiring a low level of caution even for this king of tanks. When his stats are maxed, he is a tough wall of armor, but when he’s just reached level 20, he’s quite vulnerable, making the knight difficult to play alone or unmaxed.
In small groups, the knight stands tall. He can take shots for frail players with less Defense, as well as Stunning single or even multiple gods to prevent them from ganging up on the group. A Knight-Priest combination is formidable. Throw in a damage-dealer like an Archer or Wizard, and you’ve got a god-killing trifecta.
Arguably the most solo-friendly melee class, Paladins can quickly kill gods when in range and heal themselves to continue the fight with less downtime.
Alone, the paladin has less to fear than other classes. With the Healing effect given by his Seal, he can bear the brunt of one or two hits to get in range, and his Damaging buff will allow him to short work of his target. He can also be deadly to enemies in a group, as Damaging increases the party’s weapon damage for a short period of time.
Be careful not to get too overconfident; it’s still important to dodge as normal. Paladins die because overestimating their healing makes them invincible, but it needs time to work. Think of it as a buffer, not a shield, unless you have the fabled Seal of Blasphemous Prayer, which will tank all damage for an extremely short duration.
Like the Warrior, the Paladin’s damaging buff enhances groups to a higher tier of destruction. His presence is greatly valued, but he may be difficult to master.
The Rogue and Trickster are good soloists, but the dagger classes have a tough time in groups - they don’t have the range and of most ranged classes, and they don’t have the Defense and Damage of the melee classes. If you’re looking for a class that can farm for stat pots more easily, Dagger classes are not a viable option in many groups.
The Rogue is a source of both grief, and great bounty; he a is high-risk, high-reward Class.
The Rogue is intrinsically an excellent soloist. You can literally activate your cloak, walk up to a god, and kill them without them shooting attacked aimed at you.
However, at any point your invisibility could wear off and the god will start firing away, and there will be lots of death and many tears.
Also be wary of the Djinn as it can fire even with you being cloaked. The Leviathan will shoot, even if you are cloaked when it is in its light blue shotgun phase, but will not shoot at cloaked rogues in its dark blue shotgun phase.
When soloing with the rogue, and especially when your cloak is activated, stay in motion. Pretend as if the god is actually firing on you. Also, make sure you count seconds before you will come uncloaked. Once you have about 1.5 seconds left, start moving away from the god, so then you won’t get caught when your cloak runs out. Due to the Cooldown of cloak in between uses, make sure you aren’t backing into another group of gods.
The fact that it’s very easy to get overconfident - and that people can and will screw you up by having enemies attack them near you (You can still take damage as a Cloaked Rogue) - makes the Rogue a difficult class to farm with. After reaching level 20, he doesn’t have the damage output of other classes that have more range, and groups that don’t know what they’re doing can get him killed. He’s especially undervalued in any type of big group, save for rushing with his natural maximum Speed and cloaking abilities.
The assassin isn’t the best choice for the godlands.
He’s an OK in some situations. Without the concealment of the Rogue or the damage output of the Trickster, he has trouble farming by himself and is very reliant on his ability for damage; you’ll find yourself running out of MP quickly.
In groups of players and enemies, the assassin is somewhat better. His poison bomb can net him soulbound damage on large groups and on many enemies, like the Sorcerer. but unlike that Magic-oriented class, he not only has less MP, but his ability is more costly per use.
This is also combined with the fact that your poison requires time to deal full damage, if your group kills a god in under 3 seconds, you might not get enough damage. If your farming relies entirely on your ability, you simply won’t be doing that much effective farming.
On the flip side, he does have the excellent speed and dexterity of the other dagger classes. Doing well is certainly possible - just don’t expect it to go as great as other classes for most situations. He is also useful for extremely big heaps of gods, as he can ‘hit and run’ enemies with his poison behind a wall and rack up tons of damage with little risk, before other classes even start to rip apart the mass of Gods.
The trickster’s performance in the godlands relies on clever use of her ability, the Prism and it’s probably the toughest ability in the game to master.
When alone, the Trickster does well. She has a significantly higher attack at level 20 than either the Rogue or Assassin, and a higher overall potential to boot. Not only is her Decoy ability useful to distract a god, but her Teleportation ability is as well to teleport heself to safety, quickly earning her kills while taking barely any damage in the process. This is a lot harder than it sounds, and definitely not recommended for a player new to the game.
In groups, the tricker’s abilities fade somewhat. Her decoy relies on strategic placement, which is something other players can easily mess up. Like the Assassin and Rogue, she can struggle to get in her hits for soulbound damage when five Wizards for example are wiping out enemies before she can reach them. With a good group of friends that have fought often and know what to expect, the trickster can be extremely powerful, but is otherwise best used alone.
The Ninja is a big damager, but only if he is cautious and has a lot of mana/wis with an itchy trigger finger on the space bar.
Alone the Ninja is a killing machine, much like the Assassin. He uses his katana to deal damage without having to tank like the melee classes, but still enough circling space to not die as much.
He is reliant on a good Speed stat to escape to safety, and whilst using his Shuriken’s damage, and he can pull significant god kills. Combining this with the Speedy effect his ablity can grant, he can even dodge Ent or Slime God shotguns.
What lets him down is his low Defense; even tanking something like a Ghost God can spell certain doom. So Ninjas usually have defense rings until they get maxed in Defense, if not from then on. The Ninja is somewhat more or less offensive in pairs, trios, or quads, as melee classes will tank shots for the ninja whist the ninja and the other attackers like Archers or Wizards slay the gods. However, the team melee class character will most likely get the soulbound drop, meaning the ninja is a support class in small groups and trains.
Ninjas are weak inside big groups save for their shuriken, so Ninjas have to either bench themselves, wait for pets to heal their mana, or drink consumables such as magic potions which will run out quickly. However, they may rush forward using their shuriken and get a few hits on an incoming god or gods, dash back, and repeat.
When alone, his katana can rack multiple kills within couple hits and have range advantage over other heavy armor classes because a Katana’s projectile can hit multiple enemies at a time. In addition, his Wakizashi allows him to inflict high burst damage. If you happen to spam your ability often, it is consider to have a lot of Mana/Wis on your hand when using the Samurai.
In small groups, he can be played as a support class because of the Wakizashi’s Exposed debuff, letting the party deal much more damage quickly. For big groups, the Waki may net you SB loot more than a Melee but less than a Wizard or Archer for example.
That concludes the tips we have for each individual class. Next is general etiquette and behavior expected from your fellow RotMG players.
Everyone is playing to have fun. Give people the benefit of the doubt. This applies not just to the risky godlands, but to all aspects of play.
Nothing annoys players more than being out in Godlands farming for pots, when someone calls a fake Candyland, Crystal, or Horse. Teleport hoping to jump into a portal but, but then ended up on the beach or a dangerous situation with other people laughing and calling other lies, and some other players as frustrated. This is a very common, and not funny trick that some people like to do. If you encounter this, please do not join in. It’s much more productive to actually play the game.
Few things inspire as much terror in player’s heart as when a player runs dragging an army of angry gods. If you’re going to retreat, scramble to the nexus, not into your neighbor’s backside. If you’re going to fight, do your best to corral them or circle them in as small an area as possible, for your own sake and for those around you.
Teleporting to the godlands has its own inherent risks; you might wind up in the crossfire of an epic battle. Going from chill to dangerous in such a short time can be dangerous.
In the case of Rogues, it can be instantly lethal.
There’s probably more than one person in the godlands; pick a safe player to teleport to. Your best bet is a small group, or if that’s impossible, a sub-level 20 (sub-20’s are fragile and most clued players play them fairly cautiously). Nothing’s more frustrating to a Rogue than being caught in a vulnerable spot because of someone else being goofy and saying (“Ooh, look! A Ghost God!”) for example.
As for the melee classes, think about where they might be - right in a god’s face, swatting them with their glorified whacking sticks, dodging left and right to avoid 600-damage shotguns. Is that where you want to be? I heavily advise against teleporting to them as well, especially knights, or experienced players who might be in the middle of intentionally tanking shots that could easily rip any other player to shreds.
Take extreme caution when teleporting to Priests. While many Priests (especially those farming in the godlands) stay at a distance and are fairly safe to teleport to, maxed priests usually carries a Tome of Holy Protection often wade through walls of gods or charge headlong into events, tanking shots that would easily annihilate any other character. Unless you’re a maxed melee (or another Priest with a Tome of Holy Protection), teleporting to those priests can easily result in an instant death.
If someone’s off doing their own thing, don’t stick to them without asking first. The last thing anyone needs is someone causing gods to unexpectedly charge at them while they’re in the middle of another fight. Teleporting to them is fine, but if they’re off on their own, pick a different direction.
If you’re leeching for experience, stick to the center of larger groups. That way you’re not really bothering anyone because gods are being lured in constantly, and you have a bit more protection from insta-death.
You’re more than entitled to keep and attempt to sell everything you earn, but when you find your third Robe of the Master in a row, you should consider giving back a little. That Tier 4 Paladin Seal that just won’t sell is collecting dust in your vault, but it’s a valuable asset to a new player. Random generosity is one of the coolest parts about RotMG, and for people that haven’t reached the godlands, it’s really awesome to get that equipment.
Although it is strongly advise against giving items to people that beg for it. They’ll just leap off, die, and beg some more, rather than learn to earn for themselves.
You might eventually reach a point in your illustrious RotMG career in which the gods no longer pose a direct threat to your life with every bullet. Congratulations! You’re now an intermediate level player.
The next step is to start learning the Dungeons and going after the really serious loot.
On top of that, it is highly suggested you raise one character to be a farmer. This is a character in which you have dedicated to a good farming class, whether that be solo or in groups, that you can rely on to kill a lot of gods safely and effectively.
This is the first character whose stats you’ll max out, and as you’ve probably seen by now, maxed characters are quite different from a fresh level 20 character. Such classes include the Priest and Necromancer, and if you’re up for higher risk, the Archer, Huntress, and Wizard.
Once you’ve established a farmer, you’ll be able to rake in pots much more quickly, helping to boost the stats of your other characters and purchase whatever equipment you have trouble finding. Many classes, such as melee classes, performs a lot better when they’re maxed out than when they first reach level 20.