A field guide to Core Keeper

Dig a little deeper.

An editorial atlas of every weapon, armor set and boss in the game — arranged into the four build paths the game actually rewards, and the order in which to walk them.

  • —Weapons indexed
  • —Armor sets
  • —Bosses on the path
  • —Skill trees
01 — The Path

A canonical run, in nineteen fights.

Core Keeper's bosses gate progression: each one's drop is the key to a crafting station, a biome, or the next titan. The list below is the intended order — take it as a spine, not a script.

Event bosses · seasonal
02 — Build Paths

Pick a hand. Walk the ladder.

Core Keeper has no classes, only damage types. Each path below is a tier-by-tier ladder of what to wield, what to wear, and which skill tree to feed your XP into. Levels in [brackets] are the in-game item levels — your fastest read on relative power.

03 — The Arsenal

Seventy weapons, sorted for the picking.

Filter by damage type or hunt by name. Damage ranges are base values before stat scaling; effects column lists the headline rider on each weapon, where the wiki bothered to record one.

04 — The Armory

Fifty-seven sets, by tier and temperament.

Each card is a full set's bonuses at face value. The chips beneath the name flag which build paths the bonuses lean toward.

05 — The Mind

Twelve trees. Eight rungs each.

Skill XP is earned by doing — swing a sword, the melee tree levels. Every five levels you pick a perk. Plan the perk path before you start grinding, because re-spec is not free.