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
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.
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.
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.
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.