Welcome to Soda Dungeon 2 compilation of help, advice and guides.
Frequently Asked Questions
- WD = Warriors Dimension, the final dimension after beating the 10th dimension
- D1-D10 = the story dimensions (D3 = Dimension 3, etc)
- Carp or C = Carpenter
- DM = Dark Mage
- DR = Damage Reduction
- FPH = Floors Per Hour
- XX = The spoiler character unlocked in the final dimension
How do I get started?
Follow the tutorial. Hire some junkies and send them into the dungeon. They’ll eventually die, and you’ll get to keep the drops they earned in the dungeon. This is the core of the game.
How do I save to the cloud? How do I transfer a save to a new device? Will progress sync between devices?
From the loading screen after the main menu, click on the cog to the right of your save file. You can see options to transfer to and from the SD server, download from Google Play Games, and Get a one time transfer code. You can use the code to transfer to a new device without logging into google play games; thereafter the new device and the old can exchange the save file through the SD server without needing the one time code again. You will need to transfer your save to the new device each time you use it.
Will I keep my progress if I change to a different platform? How about purchases?
Yes, you can transfer your save to any type of device the game runs on. Your purchases are tied to your save file, and if you delete your save and start a new game you keep what you’ve purchased.
What does leveling an item in the blacksmith do?
Leveling up an item *just levels that particular item*, it does not make all items of that type a higher level. The blue shards are always available for sale from the blacksmith.
What is a gem? How do I equip it?
Some shields and weapons have gem slots; you will need one of these to equip a gem. When you equip one of these weapons or shields, an additional spot will open up beneath it in the character panel – clicking this opening will allow you to equip a gem (if you have any).
What is character mastery xp? How do I get more of it?
Mastery xp is earned at 1 per floor, per character in your team. So if you bring 5 soda junkies, they will get 5 xp per floor. Later on in the game you unlock a mastery relic that can increase this by up to 10%, and you can also craft Triangle gems (recommend waiting till the last dimension for these) to increase the mastery xp gained by 10% per gem. This bonus applies to the whole party, not just the character carrying the gem. Characters unlock additional abilities at level 25, and unlock a relic for that character at level 50 that adds +2 attack, hp, and mp per rank in the relic. You can see all of the benefits gained from mastery by clicking on the character’s portrait in the character section of the stats book (upper left corner of your screen).
How can I change what portals my team goes through? And why won’t they go into a healing fairy when they are hurt?
Check the Key Settings button on the warp screen, before entering the dungeon. You can adjust which portals to spend keys on taking, and how often the team will take an unmarked portal. You can also set when to take a healing fairy portal. Note that the % setting for the healing fairy is TEAM HP or MP, not the lowest member; 1 person out of 6 being grievously wounded will still only bring your TEAM HP down to around 85%. You probably need to set this to about 90% to be safe.
How do I get more keys?
There is a keyfind relic unlocked in the second dimension, on the second tab of your relics page. A few levels in this early on will get you some keys – around 100 levels in this relic should get you enough to always take one bonus portal type in addition to healing fairies and always have keys to spare.
What is warp increment?
Warp increment is how much your starting floor goes up or down when you click the arrows. 10 is the default, 100 unlocks once you pass floor 500. There are plans to add more increments at higher levels but they are not yet implemented.
How do I regain or regenerate mp?
Currently there are a few ways to get more mp during a run. You can regenerate it with later-game Space gems [+2 mp per round], Mystics get some passive mp regeneration starting at level 9, you can restore your mp to full with a healing fairy, or at level 25 Mystics unlock an ability called Recharge, which restores 8 mp to each party member per round.
What is a round?
A round ends once everyone has had a turn, including the enemies. Because you often kill enemies before their turn, its more accurate to say a round ends after a # of turns – and that # is the amount of enemies and allies present at the start of the round.
Random portals are often giving me a bad fairy. What can I do?
The default chances when you take an unmarked portal (?????) are an 80% chance for something bad to happen, and 20% chance for something good. The bad things are always a fairy failing to cast her healing spell – it backfires and can poison, burn, or sleep your team. The good things are a mineshaft, warp, bonus treasure, or the fairy successfully casting her restore. If you bring a huntress on your team, the chances become 20% bad 80% good, but there’s always still a chance to get a bad fairy. The sleep fairy especially can be really troublesome, so I usually would recommend skipping all unmarked/unkeyed portals.
I beat the first boss. Now what? What does the portal to a new dimension do?
When you unlock the next dimension, the portal on the far right becomes active. Now you can travel to the next dimension. Doing so will unlock a new relic of your choice (and the first 5 portals also unlock a bonus relic) but it will cost you all of your gold, reset your dungeon progress, remove all of your equipment, and most of your materials. You can unlock an upgrade in the Blacksmith to retain a portion of your materials when moving between dimensions.
Which relic should I choose?
The general consensus is to pick Attack, then HP, MP and Gold in that order. The key is that it is really helpful to have the HP relic before the 4th dimension – the boss fight there can be really challenging without the HP relic.
How do I know if a skill is magic or physical?
You can read the description of a character’s skill by clicking on them in the tavern or the party screen. The description of the skill will tell you if it is physical or magical. Magical skills are unaffected by the physical % relic and vice versa.
What are these purple enemies? How do I get more essence?
The purple enemies you sometimes encounter after moving to the first new dimension contain essence, which is used to power your relics. There can only ever be one enemy with essence per floor, and they drop essence equal to the floor number you are on, divided by 200, rounded up. Minibosses with essence will drop 1 extra; bosses will have an extra 2 essence. You can increase the frequency of finding enemies with essence by gaining increased essence find %, which can be gained through the relic unlocked sometime after D6, the fairy pet, and some rare equipment. A Thief can use his level 25 skill Ransack to steal the essence from an enemy, and when the enemy is killed they still drop the full amount; so Ransack use effectively doubles the essence you can get from enemies.
Which relics should I be spending essence on?
The general consensus is that the attack and hp relics are the most important until the final dimension (WD). When you unlock the regeneration relic 20-25 levels into that can help immensely as well. Gold find is not as important as you’d think, as you can get a decent amount from gear, and your main source of essence will be from the essence dropped from enemies and Ransacked by the Thief. In the final dimension, you’ll want to keep enough damage relics to make up for increased enemy health as you go higher, enough hp to survive ambushes, and then dump the remaining essence into the gold relic.
What is the best pet?
The whale you start with does well for boss fights. You’ll then want to get the essence fairy for farming more essence in WD. Eventually you’ll want to use the damage resistance stone when essence becomes less valuable than gold. The other pets are only situationally useful.
What gear should I be using? What should I craft?
Anything with damage resistance or dodge chance is really helpful to reduce the damage being done to your team; the shields and accessories with essence find % are really beneficial to your essence gain; and finally anything with gold find % is helpful to earn extra gold as you progress. Notable craftable items include the crafted Phantasmal Claw accessory, which gives any ally a group hitting ability that has a really quick animation (useful to chip in on AoE builds and to do quick runs from level 1 for mastery), copper bracelets for reducing status effect chances, and silver necklaces for reducing damage done to you by bosses (item find is bad so don’t use them against normal enemies, see below). Triangle and Space Gems in the final dimension are useful for leveling up characters and keeping up mp levels.
What is WD? How many bosses/dimensions are there?
WD is the Warriors Dimension, the final dimension in the game at D11, and once there, there is no more resetting as you go through portals. So you get to keep your equipment forever, so now you can safely craft higher cost items like triangle gems and getting legendary equipments have a greater impact (since you get to keep them).
What legendary equipment is good?
The best legendary for early WD is probably the Cosmic Shield, since it gives you a bit of essence find %. It also comes with a big chunk of magic%, which can be really helpful for magic based teams. Other notable legendaries include the Keybringer (which has noticeably higher crit chance), the Grand Scepter (high magic %) and the Soul Guardian (biggest attack boost with a gem slot).
Where can I get legendary equipment?
Refer to the item compendium/spreadsheet in the useful links section. All legendaries can drop after floor 1500, some of them can start dropping as early as floor 800. Beware that having item find gear can drastically reduce your chances of getting legendaries to drop (will be fixed in 1.0.4).
What’s wrong with Item Find? [It will be fixed in 1.0.4]
Basically, what’s happening with item find is that it increases the number of drops, but makes rare things more rare. This is skewed so heavily that super rare things, like legendary drops, are drastically reduced when running with even a little bit of +item find. For now, use item find only when you need more materials and common drops for crafting. You can also use it when looking for rares if you can get enough of it (like 300+).
In more detail, what’s wrong with Item Find?
Okay, first you need to understand how the item drop system works. If the game decides an item is going to drop, it picks randomly from the list of all items that could possibly drop from that enemy. It then rolls for success of that item dropping, which is the spawn rate as listed in the item compendium. For example, a rare essence magnet has a spawn rate of 275, so it has a 1/275 chance of success. A more common item like a piece of wood might have a success chance of more like 1/40. *If an item is unsuccessful, the game goes back to its list of all possible items and picks again*. This means that if it selects a rare item, and then is unsuccessful, it could then select a common item, be unsuccessful again, and then roll for the rare item a second time. The problem with adding item find is how it skews these success ratios. With 50 item find, that rare now has a 1/225 chance of success instead of 1/275, which is an improvement… but the common item now has a 1/1 chance to be successful. Which means the common with drop if its selected, and you won’t get the extra chances at the rare items that being unsuccessful on common items would get you. If you can pump your item find to more than 275, that rare is now also guaranteed success if selected, so that can benefit it’s drop rate enough to make up for losing the extra chances at a rare that come from being unsuccessful at common items, especially since item find also increases the total number of items that can drop.
Boss Fight Tips
I will refer you back to the boss guides in the useful links section 1). However here are my personal tips for some of the more challenging boss fights along your way to the Warriors Dimension
D4: Need enough health to survive his attacks and Nurses to heal up to full before the next attack. If you don’t have the HP relic, this can be troublesome. Try using damage reduction gear and your strongest hp gear, remember you can upgrade armor and shields at the blacksmith. If you still can’t survive his attacks, you’re going to need to focus on increasing your own attacks until you can kill him before he kills off your team, and use dodge gear to try to avoid his attacks. Carpenters and Blade Masters hit pretty hard, >level25 Huntress debuff can help if you’re really stuck.
D6: This boss always attacks the left side until everyone on that side is dead. You need at least one person healthy enough to survive her attacks on the left side. You can do this by constantly defending on that side, or using damage reduction gear (and DM’s get some reduction from mastery, BM’s can hold double damage reduction swords). Dodge gear or defending on floor 599 can help you survive the first turn. Place a Nurse on the right side to heal the tank on the left, and profit.
D8: You must have enough HP to survive his lightning AoE, or if you deal enough damage he’ll start healing instead of doing the AoE. I did this with a Nurse and 5 Carpenters, took a few tries until he didn’t AoE on turn 1 or 2, after that he just healed
D9: Focus the grill! You must have enough HP and damage reduction to survive the damage done by the boss and the grill combined. Bring along 3-4 nurses to heal the team back to full each round, and your other 2-3 DPS can take him out easily.
D10: You’ll need to craft the quest item, or you can try your luck with Dodge Gear and Copper Bracelets crafted from the Blacksmith. Aside from the sleep mechanic this is a fairly standard fight; heal and hurt.
1 or 2 Nurses for healing damage from ambushes (Regen relic can substitute for Nurses in early game)
Optional Thief for Ransacking extra essence
Optional Mystic for mp regeneration
(Last Dimension Only) Optional Spoiler Class for surviving ambushes without needing to stack lots of hp on everyone, also can be for AoE damage
And then damage dealers of your choice, ideally enough to kill all 4 enemies and a boss before they get a chance to attack you. Carps and DMs are the most consistent heavy hitters and thus the most common. BM’s are decent before Carps get their skill upgrade quest.
Before getting to WD, you want to progress to each of the bosses as smoothly and quickly as possible. You also should be thinking ahead to what you will need in the future, regarding mastery xp and the team you will use in the end. The most common setups in WD include the classes Nurses, Mystics, Thiefs, and either Dark Mages or Carpenters. So I would recommend sticking to those classes in the early game as well.
Starting off: Mystics. These mages gain access to mp regeneration at just level 9; you can equip them with a heal stone and they serve as healers (25 hp per cast) that can never run out of mp, and can also damage entire groups of enemies at once. Furthermore, their level 25 skill unlock gives the whole team mp regeneration, so it’s worth pushing for that skill unlock ASAP. A good first few dimensions team is straight up just a team full of mystics.
Nurses: You want to unlock their group heal skill at mastery 25 ASAP as it makes many of the boss fights much, much easier to deal with. Nurses also have the ability to heal an ally right to full but it costs a decent amount of mp, so ideally you want that mystic at level 25 regenerating mp for your Nurses before you use them too often. They are also crucial for boss fights.
Thief: Their level 25 skill doubles the amount of Essence gained when encountering an enemy with essence. This can significantly improve essence gains from the dungeon, but this is not, IMO, critical to have before the WD, as you can easily gain essence in the Arena when you need more. However you will want this skill unlocked early on in WD, so it’s not a bad idea to start using a thief sooner rather than later.
Dark Mages or Carpenters: These are your primary damage dealers in the WD and you want their class relic unlocked (level 50) as soon as possible after entering the WD. They are also excellent damage dealers pre-WD, and really help with progressing through floors quickly and smoothly.
Another notable character pre-WD is the Huntress, who’s level 25 skill can really help with boss fights. However, she’s useless the rest of the time so it’s not really worth the time spent to get her to 25. Same with Miners, who are only good for gather ore, but ore is so rarely needed they are almost pointless to spend time on.
Again I will refer you to the 1) Useful Links section to take a look at Talli’s WD walkthrough.
The two common ‘paths’ are Carps and DMs. A Nurse heavy setup works as well although it is in general much slower and less than ideal. In very early WD you will probably have enemies surviving your turn to attack you – your essence goal should be (after maxxing essence find and regeneration relics) to focus on damage and magic/phys% relics in order to get to where your team can clear all 4 enemies without getting a turn.
This can be assisted by doing a quick mastery run if your damage dealers are close to 50. Bring along your newest character and as many triangle gems you can craft and give the whole team phantasmal claws, then start at level 1 and reset the run when it starts to slow down. You’ll want to do this until XX (the spoiler character) is level 25 and unlocks his Dark Saviour skill – he’s now useful enough to bring along on your pushing runs.
Switch your team setup to T, XX, and your 4 damage dealers, either Carps or DMs (DM’s might prefer a Mystic instead of XX for a while longer due to higher mp costs). Now your goals are different for each setup – Carps need the XX relic to progress, so they will be maintaining enough damage and health to continue and dropping the rest into the gold relic. Meanwhile DMs can move onto faster compositions right away, so a focus on damage relics is key to getting faster by dropping to 3 and eventually 2 DMs on the team. This also opens up a Nurse slot for healing.
After the XX relic is unlocked, Carps can move to a T, 2N, 2C, XX setup which will be their basic setup for a long time. The XX AoE clears groups and the carps nail small packs and bosses. Progression within this setup involves dropping Ransack when gold becomes more valuable than raw essence, and adding in default attacks when they get strong enough to kill enemies.
Meanwhile the DM build will progress by reducing the number of DMs that are required to clear all of the enemies, speeding up the team by reducing the number of spells that have to be cast.
Eventually both builds will merge back into one by using Phantasmal Claw to kill groups, due to its very fast animation.
The core concept of scripting is telling the character what to do. You can’t directly tell them what not to do, so you can work around that by telling them to do something different when that condition is not met. For example, let’s say I wanted my Nurse to heal someone who’s injured, but only when there’s 1 or 2 enemies left on the screen. This is a common condition I use when my nurse is contributing to my team damage, since killing an extra enemy is more important to the team’s survival than healing when there’s a large group of enemies. In this case, you can’t script those two conditions (ally hurt, enemy < 3) into one trigger, so you can give the Nurse a prior instruction to do something different when the condition is not met. So we can add a prior trigger for ‘Enemies > 2, attack’ and then have our healing trigger later in the script. Because the first trigger will force the nurse to attack when there are 3 or 4 enemies, she will only proceed to the next step and look for someone to heal when there’s 1 or 2 enemies left.
Layout:[#] [Target] [Condition] [Action] – This whole line is called a trigger.
!= is Not, so for example Rank != Normal would be anything that’s not Normal rank.
Common scripting problems/mistakes
Self MP > 80%, use a high cost skill – this will not work because the initial condition, Self, is also the target of your ability, and you can’t cast a damaging ability on yourself or allies.
Self HP < 50%, Defend – this will not work because for the purposes of scripting, defend is treated like an attack, and must be targeted at an enemy
Enemies alive <2, Heal – Again, this heal would target an enemy so the whole trigger is ignored
Enemy MP <50%, use skill – Enemies don’t have MP, so this will be ignored
Ally MP < 50%, use Recharge – While this works, the recharge skill does not restore mp right away, so it’s possible that the ally will still be under 50% when it is the Mystics turn again. This will result in the Mystic casting Recharge even though Recharge is already active. Instead, use Ally Status != Positive, use Recharge.
Status Triggers – This trigger can be confusing to some. When you have a Positive Status, you have a buff, like Recharge or Sharpen. When you have a Negative Status, you have a debuff, like poison or sleep. When you have None, you do not have a buff or a debuff.
Use Debuff action won’t cause Nurses to use Biohazard – A debuff, for the purposes of the action listed when scripting, is a skill that causes a status effect *but does not cause any damage*. Because Biohazard causes damage, it is not considered to be a debuff skill by this action. Instead, the Strongest Attack trigger will cause this skill to be used.
How do I get Ransack to not be used on the same enemy twice? – Ransack causes damage, so with the Thief in the front you can think of it this way – How do I get Ransack to not be used on a wounded enemy? This can be done simply by adding a trigger above the Ransack trigger specifying that the Thief is to attack a wounded enemy. If it does so, the Thief will never reach the Ransack trigger. This can also work if you have someone attacking before the Thief, but you will have to adjust the enemy hp% trigger to a lower number to compensate.
General Tips and Tricks
Mystics are the only class with innate mp regeneration, meaning even before they unlock their level 25 skill they have essentially unlimited mp. Give them a heal stone and you have a mini-nurse that can heal all trip long.
Boss fights all essentially boil down to ‘Have enough HP and damage reduction to survive the boss’ attacks, then heal up to full after each attack’. Simple enough really.
When using Nurses, dodge gear can speed up teams by reducing how much healing the nurses have to do. Damage reduction doesn’t really have the same effect, as the Nurses will usually trigger a heal regardless of how much damage is done, but DR gear means you don’t need as much HP to survive a hit.
When close to a mastery milestone (25 or 50) you can do a quick run starting at level 1, equipping the team with Phantasmal Claws and any Triangle gems you have. This is the fastest way to earn Mastery XP.
Blademasters are not as terrible as you might think, but their real advantage is having the second weapon slot. This lets them equip double Skull Swords for very high damage resistance or double Sabers for the highest dodge rates possible. At low levels they may also deal a bit more damage due to having the extra attack from holding a second weapon.
Mining is not often advised. If you just need a handful of metals, you can often get it just by turning on mineshafts in your key settings. If you do want to do some mining, consider bringing a Huntress along in your team of Miners and taking all the unmarked portals. You’ll get a decent amount of Mineshafts which yield plenty of ore.
Single Nurse teams are vulnerable to damage done to the Nurse, especially poison, when running without Group Heal or after it becomes less useful due to not scaling. In those scenarios, dodge and resist gear equipped on the nurse can really help her stay alive.
Always buy all the iron ore and blue crystals you can afford after your runs. You will get to keep a portion of these when moving to a new dimension based on your blacksmith upgrades, and starting a new dimension with these resources can really help. You can start out with iron crafted gear, and you can sell the blue crystals for more gold or use them for leveling up the iron gear.
I use a proximity sensor service on my older S7 (it doesn’t work on my S10 but that has Game Tools which can do something similar). It turns off the screen (and totally off, not just dimmed or low fps, so it disables touch input which helps the battery as well) whenever the proximity sensor is activated. The sensor is always on anyways so it’s not using any extra battery. You can cover the phone’s sensor with something or flip it over and off the screen goes. https://play.google.com/store/apps/details?id=ss.proximityservice
Known Bugs and Workarounds
While you can’t set a trigger to have a character defend to pass on their turn when an ally is injured (see common scripting problems), you can have them use any positive ability, such as a buff or a heal, to prevent them from attacking enemies when healing needs to be done.
Blademasters 2nd weapon causes a display glitch on the character sheet and does not show the stats from that weapon applying. They do work correctly; they just don’t show up on that page.
When receiving essence and gold from the mail/quests, they do not show up right away. You did get the essence/gold, the display just doesn’t update until it changes. Spend some essence/gold and it will update.
The shop does not reset when travelling to a new dimension. You can use this to start off a new dimension with some powerful items that are not normally available until a higher level.
Huntress Mark can cause certain bosses to heal for more health than intended – just don’t use mark against those bosses.
The game will allow you to attempt to transmute more than 1 enemy per floor, but only 1 transmute per floor is possible. This leads to the second attempt to transmute always being unsuccessful; you can avoid this with scripting the Miner’s behaviour.
When reviving with an advertisement, you will not receive the kitchen HP buff.
Janitors currently always have the same HP as the boss they are emulating, this is being looked at for a rework in the future.
If your character turns level 50 at the end of a mission and you force quit the application, you may not receive the class relic. Taking this character on another mission should resolve the issue.
The Physical % Relic shows that it increases this stat by 0.3% per rank – this is actually a rounding error, as it really increases the stat by 0.25% per rank.
Only 3 of any class other than Soda Junkie can appear at any given time in the tavern. This means that when you select or hire only 2 additional classes, you will still end up with many Junkies even when you’ve turned them off with the Tap Select upgrade.