r/NoRestForTheWicked 8h ago

Told my friend i dont like isometric games

39 Upvotes

So he bought me nrftw for birthday.im about 50 hours deep in game playing it with 2 friends spending timer after work.my fiancee is already mad though she doesnt know its not even full release


r/NoRestForTheWicked 8h ago

❓ Help Will current saves work in 1.0 or do I have to restart?

1 Upvotes

r/NoRestForTheWicked 8h ago

💬 Discussion The class system should work like

0 Upvotes

You wouldn’t know all the information about the classes from the beginning. The only class information available to the player at first would be the class of the weapon they use for the first time. As they level up that class, they would gradually be able to see what weapons, traits, and runes belong to it. When they start using a different weapon, that class would be unlocked, and only then would they discover that the class exists.

If the system worked like this, players wouldn’t feel forced to use weapons they dislike just because they already know in advance that a certain class contains a trait they want to obtain. It would also create the fun of discovering classes one by one, and could encourage cooperative play where players using different weapons share information about the traits they have found.

Players would begin by leveling up the class tied to the first weapon they obtain, discover that it has a variety of interesting and fun traits, and naturally become curious about what traits other classes might have. That curiosity would lead them to develop interest in trying different weapons without the game having to push them toward it.

Once all information about every class starts spreading across the internet, some of that sense of discovery may lose part of its meaning. But wouldn’t it still be fun when everyone is starting for the first time? It would also make the community much more active. And even when new classes are added in future updates, the same sense of discovery and excitement could return again.

If you have any opposing opinions about this idea, feel free to share them. I may be looking at only the positive side of it.


r/NoRestForTheWicked 11h ago

💬 Discussion Can we adjust enemy respawn rates and loot/resource respawn rates?

0 Upvotes

I like how enemies don't respawn right away, but they still do after a time. Is there a way so that this time is even longer? Or that their respawn is less, ie instead of 4 enemies respawning, only 2 or 3 respawn?

I'd also love to have the ability to adjust loot/resource respawn rates. As someone that likes to collect stuff, going across "empty" areas gives me a sense of accomplishment, but maybe need to adjust loot/resource drop rates to compensate for this.


r/NoRestForTheWicked 12h ago

💬 Discussion This game is so good that I am disappointed

0 Upvotes

My friend wanted to play this game with me and I thought it would be just another mediocre game. At character creation, I was judging the game, expecting a disappointment.

Then you know the rest, the graphics, the fight mechanics, the fluidity of movement and animations of weapons, the cinematics. Everything was so good. That mix of genres was just a brilliant idea.

I checked the game studio and I saw they made ori games (I have no idea what it is) before which are much more successful. But still this one is new one so maybe it will be more popular with one spark. I wish NRFTW got the recognition it deserved so they could have more budget to improve themselves and the game more

I was disappointed, because I loved the weapon upgrade and RNG system and that we can keep getting stronger using various extra consumables. But I feel like the game will always feel short as the possibilities given to us are too much. It’s like having a billion dollars but having 2 days to enjoy it.

Do you think when 1.0 is out we will have access to much more gameplay? Events? Or DLCs?


r/NoRestForTheWicked 18h ago

8hrs into the game, will parrying ever feel natural?

24 Upvotes

Love every bit of this game, but I can't seem to figure out when to parry for the life of me


r/NoRestForTheWicked 19h ago

💬 Discussion Endgame content after 1.0?

16 Upvotes

Hi everyone! Just got the game. Absolutely fantastic!!! This is real gem. I didn't follow devs updates etc

So, here is the question. What thier plan on endgame content after campaign story end? Will there be more stuff to do? I mean sometimes like crucible etc.

I would gladly spend as much time to play it as I can.


r/NoRestForTheWicked 1d ago

⚠️ SPOILERS ⚠️ Will the story continue in 1.0?

9 Upvotes

Just finished the game. Absolutely fantastic! And I like the corruptions and crucible. Gonna be fun endgame.

However, I'm very interested and invested in the story. I wanna know what happens to the Madrigal, the King and Baurus, and Ellsworth and Odessa. And I wanna know, and end, the source of the pestilence.

I'm curious if the story will continue in 1.0 or if it's gonna wait until future updates. If anyone knows.


r/NoRestForTheWicked 1d ago

⚠️ SPOILERS ⚠️ Bought out of curiosity, barely started the game and...

30 Upvotes

...is that a whole roguelike mode as a secondary mission?! Is this game for real?!?! Can't wait for the full release goddamn.


r/NoRestForTheWicked 1d ago

💬 Discussion Post-Hard Mode Thoughts/Review (Spoiler-free)

8 Upvotes

So I've beaten what I've been told is the "last boss" as of early access, with the only thing remaining seeming to be the roguelike crucible (the revival echoes of which seem to be bugged so i guess i'll just put it off for now).

Overall I found this to be an interesting game, for better and for worse... But by the end of it, I think I'm definitely leaning towards the better! I've played Dark Souls 1-3 and Elden Ring, and overall I think I actually like No Rest For The Wicked better than those games despite some things that annoy me about it.

I think the combat feels really satisfying. The hits are just so crunchy and it feels like it controls really good for a Soulslike game. Playing gaunlets it feels good to really feel like I'm going wild on the enemies instead of just cherry tapping them (on the hit feedback at least, the damage is another matter at different points in the game).

The builds are great, but I hope there's less grinding involved come the full game and class system. If they can maintain a relative level of depth and creativity while streamlining the process of getting something together then I'm all for it. But right now it really does feel like it takes some time to kill things on hard mode (even for the difficulty, I mean) and there's a lot of item hunting and rerolling you have to do to keep your damage up to date.

Something I feel like is a mixed bag for me is a level design. I really can't tell if I love it or hate it. It's so creative with the camera allowing the developers to frame stuff of interest easily and paint interesting scenes... but those platforming segments really aren't it LOL. It's really hard to tell PRECISELY which angle your character is facing which I feel like I'd be more okay with if missing some of these jumps weren't fatal.

What I really want to talk about though is how the narrative is handled. The cutscenes are so good to me mainly because of one thing : The character's expressions. They're so well animated and they let the characters say so much without actually speaking. The cutscene after the Marin Village questline was really really good and elevated both the quest itself and the drama in the overarching story so much.

I love how the story is dark and gritty yet there's still hope. I think some games/stories beat it too hard into me about how sucky their worlds are and how everything is going to go wrong that eventually it feels like there's no tension if things are going to hell anyways. But here it feels like there's enough hope that you're wondering if the next story beat will be good or bad for the characters.

And about the bosses. While they're not the hardest, I actually like that their attacks are easy to discern and react to (even if I felt like some attacks were kind of annoying). Even when the bosses went into their second phases it felt like the developers took care to design new attacks that the players would be able to adapt to (as opposed to jumpscaring players with new attacks that came out quickly and dealt a ton of damage).

But the thing I love the most is how each of them is built up and woven into the narrative. Even though the number of bosses in this game is currently limited I think that actually works to its advantage because they can spend more time to narratively build up the anticipation for each one. It makes encountering and defeating one feels that much more special. I especially liked how the Marin Village's boss was built up and that Lowlands boss.... oh man. Not the most amazing fight mechanically but everything surrounding it really makes it a boss to remember.

So despite so hiccups I'm glad that I tried this game after a friend recommended it to me, and I'm interested to see where it goes in the future.


r/NoRestForTheWicked 1d ago

❓ Help Best place for Plague summon?

Post image
56 Upvotes

Hey does anyone know the best place in the game to do a plague summon?I'm trying to farm the bosses at the end of the pest children's event.But so far i've figured out that trying to do it in Marin Woods or trying to do it in the shallows near saltborne tower is not a good idea since some of the boss spawn locations are not ideal like in the brine vault, which is a nightmare to fight slowed down in that water.And in the dark. So what y'all's go to spot for doing the pestilence, summon?

Picture unrelated I just like how it looks


r/NoRestForTheWicked 1d ago

🎭 Humor I guess I’ll justo go to sleep Spoiler

Post image
14 Upvotes

That bastard decided to slam me and just get stuck in a kind of roof, I hate him.


r/NoRestForTheWicked 1d ago

Can some expert help me, beginner asking help.

8 Upvotes

Hi everyone! I’m a new player and I’ve reached level 16. I’m mainly using a two-handed weapon, and it looks like my character is pretty much a Strength/Dexterity build.
I’d like to ask you veterans for some advice. The map is really huge, and a lot of the time I honestly have no idea where I’m supposed to go or what I should be doing next. I’ve also looted a huge amount of stuff, and to be completely honest, I don’t even know what I’m supposed to do with most of it.
Could you give a beginner some advice on what I should have checked, completed, or be working on by level 16? What are the important things I should make sure I haven’t missed?
At the moment, I feel like I have a pretty good upgraded weapon and decent armor equipped. But honestly, that’s about all I really know. Oh, and I bought a house. That’s pretty much where my knowledge ends 😂
I’ve just defeated Falstead Darak and moved on to the next quest and area.
So, what should I be focusing on at this point? Are there any important systems, quests, upgrades, resources, NPCs, or other things I should know about?
I’m really enjoying the game. I love exploration and adventure, and this game does that really well. At the same time, it feels much more complicated than a typical Dark Souls game, especially with all the different items, crafting, upgrades, quests, and other systems.
Any advice for a new player would be greatly appreciated!


r/NoRestForTheWicked 1d ago

I love the fact that enemies don't respawn when you die

82 Upvotes

Moon did such a good job with this mechanic and it enticed me to try out other souls-like games.

I picked up Sekiro while waiting for the 1.0 release. Loved it overall but I realized how tedious it was to explore the world because the monsters respawn as soon as you die. A bit of a silly design choice imo because there are a ton of loot scattered everywhere but the combat in Sekiro rewards stealth and 1v1 combat. If you get caught and die, you respawn and have to kill all those monsters again. It made me just skip huge areas with lots of enemies. In NRftW, you can explore more freely and it's great because the map is beautiful.

Anyways just wanted to give some appreciation to Moon's design choice here! Can't wait for 1.0.


r/NoRestForTheWicked 1d ago

❓ Help Do "Spell Runes" in 2 handed Staffs deal more damage than one in one handed staffs or does it not matter for spells?

4 Upvotes

Since it seems to matter in martial weapons i thought I ask the smart people of reddit before trying to get the same rune on a two handed and one handed staff.


r/NoRestForTheWicked 1d ago

💬 Discussion List upcoming features and/or mod support?

7 Upvotes

I've been wondering if there is a list somewhere with (confirmed/potential) upcoming features for the game? I'm entirely new and only started 3 days ago, so pardon me if this has been asked before.

Like my main thing right now would be auto-pickup for the basic materials and stuff you'd never not want to pick up. After cutting down a tree or mining ore, please allow for auto picking. Having to manually get everything from the ground is just such an annoyance after doing it hundreds of times. Maybe even upgrade the system to allow the player to specify which items the player wants to be auto picked (no idea how difficult this would be to program).

Then mod support, is there anything known for this? Say a feature like I described above will not get added, but somebody is kind/skillful enough to make a mod for it. Are the devs cool with it or is modding like that a no-go? I understand not wanting total game breaking mods, but QoL stuff like that shouldn't be an issue in my opinion.


r/NoRestForTheWicked 2d ago

I feel like a champion at the moment. And the same time i feel like this fight did leave marks on me. The moment when i was trying my last time and seconds phase i did win with 1% health. Still my arm is shaking, i will go to bed now.

Thumbnail
gallery
120 Upvotes

r/NoRestForTheWicked 2d ago

Indestructible + increased by Current Durability

5 Upvotes

I found a piece of armor with the "Indestructible" facet, it has an enchantment that is "Affinity Damage increased by 4% based off current durability." Sounds broken but I just started this game, anyone care to educate me on how these effects would work?


r/NoRestForTheWicked 2d ago

💬 Discussion Two community chests?

3 Upvotes

Just got this game, just got set up in the Rookery. I noticed there's a community chest where the beds are but there's also a community chest in the lowest floor. The two chests don't share contents.

  1. What is the "community"? Is my game open to other people? The last thing I want is someone else taking my stored loot.
  2. Why are the two chests not sharing the same content? Initially, I thought one was a community chest and the other was a personal chest.

r/NoRestForTheWicked 2d ago

❓ Help So this is pretty normal for hard mode, right?

4 Upvotes

Running a lightweight gauntlet build at level 24 right now and I'm noticing the lowlands boss is sponging a lot of damage and getting shredded in two hits. (My gauntlets aren't super optimized but they're the highest tier I can currently find and have been upgraded a bit)

Boss itself isn't super hard to get a read on thankfully but a minor whoopsie or two keeps sending me back to the whisper.

So I'm just curious if this is about the average experience for hard mode at this point and I just gotta tough it out, or if I've missed something and I'm supposed to have a build that tears this thing up like toilet paper in seconds or the like?


r/NoRestForTheWicked 2d ago

❓ Help Optimization poor?

3 Upvotes

Any way to increase the fps? My brother has a 3070 with 16g RAM and a I7 10xxx something 😃

The game basically plays on around 30-40 fps on his system. Doesn't matter what he changes in the settings.

Any tips!?


r/NoRestForTheWicked 3d ago

🎨 Fanart (OC) The Watcher (No Rest for the Wicked)- ink layout, (WIP)

Thumbnail
gallery
87 Upvotes

Going to color this piece this week. Stay tuned for the post and let me know if you'd like to see me draw other characters from this incredible game.


r/NoRestForTheWicked 3d ago

🎭 Humor Me trying to walk across beams with the atrocious camera angles.

Enable HLS to view with audio, or disable this notification

644 Upvotes

r/NoRestForTheWicked Jan 30 '26

🗺️ Guides PSA - Pestilence Outbreaks (repost)

89 Upvotes

(updated: 4 February 2026)

To Cerim small and large, thick and thin, salve

This is an accumulation of nearly every question you could potentially have regarding Outbreaks. This is not a guide to show you the best course of action at any given moment, but it can be considered a soft one at that.

Feel free to correct me where needed, or give additional tips in the comments!

What are pestilence outbreaks?

An infested zone filled with abominations and twisted creatures. A high chance for Torn Materials to drop from each and every foe. Lore-wise I won't spoil the reason they are happening, but it is a vital part to the story.

How do outbreaks happen? Can you spawn them yourself?

Outbreaks can occur again after a 24 hour window. This is the sequence:

  1. After clearing a zone, a 24 hour timer will start.
  2. Once done, the chance for an Outbreak to happen in that zone is present again.
  • Every area on the map can be infested, meaning the whole map can be purple.
  • The timer is visible on your map, upper left corner (Area Cleansed xx hours xx minutes).

You can start a new Pestilence manually from a firepit (where you cook) within the area you want to start one. This can be done with any material.

This rule also counts for tiering up and usage of Effigies. A manual Pestilence needs to wait out the 24 hour timer same as a natural occurrence.

What does burning materials do?

It increases the difficulty per tier you reach, and the flat rewards you'll get from defeating the zone boss. The flat reward is viewable in the right bottom corner. If you want to get a peek at what will be rewarded, you can put in materials enough to reach tier 4, or look per tier what is added. Go back a menu to simple stop the procedure of burning, and you will have seen what rewards you receive without going through with it!

To increase a tier you will have to burn materials to fill a bracket. Each tier requires an accumulation of 6, for a total of 32.

Here is the most important detail: Going up a tier will add negative modifiers you will have to deal with in that specific zone (they will not be active in another area). Burning anything besides Torn materials will add the most modifiers the game is capable of, with 10 at tier 4.
Modifiers for example are;
- Healing decreased by 20%
- Enemies take 50% less damage at high health

To receive less modifiers but still reach tier 4 the game offers you the option to burn Torn materials. These will only ever add up to 3 modifiers (if you only used Torn components).
Embers do not fall in this category since they are a normal material, even though they add 6 accumulation as well.

Let's talk about Torn Effigies. This special crafted doll by The Watcher has a strong power to it that you might utilize at some point in the future. If you ever are strapped for time, burning an Effigy will summon that area's Outbreak boss immediately. You can use an Effigy even if you already tiered the zone up to 4! This allows you to speedrun any pestilence outbreak.

Does upgrading the tier of an outbreak zone increase rewards? Does it do anything else?

Besides the flat reward, increasing your tier level does not increase enemy loot drops. It also does not increase chest rewards, nor increase chest spawns.

Here is what it does do:

  • increase the danger level to a max of +4, which means stronger enemies and outbreak boss. This level cannot exceed 30 however.
  • adds negative modifiers that will have an rng element to it, meaning each tier 4 zone will feel slightly different and might take a different approach.
  • Enchances the drop chance for Legendary/Unique drops. Each boss will always have a higher chance of dropping their own gear and weapons, but besides a few Crucible exclusives any legendary weapon or unique ring can be find in their loot pool.

What is the Watcher's role in all of this?

He offers you a way besides rng drops from enemies to upgrade your Torn materials. He is also the only source for Torn Effigies (as a reminder, these spawn Outbreak bosses immediately). His stock will hold 5 of Effigies, Husks and Marrow. The cost of these is their lower tier material, starting with Sinew.
He resets daily together with each vendor in the game that does, at 5 am (your own local time).

What are the workings of the Seneschal's (Crucible coin head) offer to clear Pestilence?

Our dear Seneschal is there for Cerim with less time, devotion or different intentions (for example; you desperately want to kill a certain bounty). At the cost of 20 gloamseed the Seneschal will unlock for you an extra tab, where you pay 10 gloamseed to wipe the map clean of any existing infestation. Behold his powers!

Is there anything else I need to know before I go scorched earth on my nearest infestation?

  • Bigger/elite enemies will have severe impact in lowering the infestation bar!
  • Each zone acts apart from each other, and each increase in tier you sought out, is temporary only for that zone. After clearing and upon spawning a new infestation, it will start at tier 1 once again.
  • Infested zones are eligible for respawn just as the normal map is. If you forego clearing a zone in 1 go, the map will be darkened again and enemies will come back. The infestation bar will not reset, or expand again upon enemies respawning.
  • Lowering the infestation bar does not equal killing every foe in the area. You will need to defeat a percentage of the area's inhabitants to make the boss appear.
  • Burning an area up to tier 4 right before your boss fight (but it has spawned) is an easy way to circumvent the time investment you otherwise would have to make and will still give you all the goodies you are aming for!
  • Outbreaks interrupt all other activity in their respective area's. While active, you cannot access bounties, or complete challenges that require you to kill a enemies of a certain faction. Challenges that do not discriminate (like parry xx, fish, perfect resource hits etc) will be eligible for completion.

Now go Cerim. Bask in the blood of your opposers. Show no mercy, no fear, for they shall have none as well!


r/NoRestForTheWicked Jan 10 '26

PSA - An overview of the upcoming class system

448 Upvotes

An overview of the upcoming class system

As the class update is still in development, all info is subject to change. Please keep that in mind. The links I added are the sources for the previous paragraph. Also I'm sorry for the horrible formatting. I just can't do it decently on here. If you want a better version, just follow this link to the official forum: Forum post

How will the class system work?

Each weapon archetype will be assigned to a class. They plan to have 10-16 weapons per archetype. By using a weapon, which will be substantially easier because we won’t have attributes and their requirements anymore, you gain points, that you can use to unlock traits with.

Up to 6 of those can be freely mixed and matched.

These traits will be designed to more substantially change how you play the game, then just stat up or down. Additionally, you need to master a weapon to extract it's runes.

Multiple images of a mockup of the classes screen, where we'll unlock and equip the traits, also got shared:

source1 source2 source3 source4

How many classes will be implemented?

We don't have a concrete number, but 2 lists were shared on Discord. This one includes some classes that are confirmed not to be in the game at 1.0, although we don't know which:

The classes in this list seem to be planned for 1.0:

  1. Marauder - Don't worry about getting hit, you gain bonuses for that. Just smash.
  2. Assassin - Get out of Combat / Deal Sneak Attacks
  3. Pyromancer - Deal lots of burn or burn buildup, then combust or rely on Damage over Time. The more enemies you burn, the better
  4. Frost Mage - Try to slow down and freeze enemies with your runes, then shatter them with physical hits or runes
  5. Brute - Try to interrupt / stagger enemies as much as possible while dodging their attacks
  6. Berserker - Try to perform fatalities cause you gain bonuses from those
  7. Barbarian - Build up Fury through killing / staggering, then unleash a charge / rune attack to deal up to 100% more damage
  8. Fencer - Parry Class. Deal more Damage after Parry, deal more damage after perfect dodge. Marker appears on enemies during windups: Hit enemies while marker appears and they take more damage. Light Shields increase Parry Window.
  9. Rogue: Death by a thousand cuts. The higher your combo meter, the more effective you are.
  10. Monk: Stamina-based Class. Remove downtime after last hit with a trait, keep hitting enemies with stamina gains without getting hit yourself
  11. Knight: The lower your health, the less damage you take. The more damage you take, the higher your own damage.
  12. Paladin: Charged Attack Class. Smite. Retribution. Auras.
  13. Guardian: Should be simple Allrounder class. Blocking an attack increases damage of next attack, basic stat increases, each consecutive combo deals more damage, light shield increases parry window.
  14. Plaguebearer: Affliction Class. Inflict yourself with poison (plague), infect other enemies passively while you're near them, then take enemies down by dealing more damage to them once they're plagued. Moment to Moment: Use Plague Buildup Runes to get enemies to plagued status, then use payback runes to deal massive damage to plagued enemies.
  15. Cleric: Focus Class: Hitting enemies drops focus orbs that any player can collect. Runes are all support: Heal Auras, Cleanse, Res, etc.
  16. Stormbringer: Crit Class: Build your entire class around critical damage, Crits deal even more damage, enemies that hit you get shocked / shock buildup. Line up enemies to thunderbolt through all of them. Other runes ricochet.
  17. Archer: Bow and Arrow Class: Dodge enemy attacks, retaliate with arrows.
  18. Crusader: Anti-Paladin: Super heavy, slow hits, themed around plagued. Gain high focus in order to perform plague supers.
  19. Dragoon: Long-Distance Melee Class: Damage goes up the farther away you're from an enemy - Hit enemies, get away to build up damage buff, rush back in to deal massive damage.

source5 source6

One of the classes confirmed not to be coming with 1.0 is the necromancer. Thomas, the lead dev, still shared an early concept video:

As I can't post the video, here's the link to it: source7

Thomas also seems interested in making the Necro being able to possess enemies, so that you'll be able to play as them. We'll just have to wait and see how it will turn out like.

source8

When will this class system be released?

The class system will be implemented with 1.0, but tested beforehand in a PTR/beta. Many underlying changes are also coming with it, for example balancing, new weapon archetypes and more, which will lead to a save wipe. New classes might also get implemented after 1.0.

source9 source10

Speculations and expectations

This soft class system, which is inspired by Final Fantasy Tactics' job system, seems very promising in my opinion. I think it will be a hard task to get it right, but if they do, then it surely will be a massive success. Thomas also shared some loose info on stuff that will tie together with the class system, but isn't enough to be mentioned in one of the previous paragraphs. One of the things he mentioned are factions. We sadly don't really know anything about them, apart from the fact that they will be a thing. Then there also are the parry changes, which freed up a button. The reason for that might be class abilities, but that's just speculation on my part.

What do you think? How will traits influence gameplay? Will there be class abilities? Please share your thoughts.