Wandering during the day
This is the biggest time sink in the game. Moving without a chosen target costs the same as clearing something useful, and compounded over an expedition it is devastating.
Pick targets before you move, then go. Committing to a decent plan beats debating a perfect one.
Hoarding consumables
Players save items for a worse situation that never arrives, then reach the Nightlord with what they started with. Consumables are there to be spent.
Use them when a fight turns, not after it is already lost.
Ignoring colour slots
Chasing a powerful relic before checking whether your Nightfarer can equip its colour wastes effort. Slots are colour-coded and differ per class.
Check your vessels first, then decide what to chase.
Building for damage while dying
Extra damage does nothing if you cannot survive long enough to land it. When the same thing keeps killing you, patch that instead.
The test is what killed your last attempt, not what looks best in theory.
Treating failure as wasted
Expeditions feed permanent progression whether you win or lose. Avoiding hard content because you might fail slows you down more than failing does.
Attempt it. A lost expedition still leaves you with relics and Murk.
Fix one habit at a time
Most players repeat a single mistake run after run. Name it after each attempt and address that one thing next time.
Trying to fix everything at once usually means fixing nothing.
Don’t sink everything into damage
The most common end-of-run death is a glass build that out-damages the Nightlord but cannot survive one combo. Keep vigor and a defensive option in the plan from the start.
Use the shifting earth
The shifting-earth event is a free power swing most teams skip by accident. Route to it when the ring allows; the boon it grants carries into the Nightlord.