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Nomad Idle Character Blessings Guide and Tier List

Robert Altman by Robert Altman
April 7, 2025
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Nomad Idle Character Blessings Guide and Tier List
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If you’re reading this, you’ve probably felt the curve hit hard—mana-starved early game, midgame spell spam, and then… Shadow Wizard Money Gang levels of madness. Let’s break it all down and show you how to ride the chaos and build a character that thrives, not just survives in this Nomad Idle Character Blessings Guide and Tier List

Nomad Idle Character Blessings Guide

Character Blessings

Each character comes with three tiers of blessings that unlock as you progress deeper:

  • Blessings I: Typically unlocked around Area 4–6, Stage 20–40.
  • Blessings II: Unlocked at Stage 50 in Area 7, but only if you’ve never invested more than 200 total stat points in that run.
  • Blessings III: Reach Stage 50 in Area 10, and it’s yours.

These blessings only take effect after Ascending again, so plan your runs with that in mind.

Character Breakdown & Blessings

Adventurer

  • Defense Mult +0.2x

  • AGI Crit Chance doubled

  • All weapons upgradable to +99

Starter class. Nothing fancy, but gets real flexible late game with that full weapon upgrade freedom.


Cultist

  • Mana Regen Mult +0.2x

  • WIS Mana Regen x4

  • All legwear upgradable to +99

Endgame filler class, but useful for boosting mana regen-based builds. Played it just to tick a box.


Ratfolk Archer (Area 5, Stage 10)

  • STR gives Damage Mult

  • STR Crit Damage doubled

  • Material drops doubled

Fast triggering starting skill makes it ideal for starting burst + summon synergy. Good pairing with anything that boosts initial burst.


Crusader (Area 6, Stage 10)

  • Max Health Mult +3.0x

  • VIT Max Health x10

  • Armwear upgradable to +99

Screams tanky. Great for counter-based builds. If you use Hedgehog summon, you’re basically a spiky wall of death.


Divine (Area 7, Stage 20)

  • WIS boosts Mana Regen

  • DEX Cooldown Reduction doubled

  • Headgear upgradable to +99

Late-game monster. Feels like you’re playing tower defense with spell barrages and insane regen. Scales beautifully with gear.


Summoner (Area 8, Stage 20)

  • INT gives DoT Potency

  • SPI Summon Damage doubled

  • Summons can hit Lv.99

Absolutely awful alone. But with high-level summons? Becomes a powerhouse. Needs heavy investment in summons to truly shine.


Knight (Area 9, Stage 20)

  • VIT gives Defense

  • AGI Evasion Rate doubled

  • Chestpieces upgradable to +99

Sounds tanky on paper, but struggles without proper mana regen tools. Becomes viable only after unlocking the Wolf.

Summon Tier List

Let’s not pretend all summons are equal. Here’s what actually works:

Wolf

Broken.
Heals 3% HP and MP per kill. No gimmicks, no RNG. Just pure sustain. This summon single-handedly lets you spam AoEs and never stop.

Hedgehog

Top-tier for melee.
Works well with counter builds like Crusader. Soaks damage while spiking enemies.

Imp

Good for crowd control.
Has a chance to explode newly spawned enemies. Great for AoE momentum.

Homunculus

A ticking nuke.
Enemies you kill can become bombs. Pair with AoE to create a chain reaction of destruction.

Twig Sprite

Situational lifesaver.
Only shines in later areas when Summoner is fully juiced up.

Fox

Decent early game.
Applies bleed. Not amazing, but gets you through the beginning.

Slime / Owl

Owl sounds cool but it’s mostly bait. Instakill chance is negligible without stacking Archer builds. Slime only works in a poison setup.

Endgame Build Strategy: Infinite Mana Loop

Core Idea:

Stack damage passives and AoE spells, then let Wolf handle sustain. Works best on Divine or Ratfolk Archer because they can’t move much—but anyone can benefit.

My Final Stats:

Focus was on:

  • DEX: For cooldowns and Ghost Blade.

  • SPI: For spell damage and summons.

  • WIS: To help mana sustain early on.

I stayed under 200 stat points before Area 7 to unlock Blessings II. Totally worth.

Passives I Used:

  • AoE Boosters (especially ones that trigger on kill)

  • Cooldown Reduction

  • Spell Cost Reduction

  • Passive Regen

  • Explosion Chain/On Kill Effects

This setup melts rooms before enemies can even act. Pair with Ghost Blade to erase waves.

My Spell Loadout (for Area 10 Void Farming)

Ghost Blade – The King.

Triggers on every kill at 64+ DEX. AoE death ring that snowballs like crazy. Got nerfed for a reason.

Infernal Ray

Starts meh. Becomes god-tier with high SPI. Think Gundam beam spam.

Curious Wisp

Handles melee enemies. Not flashy, but lifesaving.

Icicle Barrage

Good utility. Helps with ranged poking.

DO NOT spam these mindlessly without the Wolf. Your mana will cry.

Summoner-Specific Setup

Pair Summoner with your 5 most recent summons for max synergy. You’ll want:

  • Wolf (always)

  • Homunculus

  • Imp

  • Twig Sprite

  • Hedgehog

Stack DoT passives, Summon Speed, and Summon Level to make them viable. It’s a rough start, but by late Area 9, you’re untouchable.

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Robert Altman

Robert Altman

A former news writer turned gaming guide creator, RAMIREZ teams up with Robert to deliver strategic tips. In his free time, he likes fishing and playing guitar.

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