Gaming Guide

Re:Zero Incremental Guide: Training and Combat Basics (Roblox)

How the opening arc, passive stat training, weapon drops, and early dungeon runs fit together in Leviath's incremental RPG.

How the opening arc, passive stat training, weapon drops, and early dungeon runs fit together in Leviath’s incremental RPG.

Re:Zero Incremental is an incremental RPG on Roblox built by Leviath, and its pitch is simple: die, return, and keep everything you learned. Stats and masteries tick up in the background while you push through branching story chapters, so the fastest early progress comes from keeping training running at all times rather than from any single fight. The opening hours revolve around Arc 1 in Lugunica, where story choices, small loot drops, and a handful of menus decide how quickly you stop losing battles.

Quick answer: Open Training under Singleplayer, run Train All on both the Core and Weapons tabs, then farm Wander Around fights in Arc 1 – Chapter 2 and equip every weapon drop before attempting a dungeon.


The first thing on screen is a Welcome to Lugonica prompt sitting over the Updates and Logs panel. Behind it, a pair of tutorial dialogs called Where Everything Lives and Your Purse walk through the five main tabs and your currency. Everything you need for the first few hours lives in two of them.

  • Singleplayer — Story chapters, Training, and the Dungeons list.
  • Multiplayer — Group content and shared activities.
  • Inventory — Backpack, Equipment, and the Stash.
  • Shop — Purchases and merchant stock.
  • Updates — Patch logs and announcements.
Interface Overview00:46Interface Overview
The Where Everything Lives dialog labels the Singleplayer, Multiplayer, Inventory, Shop, and Updates tabs. Shown at 00:46 in CHALLS’s video. Image: Aliluma

Arc 1 – Chapter 1: story choices and the first battle

Open Singleplayer Story to find story progression. Arc 1 – Chapter 1, The Tumultuous First Day, begins on The Thread Splits screen, where six branching options appear. Choose [Humility] Call the red-haired knight for help to have Reinhard join the battle against Ton, Chin, and Kan, with tutorial popups covering combat actions and skills during the fight.

Chapter 2 hands out a consolation prize regardless of how that battle goes. A Win Or Lose, You Keep It popup drops a Crystal of Diligence straight into your pack, which is worth noting before you start any long training timer.

Diligence Crystal Reward02:26Diligence Crystal Reward
The Win Or Lose, You Keep It popup in Arc 1 – Chapter 2 grants a Crystal of Diligence. Shown at 02:26 in CHALLS’s video. Image: Aliluma

Open the Backpack under Inventory, select the Crystal of Diligence, and press Use to finish a training session instantly instead of waiting out the timer.


How to set up passive training on Core and Weapons

Training is the engine of the whole game. It runs passively, so the goal is to never leave a tab idle. Two tabs matter immediately: Core, covering Tenacity, Fortitude, Strength, and Reflexes, and Weapons, covering Swords, Bows, Axes, and Spears.

Open Training from the Singleplayer tab and switch to the Core stats tab. Select a single stat, such as Strength, to start a passive session and see how the timer behaves.
Singleplayer Training Menu02:46Singleplayer Training Menu
The Training menu with Core stats open and Strength running as a passive session. Shown at 02:46 in CHALLS’s video. Image: Aliluma
Click Train All on the Core tab. That starts Tenacity, Fortitude, Strength, and Reflexes at the same time rather than queueing them one after another.
Switch to the Weapons tab and press Train All there too, covering Swords, Bows, Axes, and Spears together.
Reopen Training after every story fight or dungeon attempt and confirm both tabs still show active timers. Sessions finish while you play, and idle tabs are lost progress.
Idle Training and Starter Cache00:04Idle Training and Starter Cache
The Home dashboard puts training Start buttons alongside the Claim Starter Cache button. Shown at 00:04 in POCKET-CODES’s video. Image: Aliluma

Combat controls: Dodge, Light Attack and Heavy Attack

Fights are built around three inputs. Light Attacks are the safe filler, Heavy Attacks trade speed for damage, and the circular Dodge prompt has to be hit on time or you eat the hit in full. Missing dodges is what kills low-stat characters, not a shortage of damage.

The reliable early grind is the Wander Around option in Arc 1 – Chapter 2. It throws Alley Thugs at you on repeat, and a win pays out coins, EXP, and materials such as Scrap Iron, a Sharpened Pole, and Slum Bread. All of it lands in the Backpack, so check there after each victory.


Equip weapon drops from the Stash

Loot does nothing sitting in storage. Open the Equipment tab inside Inventory, switch to the Stash, and equip what you pulled from Wander Around fights. The Sharpened Pole is the first meaningful upgrade in Arc 1, adding strength and fortitude on top of your trained stats.

You know it applied when the item moves out of the Stash into your equipped slot and the stat bonuses show on the weapon entry. Repeat the loop from there — fight, check the Backpack, equip anything better.


Dungeons: why Lugunica Slums kills new characters

The Dungeons tab under Singleplayer lists Lugunica Slums Arc 1 – Loop 0+, and Easy difficulty still punishes an untrained character. A run is three rounds, and round 1 alone pits you against Alley Thug 1 and Alley Thug 2 at once. Fumble the Dodge prompt there and the run ends in a death.

Treat dungeons as a checkpoint rather than a starting activity. Clear Wander Around fights until you can win them without losing much health, keep Train All running on both tabs in the meantime, and then press Begin on the Slums.

Death rolls the world back, not your growth. Trained stats, masteries, and what you learned carry over, which is why a failed dungeon attempt is cheap compared to leaving training idle.


Codes for free chests and how to redeem them

Codes mostly hand out chests, which is free early gear and materials. Click the Settings button at the top of the screen, paste a code into the redeem field exactly as written with no extra spaces, and press Redeem.

CodeReward
ARENAChests
CRAFTINGChests
WEEKENDChests
KARARAGIChests
SOULBOUNDChests
SUMMONS10x pull
BUGPATCHChests

Codes expire, and new ones typically appear alongside updates, events, or milestones. If one fails, it is either expired, mistyped, or not live yet.


Game passes that change training and loot rates

The game is free with 12 optional passes, and most of them target the same bottleneck — how fast stats climb and how much you keep from each fight.

PassPriceEffect
Auto Training30 R$Trains stats on join
2x Training Speed50 R$Halves training time
2x Gold50 R$Double gold from all sources
2x Battle EXP100 R$Double EXP from battles
2x Inventory100 R$Double inventory capacity
Multiple Stat Training150 R$Up to 5 stats at once
Daily Dungeon Continue200 R$Resume deepest endless point
2x Training Progress250 R$Double training gains
Merchant Selection300 R$Choose and swap merchants
2x Raid Drops300 R$Double raid drop chance
2x Dungeon Loot300 R$Double dungeon drops
Auto Battle500 R$Fights handled automatically

None of them are required. The passive systems work the same without a purchase, just slower.


What comes after Arc 1

The full run stretches across 7 arcs and 26 chapters with 20 endings, and the choices you make along the way decide which one you land on. Beyond the story there are 200 skills spread across Magic, Weapons, Authorities, and Divine Protections, 7 dungeons plus an Endless mode with daily rewards based on depth, 8 raid bosses that each drop their own mythic gear, title, and frame, and 4 server-wide world bosses.

Later systems lean social — camps founded with friends that share a stash and reputation, player trading, a shifting market, and global leaderboards. There are 505 items, 41 titles, and 21 frames to collect, plus allies including Rem, Emilia, Beatrice, and Reinhard fighting alongside you.

Servers cap at 25 players, and updates land weekly, so the menus and balance shift regularly. The habit that survives every patch is the boring one: check that Train All is still ticking on Core and Weapons before you close the game.