
Season 3 dropped and your loot habits are probably wrong. Here are 7 blunt tips for Loot 2.0, tempering, Bloodstones, and Gunde in Fellowship.

Early access dropped a Fellowship Season 3 guide is exactly what you need if you're still playing this dungeon crawler like it's Season 1. Chief Rebel rewired the entire loot system, rebalanced every hero, and buried the useful details across five separate patch notes because apparently one page was too easy for you. Below are seven tips that actually matter, plus the context the in-game tooltips forgot to mention.
The new Loot 2.0 system runs on tempering, and you are hoarding resources like the apocalypse is next patch. Here is the part people miss about the Fellowship tempering system: scrapping a tempered item refunds materia based on how much you invested. Temper an adept ring once and scrap it later, you get more materia back than an untouched item would give you. The cost is basically theoretical.
Bloodstones instantly push an item to item level 315, grant Regal status, and apply several tempers automatically. Do not scrap anything that could become a Bloodstone target. That is the single most expensive mistake you can make this season.
So temper your adept and champion gear without flinching. The refund loop exists specifically so you stop sitting on resources for no reason.
Low item level does not mean garbage. A contender blue ring with the right stat and the right gem socket is a future Bloodstone candidate, and gear progression in Fellowship now rewards patience over impulsive scrapping. If a piece has a stat and gem combo your build actually wants, throw it in storage instead of feeding it to the scrapper. Only scrap items with dead stats you cannot reroll, stamina on a DPS ring being the obvious example.
| Keep | Scrap |
|---|---|
| Right stat plus right gem, any item level | Unusable stat with no reroll option |
| Rare base for future flooding | Duplicate of a piece you already outgrew |
| Anything Bloodstone could upgrade | Anything you would never equip regardless of rolls |
The stronghold vendor sells two caches on a 24 hour cooldown and most players ignore them because the UI makes them look optional. They are not. The artisan satchel gives marks of fellowship for buying epic solders later. The blacksmith supply box gives gold, materia, and magic essence immediately. If you are still clearing Contender, prioritize the blacksmith box first since it funds your tempering habit from tip one.
Struggling to clear Ransack of Drakenheim difficulty four is not a personality flaw, it is a gear check. Drop to adept one or two, farm materials, fill empty slots, and come back overgeared. This applies directly to the three new dungeons too, since Ruins of Regath and Scryer's Peak were built as single boss entry points before you ever touch the multi boss punishment that is Pinnacle Dungeon Xul, The Blood Monolith.
Epic soul dust has exactly one use, flooding items to upgrade rarity and unlock new modifiers, and that use barely matters until Paragon and Eternal leagues. Spending it now on a low relevance item wastes the entire mechanic. Sit on it.
Once your weapon or neck hits epic rarity, a passive tree unlocks at the shrine for a small gold cost. Weapon trees are offensive, neck trees are defensive, and tanks in particular should prioritize the neck tree since it is one of the two most valuable slots in the entire build. You do not need the full tree since your weapon will likely get replaced, but ignoring it entirely is just leaving stats on the table.
The new Odd Comp queue tries to slot you into a Holy Trinity group first and only falls back to an uneven composition, like two DPS and two healers, if nothing better is available. If your role's population is empty, waiting on principle just wastes your evening. This became far more relevant once Season 3 added new melee DPS hero Gunde, a bleed stacking axe wielder who padded out the DPS queue and made tank shortages the real bottleneck.
This entire itemization rework happened because the old system let players find best in slot gear and mentally check out, which is a nice way of saying the devs got bored watching their own game get solved. Rise of the Heskyr, the official name for this update, ships three new dungeons and a full hero rebalance across the board, meaning your old meta build from last season is probably wrong now. Necklaces roll random defensive bonuses per hero class, which is why tip six about unlocking the neck tree actually matters this time instead of being a cosmetic footnote.
Affixes got reworked too. Stormshield damage is cut roughly in half, Bloodshards scale off a smaller percentage of enemy health, and a new True Sight affix drops orbs at kill score thresholds that grant a group wide damage and healing buff if someone bothers to pick them up. None of this is optional knowledge if you plan to push past Contender during Fellowship early access Season 3.
Temper first and worry about materia later since scrapping refunds it.
Store any low level item with a build relevant stat and gem combo.
Buy both vendor satchels every single cooldown without exception.
Drop difficulty instead of stalling when a dungeon stops being fun.
Save epic soul dust entirely for Paragon and Eternal league flooding.
Unlock weapon and neck trees the moment either hits epic rarity.
Queue Odd Comp the second your role's population goes quiet.
Season 3 is not subtle about wanting you to re-learn the game, and the tooltips are not going to hold your hand through it. Temper, hoard the right junk, buy your satchels, and stop waiting in an empty queue out of stubbornness.

Season 3 dropped and your loot habits are probably wrong. Here are 7 blunt tips for Loot 2.0, tempering, Bloodstones, and Gunde in Fellowship.

Season 3 dropped and your loot habits are probably wrong. Here are 7 blunt tips for Loot 2.0, tempering, Bloodstones, and Gunde in Fellowship.

Season 3 dropped and your loot habits are probably wrong. Here are 7 blunt tips for Loot 2.0, tempering, Bloodstones, and Gunde in Fellowship.

A full itemization rework adding randomized stats, tempering, and Bloodstones so gear stays relevant instead of getting solved instantly.
No, scrapping a tempered item refunds materia, often more than an untempered piece, so tempering carries almost no real cost.
It instantly raises an item to level 315, grants Regal status, and applies several tempers automatically, making it extremely valuable.
Not if it has a useful stat and gem combo. Store it as a future flooding base instead of destroying it for scraps.
Whenever your role's population is empty and Holy Trinity isn't forming fast enough. It prioritizes Trinity first anyway.


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