PANOPTYCA : Idle RPG Manager

PANOPTYCA : Idle RPG Manager

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Stats, Skills, Gear choices and you
By TurukTheCook
Understanding the core of stats, skills and gearing progression is mandatory to achieve greatness.
Balance is king in that regard.
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Introduction
This is my 2 cents on various strategic aspects of the game, I'll share with you what I learned and understood about the game mechanics, in the hope it might give you ideas or even help you improve if you were struggling. Enjoy and feel free to comment and debate if you think something seems wrong or can be improved

This guide is focused on understanding the core mechanics of the game, maximizing efficiency in combat and how to improve on it with your current heroes. You'll find informations about stats, skills, gear progression, class builds, teams, Combat AI Settings, Commander Traits builds etc.. everything possible to get the edge and leading you to victory

If you are starting out or are looking for more like a guideline, detailed informations about every feature you'll encounter in your journey, hints and tips, I suggest you to have a look at Tenoshii's Guide first then comeback here.

@Sparrowhawk is making a PANOPTYCA Wiki with a bunch of informations and numbers from the game, I recommend to check it out if you want to know more on some values.
Here's the thread link on Steam forums
And the direct link to the PANOPTYCA Wiki[panoptyca.wiki]



For reference, what my squad was doing, one week and a couple of days after the release of the game :



And now ?
My squad is composed of :
- 1 team (Wizard/Priest) doing all-day perma Sideros-Ruins-9 (165s per run) and Ancient-Ruins-2 with Commander Buffs (See the Teams sections of this guide for more informations)
- 1 team (Knight/Warrior) doing daily Temple-11 with Scrolls and daily Overdrive Ruins-10 (190-200s) with Commander Buffs. else doing B-10 and A-6 rest of the day (See the Teams sections of this guide for more informations)
- 2 speedrunners, one 9-10 in 4.2s (Assassin, Deadshot build, see Advanced Builds section), one 8-10 in 6s (Assassin, Knives Out build but adapted for speedrunning, see Generic Builds section for more about the base build). Total 36k5 Mana Stones Ahel per day (with time pass, no faith retry timers)
- Archer farming in C-8 for now (The Minigun build)




May I suggest you to listen to this ambient music while reading :
Changelog
TODO LIST
- Gear Progression part 2 (soonTM)
- More teams
- Refine some sections for more visibility and readability

CHANGELOG
Dates are DD/MM/YYYY

23/12/2025
- Updated Knight Wethermon Build, with skills update and notes, gameplay video
- Updated Warrior Spin to Win Build, with skills priority, restrictions and notes, gameplay video

22/12/2025
- Updated intro about what my squad is currently doing

21/12/2025
- Added Deadshot Advanced build, the Assassin 9-10 speedrunner (4.2s)
- Updated the Commander Traits Exploration section with optimized build

19/12/2025
- Reworked Enchants section with patch 1.0.3.0 changes
- Reworked Gear Progression Part 1 section for more readability and with patch 1.0.3.0 changes
- Added an alternative 2 accessories setup for Archer in the generic builds, also added gameplay video for The Minigun build, and updated the skills selection to promote more Eagle Eye instead of Legendary Archer
- Updated Combat AI settings options for Teams Assassin / Priest and Wizard / Priest

18/12/2025
- Added Knight / Assassin team
- Added Wizard / Priest team, updated Wizard and Priest generic builds section with a bit more information on skills

16/12/2025
- Added Wizard Wormhole speedrunner build (Advanced Builds section)
- Added Knives Out, an AD Assassin classic build (Generic Builds section)
- Added videos for teams Knight/Warrior and Assassin/Priest
- Added a note in the Generic Builds Archer section, about +projectiles and added alternative skill in the builds

15/12/2025
- Updated Stats section with pictures, quick edits on the stats informations
- Refined Trickster advanced build section (ex-ZoomZoomBang, was time to rename it)
- Updated Pathfinder build, with new visuals and new accessories set with alternative

14/12/2025
- Added a note about Mind Heal to the Priest Boost-bot build
- Updated note in the Knight/Warrior team section
- Updated note with new information about AI settings in the Assassin/Priest team section
- Updated note about what my squad is doing at the moment, in the Introduction section

13/12/2025
- Added/Updated pictures in Commander Traits, updated informations and descriptions a bit for Exploration and Faith
- Added Leadership tree in Commander Traits

12/12/2025
- Added Assassin / Priest team
- Updated notes on Archer / Priest team
- Reworked Generic Class Builds - Priest section, separated solo and team party play Priest (with updates on build)
- Added alternative accessories on Poison Assassin
- Updated Commander Traits section
- Refined some sections

11/12/2025
- Added Archer advanced build Pathfinder, speedrun 9-10 in 8.3s
- Reworked Teams section in multiple sections
- Archer / Priest line-up is work in progress again, will soon add the changes in setup I made with the team recently

10/12/2025
- Added PANOPTYCA Wiki link in the introduction section for those interested

09/12/2025
- Reworked class builds sections
- Added Shotgun build for Archer
- Some minor updates of informations here and there

07/12/2025
- Updated the Trickster build with a new timer, 11.3s per run
- Populated the Commander Traits section
- Updated Skill Priorities & Restrictions to include informations about Support Skills settings
- Added a note in Generic Class Builds - part 1's introduction about gear progression and slowly switching to more offensive accessories
- Updated Genereic Class Builds - part 2 with an update on Archer's build and recommendations, also on Priest for party play
- Added a note in Teams - Archer/Priest about Priest potion setup
- Refined some parts of the guide
- Updated Introduction informations
- Refined and updated Trickster 9-10 boss farm build, also new starting-up accessories

06/12/2025
- Populated the Gear Progression section (finally), pretty generic part 1.
- Populated the Teams section with 2 teams
- Added recommended accessories for Archer, Priest and Assassin's builds and enchants too
- Added recommended enchants for Knight, Warrior, Wizard's builds
- Updated the Enchants section with more information
- Updated the Stats section with more information
- Refined the Generic Class Builds sections

05/12/2025
- Added a note in the Buff Stacking section, regarding an easy overlooked behavior in buff casting than can chew the mana pool of all your heroes when you reach a certain amount of CDR
- Refined guide sections
- Added informations about monster tier setting in Combat AI section
- Added class stats building
- Added build Assassin Trickster, 9-10 boss rusher

Potion Setup


Potions have a separate internal cooldown, meaning you can use 2 or 3 health potions without using the charge on multiple ones at once.

I tried first to keep the traditionnal 1 health potion, 1 mana potion and 1 utility potion depending on the class and situation, but that didn't work really well compared to the 1 mana 2 health setup.

When you are at the blue armor stage, level 35 set gives mana regen, with all the pieces you could try to ditch the mana potion and instead get a solid potion for more defense

You should try the setup 1 mana potion, 2 health potions, here's why :

Since defensive stats in this game are less meaningfull than offensive stats, even with a lot of armor and flat damage reduction, spell res is scarce and harder to get to a good level, so having another layer of defense with the potions is crucial.

Be it a swarm of trash mobs chewing your health bar in seconds or some hard hitting boss, sometimes you'll use all your health potion charges in an instant.

With a medium potion, that is 3x1600 hp recovery, so 5400 hp total.. having the double of that can be decisive and the difference between continuing your journey, slaying the boss, or death.
It is like having multiple lifes if you compare it to your hero's hp.

You can keep the %health threshold the same for both potions, it will only deplete one at a time, the further left first.
Skillsets


What makes a good skillset
There is two types of foes you come across and that is :
- swarm of trash mobs, low health but lots of little attacks
- larger health pool and hard hitting single mobs

In your skill kit you have a few types of abilities :
- single-target, high damage
- multi-target / AOE (Area of Effect), lower damage
- single-target / aoe and utility/move skills (like a charge, a leap, a step shot..)
- buffs
- debuffs

With enough CDR (cooldown reduction), having multiple aoe or single-target abilities will be redundant and unecessary, of course it will vary but that's the general rule of thumb. Plus the buff of each class is well thought in pair of their sub-weapon stats, you'll see what I mean later.

So the minimum you should go for is 1 single-target, 1 aoe and 1 buff.
Ideally what you want is 1 single-target, 1 aoe, 2 buffs or 1 buff / 1 damage utility move / 1 debuff.
This can of course vary depending on your options and you can have like 2 aoe, or can try something in party play and bring multi debuffs, utilities, etc..

You can pick an additionnal buff or utility move from the Common skills kit, if the synergy with your class / actual skillset is good. There is a lot of options, some good ones, some bad ones, and you'll find some in the example sets I give TO BE NOTED - if you ever get the choice to get Footwork as a reward and don't have it yet, take it, it is a great skill for speedrunning bosses (see Advanced Builds for more about that)

See the Generic Class Builds - part 1 / part 2 and Advanced Class Builds, if you want some ready to go builds with their skillsets, recommended accessories and enchants.
Stats
Here is a breakdown of what stats do :

Finally decided to do some real tests and simple calculations, and quickly found out the % increase of armor from STR and attack speed from DEX. These results were confirmed by another discord member doing his own tests while we were talking about it and after I shared my findings, kudos @Apophys, and a condensed summary of every stats by @Skyline
You'll find that in your stats sheet that you get different numbers at different points of your journey, it is nomal as it shows the final number, considering the %increase given by your actual stats & gear. Naked you will have 1 armor, multiplied by STR. Knight got 2, lore bonus I guess

(numbers below are per point, these values do not differ from one class to another)

STR
+1 flat Attack Damage
+2% armor
+5 health points

DEX
+2% attack speed (exception, Assassin seems to have a 20% increase so 2.4% per point)
+1% crit hit damage (flat increase, just adds on top of what you already have)
+0.5% movespeed (calculated on base Movement Speed)

INT
+1 flat Spell Damage
+0.2% CDR (Cooldown Reduction) (flat increase)
+3 mana points
+0.1% crit hit chance (flat increase) (on Wiki says +0.2% per point)



Classes stats priorities

So with the stats breakdown in mind, you can decide how to prioritize your stats, from what I've seen and after discussing it with others (early with @Tenoshii on steam forums, and others on Discord), I have a few suggestions on how to build your heroes stats-wise, it can be prone to variations if you have an original build and skillset but for the most part it stays pretty generic unfortunately. Armor is really important to get the minimum layers of defense going and is tied to STR.

The substats sub-section for each class represent the one you want to focus on, along with more generic substats like crit hit chance / damage that benefit everyone of course

Knight


Full STR
Can put a few points early in DEX (tops at 10-15) and INT (tops at 10-20), you'll get some base attack speed while you are working on getting more CDR, and some mana points to make your mana pool last longer. (can always reset later if you feel you don't need these anymore)

Substats
- %CDR, %increased Attack Damage, flat Attack damage

Warrior


Full STR
Almost the same as Knight, can put a few points early in DEX (tops at 15-20) and mostly INT (tops at 10-20), can be quite mana hungry when spamming higher tier skills with high CDR (like whirlwind)

Substats
- %CDR, %increased Attack Damage, flat Attack Damage

Archer


Half STR/DEX
Can put a points in INT (tops at 15) to get a bit more mana mostly

Substats
- %CDR, %increased Attack Damage, flat Attack Damage, %AS

Wizard


Half STR/INT can tends toward 1/2 STR/INT at some point
Can put a few points in DEX early (tops at 10) while you're working on your CDR to help with the auto-attack part and waiting for spells cooldowns to refresh but that is really not necessary

Substats
- %CDR, %increased Spell Damage, flat Spell Damage

Priest


Half STR/INT
Actually depending on how you build her, you can put a bit more points in DEX (tops at 15) it should works well with her buffs (swiftness + enchant vision) to get more auto-attacks

Substats
- %CDR, defenses (%max HP, %armor, flat attack/spell damage reduction, HP & Mana regen), flat spell damage, %increased spell damage (hard to get beside archmage's ring though)

Assassin

Two distinctives build paths
Poison (Spell Damage) :
Half STR/INT

Substats
- %increased Spell Damage, flat Spell damage, defenses (%max HP, %armor, flat attack/spell damage reduction, HP & Mana regen)

AD (Attack Damage) :
Half STR/DEX
AD can put a bit of points in INT for more mana mostly

Substats
- %CDR, %increased Attack Damage, flat Attack damage, %AS
Gear Progression - part 1
There is a TLDR; at the bottom if you feel you don't need the breakdown of stats first. Stay tuned for part 2, I'll talk about the synergy between sub-weapons, class self buff and accessories and how to generally build a balanced hero

You can find the craftable weapons, armors and sub-weapons n the Crafting menu in-game, I'll just do a quick summary of the breaking points and what to keep in mind.

So, when I'll talk about gear progression there is multiple words I'll use:

Tiers, this is the rarity of gear :
- White (normal)
- Blue (magic)
- Yellow (rare)
- Orange (unique)
- Red (boss)

Levels, this is the level sub-category of a tier :
- White 5, 10, 15, 20
- Blue 20, 25, 35, 45
- Yellow 27, 37, 46, 55
- Orange 44, 52, 58
- Red 60

Sub-weapons levels are 1, 36, 52, 60

Grade, this is the enhancement level of an item, this from +0 to +20
There is milestones when enhancing which give a significative boost when achieved.
Generally it is +5, +10, +15, +20

But the success rate of enchanting goes lower and lower :
+1 / 2 / 3 / 4 is 100%
+5 is 80%
+6 is 75% (3/4)
+7 is 70%
+8 is 65%
+9 is 60%
+10 is 50% (1/2)
+11 is 40%
+12 is 30%
+13 is 25% (1/4)
+14 is 20% (1/5)
+15 is 10% (1/10)
+16 is 9%
+17 is 8%
+18 is 7%
+19 is 5% (1/20)
+20 is 3% (1/33)

You can already see the problem right there, you'll burn enhancements stones (runes), but more on that later.



Breakdown of substats evolution by tier :
I'll not take into account Boss tier to keep it simple
By going up a tier, you'll see two things :
- The primary stats (Base Effect) are differents, superior than their same level counterpart in the lower tier (remember that there is overlaping levels brackets from one tier to another at first ?)
- A new substat will appear or be of higher grade meaning more bonus, this one stays the same when you enhance your gear, it is under the "Additionnal Effect" indicator

Weapons
- White : nothing
- Blue : 5% crit chance (increases a bit from first to last level)
- Yellow : 6.5% crit hit chance, 40% crit hit damage (both increase a bit from first to last level)
- Orange : 8.5% crit hit chance, 65% crit hit damage (both increase a bit from first to last level)

Helmet
- White: nothing
- Blue: Only level 35 has a new substats which is +5 mana regen
- Yellow : 4% CDR
- Orange : 7% CDR, 5% AS

Chest (Armor)
- White : kind of a common Base Effect substat, the treasure chest capacity, it will go up with each tier, starts at +3 first white to end at +24 last orange, it's like a backpack
- Blue: 5 flat attack damage reduction (level 35 has mana regen again, +8)
- Yellow : 10 flat attack damage reduction, 5 flat spell reduction
- Orange : 15 flat attack damage reduction, 7 flat spell reduction (+8 for lvl 58), 5% max HP

Gloves
- White : nothing
- Blue: 3% crit hit chance
- Yellow : 5% crit hit chance, 10% crit hit damage
- Orange : 5% crit hit chance, 25% crit hit damage

Boots
- White : nothing
- Blue: 10% crit hit damage
- Yellow : 25% crit hit damage
- Orange : 35% crit hit damage



With all of that in mind, maybe you thought about advancing rapidly to the next tiers to get these bonuses. You'll have one main problem when going further, enhancement stones.

And I talk mainly about weapons, not armors, because you don't need to enhance to a very high grade with armors, at first. The stats differences are not much to justify spending more runes on a tier until later on.

For weapons, the bonuses are significant.
The flat damage increase of course, but the %more damage too and it is what is really crucial here.
+15 is 33% more
+16 is 37%
+17 is 41%
+18 is 45%
+19 is 49%
+20 is 59%

If you look at your gear overall, you'll find that you can have a few %increased Attack/Spell Damage here and there (some Rings, enchants..) and this %more on the weapon, so it really the only multiplicative value of your Attack / Spell Damage, besides some buffs, and between 33 and 59 it is a significant gap.

I was discussing it early on the steam forums here where @Medion posted a mini-guide about enhancing progression and going +20 blues everywhere before moving on, I was skeptic at first and exposed my point of view and my more relaxed approach since my experience in-game was a different reality, I was fine advancing without this in mind and just stopping at +15. Also there is a Chinese topic in the steam forums and they talked about +20 lvl 45 blue weapons early too



TLDR; and conclusion on what to do
All of this to say, you will want to apply some strategic approach to enhancing gear.

Armors
I still maintain that you don't want to go very high with armor, +15 will be max in most tier, you can even stay at +10 and go up in tiers to get some new bonus substats if you can +10 the next tier. But as of patch 1.0.3.0 with more accessible Faint Mana Stones and yellow gear enchants, you can now stay longer in yellow armors.

This means early/mid game you can either :
- follow the same pattern as weapon for enchancement (see below)
- only enchance to +10/+15 and go up a tier earlier, you can use the armors you loot along the way. You don't need to craft the best level, as sometimes a temporary orange tier helmet / gloves etc.. with a nice enchant is a good upgrade to push while you wait on mats

After you get a ton of mithril to craft orange (in the Ruins), you can focus on only the best levels orange

Sub-weapon
You can advance rapidly to get new bonuses and the stats difference between levels is quite high comparing to armors. But you don't get big boosts at +10/+15/+20, it means you can enhance to only +10 at first and it's fine, See the Enchants section of this guide to see why you need an orange subweapon quickly

Weapon
You should really restrain from adopting a new weapon that just dropped or that you can craft on a lower level from the next tier.

Instead take the approach of getting a
+20 white level 20, then
+20 blue level 45, then
+20 yellow level 55


And try least going by milestones +10, +15, +20
each time and not stopping in between, for big boosts.
And lastly craft or drop (you'll) your level 58 orange tier weapons.




Lastly, a note
Sounds dumb I know but really try to focus allocating the next tier AND max level weapon, enhancing it to max grade, to your top tier heroes, the pushers, the ones doing higher level temple etc.. Even if it means throwing to the recycle bin a mid level higher tier weapon (even orange, yes)

For the other heroes waiting to get an upgrade on their weapons, well, let them farm lower level boss areas for mana stones for crafting until they get their upgrade.

I looted multiple level 44 orange tier weapons that I recycled for 1 mithril.
I got a 58 orange axe for my warrior that I looted, no need to craft, waiting since a couple of days in the storage and it will stay there a couple more days, I am still going strong with my +20 yellow lvl 55 axe while upgrading my 58 orange bow and sword closer to +20 each because.. runes.. so the orange axe will wait.


EDIT: it pays off, the bow is done / EDIT2: and the sword a couple days later
Enchants
With patch 1.0.3.0, you can now more easily get Faint Mana Stones to enchant yellow gear (drop on battlefield and can buy a few per day with gold). So the rules changed and I did a rework of this section with that in mind

Tiers of enchants :
- Rare, on yellow gear, needs Faint Mana Stones
- Unique, on orange gear, needs Mana Stones
- Boss, on red gear, needs Mana Core

Some enchants grades are unlocked at higher tier of gear, so for example for certains skills enchants on subweapon you'll need at least the orange tier of subweapon.

Higher tiers of enchants also gives higher grades of existing enchants on lower tiers, with better stats

That's why you should try to push for orange sub-weapon to get the good enchant for you skill, and new / better substats of course, typically a +0 orange will be superior to a +15 yellow. For Knight and Warrior you can even skip the yellow sub-weapon and go from blue to orange.

You can buy Mana Stones (for orange gear) in the shop, 50 Mana Stones for 500 diamonds (1 time daily) so it is quite cheap for the time saved in the beginning of your journey.
From time to time with your free diamonds, you can buy a bit of Mana Stones for enchanting orange gear. Get just a few, you won't need a ton.

I recommend to NOT spam too much the enchants roulette to try to get the perfect one, know where to stop for a good cost / reward ratio

The enchant are quite an upgrade when you get a good one, have a look :
Generic Class Builds - Introduction
See the Combat AI Settings & Skills Restrictions sections of this guide to learn more about Skills priorities, restrictions and why it is important.

See the STATS section of this guide for the recommended stats building for each class

I encourage you to take a look at the #class-forum and #strategy-guide on the game official discord, people there share their builds & ideas of what worked for them, if you want to find something different or that can match what you have at your disposal

I've put two sections at the bottom of the guide with a list of base Necklaces and Rings in pictures for convenience

The recommended accessories are with the goal to find balance in stats and are in synergy with the class's personnal buff and sub-weapon, you can always go for a more glass canon approach if you want but that won't work everywhere, it can also depend on the content you're doing like farming lower level boss areas.

You'll find out that later, with better base gear (orange +15 armors, orange rings and necklace), you'll get more and more defensive and regen stats "for free", at this point you can often freely switch the defensive rings and necklace (Guardian Necklace, Amethyst Rings) for more offensive options.
But do this slowly and observe the fights and results over multiple runs, because with the actual junky AI, sometimes it is better to lose a bunch of DPS but not die randomly every few runs, your call
Generic Class Builds - Knight
Possible skills options
- single target : double strike, vital strike
- aoe : spin slash, soul slash, hurricane strike, fullmoon slash (+ self heal)
- utility : reckless charge, step strike
- buff : moment of enlightment, firm stance (defensive), bless to might (Common Skills kit, %more attack damage)
- debuff : x

Hurry Cain
- Hurricane Strike (aoe)
- Vital Strike (single-target, DoT [damage over time])
- Step Strike (damage/dash) (run Firm Stance for a more defensive no-dash option, Bless to Might for a more offensive second buff option)
- Moment of enlightment (buff, self, %increased CDR)

You can set a minimum cooldown (like 3/4s) on Vital Strike to avoid spamming it, because it seems that the dot effect does not stack and the hit part doesn't do damage on its own

Recommended accessories

- Amethyst Necklace : %max HP, %crit hit damage, %CDR
- Assassin's Ring : %attack damage, %AS, %crit hit chance
- Voler's Sunstone : same as Assassin's Ring + %CDR, HP & Mana Regen

If you don't have the Voler's Sunstone yet, you can replace it with an Amethyst ring for sustain, or go without sustain and put another Assassin's Ring or Ruby Ring (for the %CDR missing from Voler's) for more DPS.

Recommended Enchants
- weapon : flat attack damage
- sub-weapon : depends on your skillset, Vital Strike %more damage for single target, Hurricane %more damage for AoE
- helmet : %CDR if low / not capped 80%, any other offensive stat (except spell damage)
- torso : %attack/spell damage reduction (spell seems better, spell res is harder to obtain)
- gloves : flat attack damage
- boots: %CDR if low / not capped 80%, flat attack damage



Wethermon
An upgrade to the Hurry Cain build
Recommended accessories and enchants are the same as Hurry Cain



Here we use Full Moon Slash as our AoE instead of Hurricane.
I was using Bless to Might as a second buff for %more attack damage,
but went back on using Step Strike for the mobility and gave back Bless To Might to my Warrior

Enchant
For the sub-weapon enchant just go with the Full Moon Slash %more damage for AoE or Vital Strike %more damage for single-target

Skills Priority
Vital Strike before Full Moon Slash

Skills Restrictions
- Vital Strike : cooldown 3s, all target except Normal and Magic
- Full Moon Slash : minimum target 1, 250 distance
- Step Strike : minimum 2 targets, 500 distance, 4s cooldown
Generic Class Builds - Warrior
Possible options
- single target : slash, berserk crush
- aoe : power slash, whirlwind, earth crusher
- utility : swipe, heavy hook, small quake (aoe + slow), leap attack
- buff : battle cry, berserk cry (%more attack speed, party buff), last bastion (defensive, don't recommend this skill, locks you in place while taking damage to the face for the duration)
- debuff : intimidating cry (%less attack damage)

Spin to win



Skills
- Slash (single-target)
- Whirlwind (aoe)
- Bless to Might (buff, %more attack damage, Common Skills kit) (if your Knight uses this skill, take berserk cry instead)
- Battle Cry (party buff, %more attack damage)

Recommended accessories

- Guardian Necklace : %max HP, flat hp, flat attack/spell damage reduction, HP & Mana regen
- Ruby's Ring x2 : flat Attack/Spell Damage, %AS, %crit hit chance, %CDR

Alternative

- Amethyst Necklace : %max HP, %crit hit damage, %CDR
- 2x Voler's Sunstone : %attack damage, %AS, %crit hit chance, %CDR, HP & Mana Regen

Recommended Enchants
- weapon : flat attack damage
- sub-weapon : Slash %more damage
- helmet : %CDR if not capped, any other offensive stat (except spell damage)
- torso : %attack/spell damage reduction (spell seems better, spell res is harder to obtain)
- gloves : flat attack damage
- boots: %CDR if not capped, flat attack damage

Skills Priority
Whirlwind before Slash

Skills Restrictions
- Slash : all targets except normal
- Whirlwind : minimum targets 2+, distance 350

These skills restrictions and subweapon enchant will allow to avoid to use Whirlwind in a 1v1 situation, as it is very mana hungry. Whirlwind already mostly kills all trash mobs so better use a Slash enchant to boost single-target damage. Kudos to @Skyline on Discord for his inputs on this
Generic Class Builds - Wizard
Possible options
- single target : disintegrate
- aoe : fireball, inferno, magic missile (multi-target, 5 hits, 3 hits on a single target max), fireburst, aqua ball, meteor strike, nuclear ball
- utility : teleport
- buff : focus, ancient one (can use Bless to Magic prior to unlocking this, Common Skills set)
- debuff : curse of weakness (%decreased attack damage), curse of frailty (%decreased spell damage)

Atomic
- Focus (buff, %increased CDR) / can replaced with Bless To Magic (buff, %more spell damage) when enough CDR
- Disintegrate (single-target)
- Nuclear Ball (aoe) / when you start to get enough firepower you can switch to Meteor Strike if you can oneshot mobs with it
- Ancient One (buff, %increased spell damage and armor)

Final version when enough gear


Recommended accessories

- Amethyst Necklace : %max HP, %crit hit damage, %CDR
- Archmage's Ring : %spell damage, %AS (low, doesn't show up on base ring, 0.5% per level), %crit hit chance, %crit hit damage (low)
- Amethyst's Ring : %max HP, flat attack damage reduction, HP & Mana regen

Can replace the Amethyst's Ring with a second Archmage's Ring for more offensive power, when the rest of your gear feels good enough for the defensive part

Recommended Enchants
- weapon : flat spell damage
- sub-weapon : depends on your skillset, Disintegrate %more damage for single-target, Nuclear %more damage for AoE
- helmet : %CDR if not capped 80%, any other offensive stat (except attack damage)
- torso : %attack/spell damage reduction (spell first, spell res is harder to obtain)
- gloves : flat spell damage
- boots: %CDR if not capped 80%, flat spell damage
Generic Class Builds - Archer
TO BE NOTED about +projectile : At the moment, +projectiles (Legendary Archer) only add more area coverage, it doesn't add more damage on a single target with skills (count only 1 projectile per target, if not specified otherwise on the skill itself), so you can choose to ignore it and go for more damage if you feel you don't need the area coverage it gives. I suggest picking Eagle Eye to replace it.

Possible options
- single target : bleeding arrow, rapid fire (can hit multi-target in line if first one dies/move)
- aoe : split arrow, explosion arrow, piercing arrow, multi-shot
- utility : stun arrow (single-target damage, slow), step shot, backstep shot
- buff : eagle eye (+flat %crit hit chance and crit hit damage), legendary archer, firm grip
- debuff : x

Flying Turret
- Legendary Archer (buff, +projectile count, %increased attack damage), can be replaced with Eagle Eye for more damage but a bit less area coverage
- Multi-shot (aoe) (can be replaced with Rapid fire for less AoE and more Single target clearspeed)
- Call of Healing (utility heal and backstep, Common Skills kit) / can be replaced with Backstep Shot for a more offensive option
- Firm Grip (buff, +pierce count, %increased crit hit damage) / can be replaced by Eagle Eye if you don't have this yet

Recommended accessories

- Assassin's Necklace : %AS, %movespeed, %crit hit chance, %crit damage
- Assassin's Ring : %attack damage, %AS, %crit hit chance
- Amethyst Ring : %max HP, flat attack damage reduction, HP & Mana regen

Alternative

- Guardian's Necklace : %max HP, flat hp, flat attack/spell damage reduction, HP & Mana regen
- Voler's Sunstone : %attack damage, %AS, %crit hit chance, %CDR, HP & Mana Regen
- Grand General's Ring : %AS, %max HP, %crit hit chance, %crit hit damage, %movement speed
Can replace the Voler's Sunstone with an Assassin's Ring

Alternative 2 (CDR focused)

- Amethyst Necklace : %max HP, %crit hit damage, %CDR
- 2x Voler's Sunstone : %attack damage, %AS, %crit hit chance, %CDR, HP & Mana Regen
Can replace one Voler's Sunstone with a Ruby Ring

Recommended Enchants
- weapon : flat attack damage, %attack damage, any offensive stat
- sub-weapon : depends on your skillset, Multi-shot %more damage or Rapid Fire %more damage, if you use the alternative The Minigun build (see below)
- helmet : %CDR, flat attack damage, any offensive stat
- torso : %attack/spell damage reduction (spell seems better, spell res is harder to obtain)
- gloves : flat attack damage, any offensive stat
- boots: %CDR, flat attack damage

This skillset is what you can expect later in the game with the archer, her auto-attack and her single-target skills acts now as aoe / multi-target because of the +projectile and +pierce, Also compared to other classes, she one of the few that can be built to really focus on auto-attacks



The Minigun
same recommendations as the Flying Turret build



An alternative very similar build, replace Call of Healing / Backstep shot with Rapid Fire, you won't be able to dash out of tricky melee situations but your firepower will be superior, sending out tons of arrows. Kudos to @Sinthos for sharing his version on Discord

Skills restrictions :
- Multi-Shot : untick enemy count and targets (should be this way by default), use on everything (if mana issues, set target to everything except boss)
- Rapid Fire : can set target to everything except normal mobs (optional)
- Buffs used all the time (untick restriction), cooldown to 1s before it expires (39s usually)

Skills Priorities :
Set Multi-shot first and Rapid Fire last

Skills Adjustments :
You can narrow the angle of Multi-shot, I set mine to 42° instead of the 50° default (it is set to 42 in the gameplay video), I find it to be the sweet spot



The Shotgun
same recommendations as the Flying Turret build



I went back on testing Explosion Arrow after @Jonneyfive on Discord talked about using it in an Archer build thread, and finally started adopting this skill. With pierce from Firm Grip, you'll get a SHOTGUN EFFECT on packs, the arrow exploding multiple times after piercing and the explosions can cover the same mob. This result in tight packs of mobs getting deleted in an instant, and also when swarmed in melee with mobs all around you, it will hit 360 and clear everything quickly to lessen pressure on your defenses.

Can replace Legendary Archer with Eagle Eye in case you don't have it or just don't want to use it, that will be less area covered but a bit more single target/explosions damage.

Skills restrictions :
- Explosion Arrow : untick enemy count and targets (should be this way by default), use on everything (if mana issues, set target to everything except boss)
- Rapid Fire : can set target to everything except normal mobs (optional)
- Buffs used all the time (untick restriction), cooldown to 1s before it expires (39s usually)

Skills Priorities :
Set Explosion Arrow first, Rapid Fire last
Generic Class Builds - Priest
Possible options
- single target : x
- aoe : divine strike, purifying flame
- utility : cure, mind cure, heal, mind heal, divine bless, recovery (party heal)
- buff : divine grace (defensive), enchant vision, exaltation of fury, exaltation of swiftness
- debuff : x

Godrays
Disclaimer - This build is for early game and after if you want to solo some content with Priest, but as soon as you unlock and start farming Ruins, I would recommend to only use Priest in a team (see the other build Boost-Bot). Even before Ruins, you can farm 3-10 or 6-10 for Mana Stones for crafting with her, and then do Temple for exp in team.

- Purifying Flame (aoe damage + party heal) / can replace with Divine Strike early game
- Exaltation of Fury (party buff, %more attack and spell damage)
- Exaltation of Swiftness (party buff, %more attack speed and movement speed)
- Enchant Vision (buff, self or ally, +projectile count) / can replace with Divine Strike for double damage skill
If you don't have the buffs unlocked yet, replace with some heal / lower tier defensive buff

Recommended accessories

- Amethyst Necklace : %max HP, %crit hit damage, %CDR
- Ruby's Ring : flat Attack/Spell Damage, %AS, %crit hit chance, %CDR
- Amethyst's Ring : %max HP, flat attack damage reduction, HP & Mana regen
Can try to replace Amethyst's Ring with Archmage's Ring

Recommended Enchants
- weapon : flat spell damage
- sub-weapon : depends on your skillset, Purying Flame %more damage, Divine Strike %more damage
- helmet : %CDR, flat spell damage
- torso : %attack/spell damage reduction, %armor, %hp
- gloves : flat spell damage
- boots: %CDR, flat spell damage



Boost-Bot
Party Play - The way the Priest should be used, only in a team.
- Divine Bless (Heal over Time)
- Exaltation of Fury (party buff, %more attack and spell damage)
- Exaltation of Swiftness (party buff, %more attack speed and movement speed)
- Purifying Flame (aoe damage + party heal) / can replace with Recovery (party heal)

Divine Bless is only 1 target with double the cooldown compared to Recovery (party heal) but also heals more over 10s than Recovery for 1/3 of the mana cost (assuming 50% CDR, level 6 Divine Bless, level 2 Recovery, casting 1 Divine Bless in 10s versus 2 Recovery in 10s, in a single-target healing situation only) TO BE NOTED - 50% CDR is to have 1 Divine Bless with 100% uptime (10s cooldown, 10s duration), you can push to 75% CDR to have 2 Divine Bless with 100% uptime (5s cooldown, 10s duration)

IMPORTANT - When pairing with a high %CDR hero and if you see mana issues, you might want to replace Purying Flame with Mind Heal for an influx of mana. And switch Exaltation of Swiftness in case the concerned hero doesn't need it (like Wizard, get another heal like Recovery instead). I suggest you go check @Ente's guide "Priest alla card" on Discord (#class-forum channel) for more explanation.
With Archer, if you don't have high enough %CDR yet and you rely more on auto-attacks, you can replace Purifying Flame with Enchant Vision but keep Exaltation of Swiftness

Example of Mana Battery Priest for Wizard

Or

Can replace Exaltation of Switftness / Divine Grace with another heal like Recovery

Recommended accessories

- Guardian Necklace : %max HP, flat hp, flat attack/spell damage reduction, HP & Mana regen
- Ruby's Ring x2 : flat Attack/Spell Damage, %AS, %crit hit chance, %CDR

When you have your helmet and boots %CDR enchants (goal is 50%CDR at least for 1 Divine Bless 100% uptime, or 75% if pushing more for 2 Divine Bless 100% uptime), you can replace one Ruby's Ring with one Amethyst's Ring


Alternative

- Amethyst Necklace : %max HP, %crit hit damage, %CDR
- Ruby's Ring : flat Attack/Spell Damage, %AS, %crit hit chance, %CDR
- Amethyst's Ring : %max HP, flat attack damage reduction, HP & Mana regen

Recommended Enchants
- weapon : flat spell damage
- sub-weapon : Divine Bless %more HP recovery (even blue is very good, if you get it, keep or seal it before trying again to get yellow / orange version of it)
- helmet : %CDR
- torso : %armor, %hp, %attack/spell damage reduction
- gloves :%armor, %hp
- boots: %CDR

Potion setup
It changes slightly when boosting Archer with Enchant Vision, with enough gear giving mana regen (subweapon, guardian necklace, and amethyst ring), you won't need a mana pot anymore. Just use 1 solid pot + 2 health pot or 3x health pot.
Generic Class Builds - Assassin
Can build in two ways : - poison (spell damage) - attack damage and speed

Hi Venomous
- Poison Mist (aoe dot, spell damage)
- Venom Fang (aoe dot, spell damage)
- Poison Attack (single-target dot, spell damage)
- Poison Master (buff, %more spell damage)

Possible options
- single target : poison attack
- aoe : venom fang, poison mist
- utility : emergency evasion ?
- buff : poison master (can be replaced with Bless to Magic in the Common Skills kit until you get it, lower % but similar effect), danger sense (defensive), vital sense (%increased crit), one sure strike (%more crit damage)
- debuff : disruption tactics (%less attack damage)

IMPORTANT - It seems that poison from the same ability does not stack, but still each skill have its own DoT, so set Poison Mist and Venom Fang to fire at 1+ ennemies so you can use it on single-target / bosses too, you can also set a minimal cooldown on Poison Attack to avoid spamming it for nothing on a single target since the hit part doesn't do damage on its own

Recommended accessories

- Guardian Necklace : %max HP, flat hp, flat attack/spell damage reduction, HP & Mana regen
- Archmage's Ring x2 : %spell damage, %AS (low, doesn't show up on base ring, 0.5% per level), %crit hit chance, %crit hit damage (low)

Alternative
(more offensive stats, with a little less defense)

- Aluna's Radiance : %spell damage, %crit hit chance, %crit hit damage, Mana regen, %CDR
- Archmage's Ring : %spell damage, %AS (low, doesn't show up on base ring, 0.5% per level), %crit hit chance, %crit hit damage (low)
- Amethyst's Ring : %max HP, flat attack damage reduction, HP & Mana regen

Recommended Enchants
- weapon : flat spell damage
- sub-weapon : Poison Attack %more damage for single-target, Venom Fang or Poison Mist %more damage for AoE
- helmet : flat spell damage
- torso : %attack/spell damage reduction, %armor, %hp
- gloves : flat spell damage
- boots: flat spell damage



Knives Out (Attack Damage)
Clip of John Wick chapter 3 knives fight (it seems I can't embed the clip) :


Skills

- Dagger Throw : AoE, description is missing some text, shoots 3 daggers total and max 1 hit per target
- Emergency Evasion : AoE + Dash (max 2 hits per target), description is missing some text, shoots 5 daggers total
- Vital Sense : buff (+ flat %crit hit chance), can be replaced with Danger Sense for a more defensive option
- One Sure Strike : buff (%more crit hit damage)

Unset skills restrictions on Dagger Throw and Emergency Evasion, just spam these.

Possible options
- single target : vital thrust, knife trace (can hit multiple target if in the way though)
- aoe : dagger throw
- utility : emergency evasion (aoe + dash)
- buff : danger sense (defensive), vital sense (%increased crit), one sure strike (%more crit damage), assassination time (%more attack speed)
- debuff : disruption tactics (%less attack damage)

You just want to max crit hit chance and damage to kill things quickly from some distance, with enough CDR you'll use less and less melee auto-attacks - Dagger Throw has low cooldown, low mana cost, almost no animation time, it is a great option for clearing packs from a distance - Emergency Evasion has low cooldown, low mana cost, almost no animation time except the dash, it is great for clearing packs from a distance AND keeping you safe from melee
One alternative, if you don't have another AD Assassin on 9-10 speedrun duty, would be to replace Vital Sense with Vital Thrust for more single target damage If you have a second Assassin using Vital Thrust and One Sure Strike (I do on my speedrunner), you can replace One Sure Strike with Danger Sense / Disruption Tactics for more survivability

Recommended accessories

- Ruby Necklace : flat Attack/Spell damage, %AS, %crit hit chance
- Assassin's Ring : %attack damage, %AS, %crit hit chance
- Ruby Ring : flat Attack/Spell Damage, %AS, %crit hit chance, %CDR

Alternative
Can replace Ruby Necklace with Assassin's Necklace (more crit damage and AS / movespeed, losing some flat AD) or even Amethyst Necklace (more HP, CDR and Crit damage, will lose some AS and crit chance)

Recommended Enchants
- weapon : flat attack damage, %increased AD
- sub-weapon : Dagger Throw %more damage
- helmet : %CDR, flat attack damage, %crit hit chance
- torso : %attack/spell damage reduction, %armor, %hp
- gloves : flat attack damage
- boots: %CDR, flat attack damage, %crit hit chance
Advanced Builds - Assassin - Trickster
A build designed to rush 9-10 boss and farm 3 Mana Stones : Ahel in a short time, 11.3s cleartime per run (nearly 13k5 per day), pretty entry level gear thanks to poison

Without time pass and without Faith timers, that's just above 24s per run (counting 12s retry timer), 10600~ish stones.
With time pass and without Faith timers (counting 7s retry timer), nearly 13k5 stones






Stats & Skills


Stats :
Standard Poison Assassin, so Half STR/INT

Skillset :
- Footwork (buff, %more movespeed) / can be replaced with Rapid Movements (%more movespeed but less than Footwork) or even Assassin's Step the difference is it is %increased instead of %more, actually great if you have multiple speedrunners)
- Venom Fang (aoe dot, spell damage)
- Poison Attack (single-target dot, spell damage)
- Poison Master (buff, %more spell damage)

Set your buffs to be used only while moving (so at the start of the run), since their durations is more than the duration of the run anyway.

Important - set Enemy Count to 1+ on Venom Fang, so you can use this on the boss too (or untick the restriction all together)
Set a cooldown on Poison Attack, just under it's duration (to 6s)



Combat AI



With these Combat AI settings and the Soul Elixir, he'll ignore mobs, pass through them and go straight to the boss



Accessories :



As you can see, they are at +0, upgrading these will improve clear time. (mines are +10 at the moment, reduced 3s on the clear time between +0 and +10 on all 3 accessories)
- Assassin's Necklace : %AS, %movespeed, %crit hit chance, %crit damage
- Archmage's Ring x2 : %Spell damage increase, %AS, %crit hit chance, %crit damage

Alternative if you struggle with survivability, replace one Archmage's Ring with :
- Amethyst's Ring: %max HP, flat damage reduction, HP and Mana regen



Potions



- Soul Elixir : %movespeed, ghost ability (pass through mobs)
- Medium Health Pot : life sustain
- Speed Pot : %increased movement speed



Enchants



Enchant on Sub-weapon :
%More damage on the single-target skill Poison Attack
Alternative is same thing but with Venom Fang

Enchant on Boots :
%increased Movement Speed



Combat Power & Gear



Gear :
- +20 level 55 yellow weapon, but you should be able to get away with less
- full +15 yellow armors, +15 orange boots with movespeed enchant, +19 yellow chest armor with armor enchant and +15 orange helmet, should be fine with less than that, +19 armor chest can be +15, orange helmet is totally overkill, orange boots are a nice bonus to movespeed factor and an upgrade you should strive for, don't forget the enchant on it

If you see that you die at the boss first setup up this build, even if you die but still manage to kill it with poison, the stage is cleared and the defeat is transformed to a win. As a bonus, you farm death achievement, but it will hinder a bit your clear speed by a few seconds each run
Advanced Builds - Assassin - Deadshot
One of the best 9-10 speedrunner for Mana Stones Ahel

This build idea is not from me but Discord members who shared it, and has been condensed in a guide by @Ente's on Discord #class-forum I'm just sharing my take on this here, the gear I have to reach the oneshot goal of 350k damage per hit of Vital Thrust, and some optimizations tips along the way.







Stats
- STR : 25
- DEX : 59
- INT : 10


Skills

- One Sure Strike : %more crit hit damage
- Vital Thrust : single-targe attack damage
- Assassin's Step : %increased movespeed, assassin's skill kit
- Footwork : %more movespeed, Common Skills kit

Not using One Sure Strike on my other Assassin, so this allows to lower the gear requirement to reach 350k damage, anyway also already using the other movespeed skill Rapid Movement on my second speedrunner.



Equipment


Accessories
- Assassin's Necklace : high %crit hit chance, %crit hit damage and %movespeed
- 2x Assassin's Rings : for the %attack damage and %crit hit chance

Chest Armor is just there for survivability, no need to enchant or push it to higher tier / grade.

- Goal is to reach 350k damage on Vital Thrust crit, after that more damage is pointless.
- Next goal is then to reach 100% crit hit chance, to always oneshot and not have a run where you don't and then auto-attack waiting for Vital Thrust cooldown.
- Accessories can be +15, I pushed a bit more to have more %crit hit chance, but could have tried to get a better weapon enchant instead.

Best in Slot Necklace (don't even need Soul Necris orange tier)


Enchants

Sub-weapon


Weapon, Helmet, Gloves
Can go for flat attack damage to reach 350k if you lack the damage, but if you can it's better to go for %crit hit chance to reach 100% crit chance

Boots
%increased movespeed

Combat AI Settings

Same as the other speedrunners, avoid any fight / mobs until boss

Potions

Same as the other speedrunners, Soul Elixir is needed
Advanced Builds - Archer - Pathfinder
Just like the Trickster build, it is a build designed to rush 9-10 boss and farm 3 Mana Stones : Ahel in a short time, 7.7s cleartime per run (17k6 per day)

Without time pass and without Faith timers, that's ~20s per run (counting 12s retry timer), 13150 stones per day. With time pass and without Faith timers (counting 7s retry timer) that's 14.7s per run, 17k6 stones per day






Stats & Skills


Stats :
Standard Archer, so Half STR/DEX

Skillset :
- Eagle Eye (buff, +flat %crit hit chance, +flat %crit hit damage)
- Bleeding Arrow (single-target dot, attack damage) / set a cooldown to 3s (duration of the skill 4s)
- Rapid Fire (single-target, attack damage)
- Footwork (buff, %more movespeed) / can be replaced with Rapid Movements (%more movespeed but less than Footwork)

Set your buffs to be used only while moving (so at the start of the run), since their durations is more than the duration of the run anyway. Will avoid doing it in front of the boss.

Priority :
Rapid Fire before Bleeding Arrow



Combat AI



With these Combat AI settings and the Soul Elixir, she'll ignore mobs, pass through them and go straight to the boss



Accessories :


- Assassin's Necklace : %AS, %movespeed, %crit hit chance, %crit damage
- Ruby's Ring : flat Attack/Spell Damage, %AS, %crit hit chance, %CDR
- Assassin's Ring : %attack damage, %AS, %crit hit chance

Alternative (more AS based)

- Assassin's Necklace : %AS, %movespeed, %crit hit chance, %crit damage
- Assassin's Ring : %attack damage, %AS, %crit hit chance
- Grand General's Ring : %AS, %max HP, %crit hit chance, %crit hit damage, %movement speed



Potions



- Soul Elixir : %movespeed, ghost ability (pass through mobs)
- Medium Health Pots : life sustain
- Speed Pot : %increased movement speed



Enchants



Enchant on Sub-weapon :
%More damage on the single-target skill Rapid Fire
Alternative is same thing but with Bleeding Arrow



Enchant on Boots :
%increased Movement Speed



Combat Power & Gear



The %crit hit chance and damage are with Eagle Eye buff

Gear :
- +20 level 58 orange weapon, but you should be able to get away with less
- +15 level 44 orange helmet with +attack damage enchant, +15 orange boots with movespeed enchant, +15 level 44 orange chest armor with spell damage reduction, +15 level 58 orange gloves with +attack damage enchant, should be fine with less than that

If you see that you die at the boss first setup up this build, even if you die but still manage to kill it with bleeding, the stage is cleared and the defeat is transformed to a win. As a bonus, you farm death achievement, but it will hinder a bit your clear speed by a few seconds each run
Advanced Builds - Wizard - Wormhole
An entry level / starter / extra mage build designed to rush 7-10 / 8-10 boss and farm 1-2 Mana Stones : Ahel in a pretty short time, 17.5s cleartime per run

The advantage compared to others speedrun builds is that you don't need Soul Elixir and movespeed enhancement at all.







Stats & Skills



Stats :
Standard Wizard, so Half STR/INT, can put 1/2 STR/INT at some point

Skillset :
- Magic Missiles : Multi-target (3 hits max on the same target)
- Fireball : AoE
- Focus : buff (%increased CDR)
- Teleport : moveskill, short cooldown teleportation a certain distance forward

Set your buffs to be used only while moving (so at the start of the run), since their durations is more than the duration of the run anyway. Will avoid doing it in front of the boss.

Set Teleport to be used only while moving.

Priority :
Magic Missiles before Fireball



Combat AI



With these Combat AI settings, he'll ignore mobs and go straight to the boss



Accessories :


- Amethyst Necklace : %max HP, %crit hit damage, %CDR
- 2x Archmage's Ring : %spell damage, %AS (low, doesn't show up on base ring, 0.5% per level), %crit hit chance, %crit hit damage (low)

Alternative
Can replace one Archmage's Ring with a Ruby Ring : flat Attack/Spell Damage, %AS, %crit hit chance, %CDR



Potions



- Medium Health Pot : life sustain
- Mana Pot : mana sustain
- Burning Potion : %increased AS, can be replaced by a Solid Potion (%increased defense) or another Health Potion



Enchants



Enchant on Sub-weapon :
%More damage on Magic Missiles
Alternative is same thing but with Fireball

Enchants on Boots and Helmet :
%increased CDR

Enchants on Weapon and Gloves :
flat Spell Damage, %increased Spell Damage



Combat Power & Gear



Gear :
- weapon : +20 level 55 yellow weapon with %increased spell damage, but you should be able to get away with less
- helmet : +15 orange helmet with %cdr enchant (can do with yellow helmet)
- boots : +20 yellow boots with %cdr enchant (don't need movespeed so it can be +0 with how low is the armor on it)
- chest : +20 yellow chest armor with +armor enchant, can be less than that
- gloves : +15 level 44 orange gloves with flat spell damage, should be fine with less than that
Teams - Introduction
Combat AI settings for Party
Be sure to set your Exploration Range / Clear Style the same to avoid your heroes taking different paths or zooming while the other stay behind. Also suggest range Full and clear style Full sweep


I would recommend though to try to set this setting to No Adjustment for your most tanky hero, and Matching Ally speed for your most squishy, this way the tanky hero should be in front more often. Try to give more movespeed boosts (more boots enhancement levels, wings..) to your tanky hero



Work In Progress

Knight / Priest - TBD (actually really easy and quick to put together, nothing fancy)
Knight / Wizard - TDB
Warrior / Priest - TBD (same as Knight / Priest but with a few more changes maybe)
Warrior / Wizard - TBD (thinking using a debuff-bot Wizard, doubling down on %less attack with Intimidating Cry)
Warrior - Archer - TBD (should have a great synergy with Warrior's party buffs)
Wizard / Assassin - TBD (thinking debuff-bot Wizard with Poison Assassin, maybe doubling down on %less attack with Disruption tactics)
Teams - Knight / Warrior



Both melee and tanky
They won't wander too far from each others, and in the case they do, they are pretty autonomous to at least not die quickly if swarmed

Synergy :
Warrior's party buffs Battle Cry (%more Attack Damage) and Berserk Cry (%more Attack Speed) benefits both Warrior and Knight

Doing daily temple-11 with scrolls, else Overdrive Sideros-Ruins-10 with Commander Buffs, 190-200s per run. Near the last 10-15% of boss fight, they are getting OOM (Out of Mana), something boss gear could solve later down the road with more mana regen, else I'll have to find a way to counter that issue.

Builds for this team :
Knight - Hurry Cain or Wethermon (see the Generic Builds - Knight section of this guide)
Warrior - Spin to Win (see the Generic Builds - Warrior section of this guide)

Skills changes for the builds :
You can give Bless To Might to your Knight and use Berserk Cry on Warrior instead (optional, if capped CDR it's not very useful)
Teams - Archer / Priest


Both ranged
They will stick together most of the time, if you build your Archer as a glass canon it might not end very well if seperated and swarmed, else it should be fine.

Synergy is high with Priest 1/2 heals and 2/3 buffs to boost both heroes with %more AD, %more AS and movespeed and maybe +Projectile Count

OLD (see below note) - This team at the moment is perma running ruins (~300 ruins run per day) on Kesidus-6 and do temple-8 The Priest is kinda invincible and can finish the boss solo (slowly) if something went wrong with the Archer To avoid random deaths for silly things with the AI at the moment, running with Guardian Necklace on the Archer for more tankiness, losing a bunch on auto-attack DPS but that's fine, squeezed in more CDR and can spam more skills on the boss with the mana regen from Guardian
EDIT - With how +projectile works at the moment (it seems just covering a wider area for most skills but can only hit one target per skill, so no double damage on single target, except maybe for auto-attack since with Enchant Vision you can see double the damage numbers on the auto-attack damage of Priest, easy to spot), I stopped using this team because without all orange / red accessories on Archer it felt slow at some point (still great as a starter team). I was missing the Orange Necklace, but I tried two Voler's instead of 1 + Grand General, tried DPS yellow necklace Assassin's and Ruby's, tried new skills combos, etc.. it improved but not by much to my liking so I decided to stop here and realocate the Archer to farming 9-10 with a new build and she is doing great with 8.3s runs. So my Assassin is finally free to do something else (trying to team with Priest at the moment)

Builds for this team:
Archer - The Shotgun / The Minigun (see the Generic Builds - Archer section of this guide)
Priest - Boost-Bot (see the Generic Builds - Priest section of this guide)
Teams - Assassin / Priest



Melee and Ranged
Priest is invincible, Assassin can be built pretty tanky and still do decent damage.
With AI setting for walking speed, Priest will try to be in front, it will do most of the time and they'll stick together.

Builds for this team
Assassin - Hi Venomous (see the Generic Builds - Assassin section of this guide)
Priest - Boost-Bot (see the Generic Builds - Priest section of this guide)

Was doing all-day perma Ruins runs on Sideros-9 220-240s per run. Else some Ancient Ruins-2 with commander buffs and sometimes temple-9 with Commander buffs while the other team did temple-10



READ FIRST - The issue I'm going to talk about happens mostly in Kesidus ruins because there is no teleportation waypoint unlike Sideros, so until we get an AI patch, I suggest only doing Sideros Ruins with this team, and trying the first setting. If you want to do Kesidus, you can try one of these 2 solutions but the issue can still happen and will happen more often than in Sideros from what I experienced

Assassin TP behind his target, this will sometimes cause Sin to lose his old pathing range and lock to a new one, letting mobs behind alive while walking to a new encounter.
So.. you can have a situation where the Priest is hitting a Rare/Unique Big mob with huge HP pool (compared to her dps) for minutes, while the Sin is miles away, fighting alone too.

How to avoid that (or at least try) ? (Beside waiting for AI patch, soon.. I hope)

Well I got two solutions for you to try, just don't let the Priest hit a Big mob, that's all.

For Tier Target setting, set both to Nearest so they focus mostly on target they see first.

Option A
(recommended)
Use these Target Tiers settings on Priest only so she try to avoid hitting Rare / Unique mobs with lot of HP. She'll zoom to the next pack of normal / magic mobs, she can tank the hits while waiting for Assassin to catch up if he is finishing a big mob




Option B
As @Pablo suggested on Discord with only hitting Rare and Unique, and he had no problem since. So I decided to try this approach too

The result is the Priest facetanking groups of mobs as soon as she encounters a Rare / Unique, she can take the hits while waiting for the Assassin, and as a bonus she packs the mobs for his AoEs. Though she can still be stuck behind, so for me it didn't solve the issue just reduced it, so be careful with this option.

Use the settings below for Priest only
Teams - Knight / Assassin



Both Melee, Knight is really tanky, Assassin poison is built tanky too for this combo

Synergy :
No particular synergy, they don't share party buffs and are just buffing themselves.

Behavior :
They will stick within range of each other most of the time, Assassin can wander around a bit but it shouldn't be an issue as the Knight doesn't stay long behind and can catch up pretty quickly (if you compare to a Priest which is a nightmare because of that with the current AI)

Builds for this team :
Knight - Hurry Cain or Wethermon (see the Generic Builds - Knight section of this guide)
Assassin - Hi Venomous (poison, see the Generic Builds - Assassin section of this guide)

AI Settings :
- Set the target priority to Highest Tier First for both of them.
- Set the movement speed to No Adjustment on the Knight see he goes in front and to Matching Ally Speed on the Assassin so he stays behind before engaging (well not for long with his auto-attack tp)

Doing Daily Temple-11 with Scrolls, Overdrive Ruins-10 with Commander buffs and all-day Kesidus-Ruins-10 220-240s per run
Teams - Wizard / Priest



Both Ranged, Priest is invincible and Wizard stays behind Priest

Synergy :
Priest acting as boost-bot, giving heal, mana and buff to the Wizard

Behavior :
They will stick together, Priest with AI settings will go in front and tank while Wizard will come next and annihilate everying around the Priest

Builds for this team :
Wizard - Atomic, the upgraded version of it (just like @Ente's Meteor boom Mage on Discord) (see the Generic Builds - Wizard section of this guide)
Priest - Boost-bot, the mana battery version (see the Generic Builds - Priest section of this guide)



Or

Can replace Exaltation of Swiftness / Divine Grace with another heal like Recovery

AI Settings :
- Set the target priority to Nearest First for both of them.
- Set the movement speed to No Adjustment on the Priest so she goes in front and to Matching Ally Speed on the Wizard so he stays behind before engaging

Optional AI Settings
(not necessary unlike the Assassin / Priest team, should not be an issue if you don't use these settings)
You can use these Target Tiers settings on Priest only so she try to avoid hitting Rare / Unique mobs with lot of HP. She'll zoom to the next pack of normal / magic mobs, she can tank the hits while waiting for the Wizard to catch up


Potions Setup :
Wizard


Priest


With the Mana Battery Priest, you should not need mana potion on Wizard, and put speed potion on both.
Set a cooldown on speed potion to something like 8s to avoid spamming it between two close groups of mobs

Wizard is a bit underleveled (lvl 88) so only doing all-day Sideros-Ruins-9 (lvl 89), 165s per run. And Ancient Ruins-2 with Commander buffs
Combat AI Settings
Exploration Range & Clear Style
This will be pretty straightforward, nothing really fancy about these settings

You'll mainly want to use two styles of Exploration Range depending on what your hero is doing.
Boss farming
Your hero is killing bosses for stones needed for crafting (x-10, A-3, A-6 etc..), you don't need to clear the whole area you just want to kill the boss to get the stones


For the Clear style, in high level areas I would suggest to keep Full Sweep ticked to avoid being killed by mobs following you, in lower level areas with higher level hero you can speed it up by ignoring mobs so Partial or Minimal can be ticked.



You can untick normal and magic mobs so you avoid killing them because even at Minimal settings you'll kill some packs of mobs. If your hero get stuck on a mob or 2, he will still attack to clear his path and move on, ignoring the tier restriction

Normal stages for Exp and Items, also Temple and Ruins
There you want to kill as many mobs as possible to get more exp and more chests, so a full path and full sweep is recommended



Target Priority

If you looked at the Skills setup section, you know that a good kit uses AoE and Single-target, often the AoE will cover an area around your heroes, somes just in front.

In order to optimize target acquisition and killing, in most cases you should use the Higher Tier First, this way you'll focus on unleashing your single-target skills on the thougher ennemies AND clearing trash mobs along the way with your AoE skills.
If you choose Lower Tier First or Nearest First, you'll be waiting on killing lower tier or nearest (and in this case talking again about lower tier) ennemies then moving to the higher tier target.

Though there is cases where you don't really want this behavior and instead select Nearest or Lower Tier First :
- Archer : you might not want to move into position to kill higher tier and instead focus on clearing everying that is near her first to avoid melee.
- Priest : only have two AoE damaging skills, and often want to avoid contact in party play, so she can focus on clearing the nearest targets to have less pressure on her.
- Wizard before getting Desintegrate (single-target) : with only AoE at your disposal before getting Desintegrate, there is no real need to focus on higher tier immediatly, and in the same spirit you might want to clear mobs around to lessen pressure.
Skills Priorities & Restrictions
Skills Priority
Skills priority goes from 0 to 8
0 for the highest priority (first in order)
8 for the lowest priority (last in order)

When it comes to priority, you have to ask yourself what matters the most to do first. The answer can vary from a person to another but here's my take on this, in order of priority from top to bottom :

- Heal, if for example with the priest I want to heal first, a dead hero can't use skills
- Buffs, I want to unleash skills with full power, better sharpen your knife before cutting onions than after, plus you'll be crying, blame the onions
- Utility skills, you might want to charge first, to dash first, to step back first
- Single-target, burst the big boys
- AoE, lastly doing damage to everything



Skills Restrictions
You can scroll down in the skill restriction interface to see more settings (enemy count, support skills allies restrictions section, buff stacking)

Buffs
Often by defaults buffs will have the behavior Use Only while Moving, this do two things :
- pros : you not waste time casting buffs while entering in combat, you'll save mana in combat for your other abilities
- c0ns : you'll waste buff timers on walking, and if in combat and the buff expire you'll not cast it again

Most of the time buffs are only useful in combat, exception is something like Exaltation of Swiftness or similar move speed buffs in the Common Skills kit.

Also they are often quick enough to cast to not hinder your ability to unleash hell on your foes.

So my recommendation is either to switch that to Use Only in Combat or untick the restriction to use it in and out of combat, except for Exaltation of Swiftness just untick the restriction, and for move buffs keep Use Only while Moving to avoid using it in combat

BUT In a Boss Rush speedrun setup (9-10, 8-10 etc..), you'll want the opposite, using your buff at the start while moving then nothing in front of the boss.


There is a setting called Buff Stacking, Not Allowed by default.
Well, you cannot really stack buffs, but what it does in the Not Allowed position is waiting for the buff to expire to cast it again, while in the Allowed position it will cast it as soon as the cooldown is up and other restrictions conditions are met.
I would suggest to only consider allowing buff stacking if you don't have any mana issues first, else with a lot of CDR it can chew quite fast your mana pool. Most of the time you don't want to allow buff stacking

IMPORTANT - Also take a look at your standard buffs, most of them don't have this Buff Stacking Option, yet their behavior is the same and cast the buff to refresh it as soon as the CD is up, with enough CDR you'll spam theses, so my recommendation is to look at their duration and set a cooldown just below that (I.e. 15s you put a cooldown to 14 or 13) In fact, you should do this with all your buffs and party buffs, except some special cases


Single-Target
To avoid wasting mana on weaker targets, you should put a restriction on single-target abilities to not be used on at least normal ennemies, you can untick magic but it depends and can be useful to let magic targets too, try and see how it works for you

DoT
It seems that Damage over Time effects are not stackable from the same skill (but multiple skills have their own effect), from what I could observe and some others of Discord too, and the first hit does not do damage on its own.

I would suggest to put a cooldown on single-target DoTs to avoid spamming a skill for only refreshing the timer.
And since multiple skills have their own effect, you can set the Ennemy Count to 1+ on AoE DoTs like Poison Mist or Venom Fang so you can hit unique and bosses too when they are alone

Party Buff and Support skills like Heal


The first part of the restriction panel is about your hero, and scrolling down you'll find another part about allies, this is the settings you'll have to change is you want to set conditions on fire up your support spells.
For support skills like heals, you want to ignore and untick the first part about the hero own Health / mana thresholds at the top of the settings and only use the ones in the Support Skills section of the panel.

The first setting Ally is actually priority for yourself (translation issue ?), and the second setting Allies is priority for your allies.
Then you have your classic Health and Mana thresholds working the same as before but this time it checks your ally and yourself and it will use the target priorities between your allies and yourself (work just like skill priority) to decide on who the skill is going first.

Commander Traits
Work In Progress

This section will focus on how to allocate your Commander Traits.
For colorblind people, I hope my descriptions along the color of the lines is enough

Faith
F2P players
This is mostly for F2P players, Paid Packs (Supply/Idle Pack) can leave that for later.




Your first 9 (recent patch) 8 pts should go to Faith, allowing 500 1000 (recent patch) white (normal rarity) chest limit, so you can get more magic+ rarity chests when idle.

At some point when you'll be farming Ruins, 9-10 and other bosses for Mana Stones, you might need less of that limit and can save 3 points by removing the last nodes and keeping the first 100 white chest limit (total 6 points)
EDIT: With the update, the last node only cost 1 point now, and with the doubling of chest limit from these nodes, just keep it.



Faith
Paid Packs / F2P players, but later



I would recommend to do this tree after putting your points into Exploration first
This Faith tree is if you still have people farming in Battlefield, if you have 2 Ruins teams and 1 to 3 speedrunners for Mana Stones Ahel, maybe you want to put points into Leadership instead to gain some stats.

Go straight to the magic chest limit node to the east. (it's now 100 limit instead of 50 before the recent patch)
This will allow you to stockpile more yellow, orange and red chests while idling for hours.



Then continue and follow the RED line (middle, 3x resurrect time).
You'll have 2 options after that :
- take the GREEN line (south, more magic chest limit) then the BLUE line (north, more white chest limit) to get more idle chest limit
- take the PURPLE line (west and north-east, retry timers) to get more Mana Stones with your speedrun builds 9-10 / 8-10 etc..



Exploration


This will focus on chest quantity and rarity drop rates.

At the beginning of your journey, you'll want to follow the PURPLE line (south east of the tree) to reach the node giving more Shadow Temple's Feathers per day (+10). Then go for the GREEN line for more chest drop quantity (west).

When you reach a point where you farm hundreds of Ruins per day, you might want to put points to the north of the tree (BLUE LINE with Overdrive node) for more drops in Ruins. Last point for Overdrive is optional, only if you do some Overdrive runs from time to time. At some point you'll craft so much Mystery Pouch for Ancient Ruins tokens that you'll have excess Ruins tokens, so you could do Overdrive with the leftovers

And finally the ORANGE line for more mobs density in the Temple (south-east) and Ruins (north-west), it is at the end because first we want more quantity / rarity for the boss drops.

As an option, costing 10 diamonds per point and 30 for a blue (magic) node, you can reset a few points before the reset daily for more Shadow Temple Feathers. If you didn't reach it or want to put the points of temple somewhere else when not doing doing temple / after a getting your daily feathers already I advise to only do this if you buy diamonds, else just put the talent points and stick to it

The goal is to reach both north and south eath part. The rest is kinda meh.

Don't go for Spoils of the Abyss (south west red cross) (0.01% chance to get x100 chest, it's spread across the chest tiers, not like x100 red chests). Or Mirror Chamber / Mirror Plaza (middle and north-east red crosses) (0.5% + 1% chance to duplicate chest), it is RNG on top of RNG, you have to drop the chest then roll again to duplicate, pretty bad. It's a trap



Leadership



The total 11 pts here give the following stats, to every hero :

50 attack AND spell damage (1 perfect roll enchant on helmet for 1 or the other)
7% CDR (1% on top of a perfect roll enchant on helmet or boots)
7% increased armor
7% increased spell resist
4% movespeed

I now have the last 4 points (GREEN line, south west) to reach the potion charge passive recovery but you don't even need it at first, it just helps with the teams without Priest on higher Ruins levels when the boss fight drags a bit too much sometimes.
Also gain +20 Attack/Spell damage for 70 total (a perfect roll enchant on gloves)
Necklaces
For reference, here is a list of magic and rare necklaces :

Magic tier

Rare tier
Rings
For reference, here is a list of magic and rare rings :

Magic Tier

Rare Tier
116 Comments
红色法拉利 3 hours ago 
Which is better for auto-farming in the battlefield: a higher difficulty level with a longer clear time (assuming no deaths) or a moderately difficult level with a shorter clear time?
TurukTheCook  [author] 11 hours ago 
@Tenoshii :dwarfbeer:
Tenoshii 11 hours ago 
@TurukTheCook | @Sten - The F4 shortcut has been added to the "Basics" section of my guide.
TurukTheCook  [author] 12 hours ago 
23/12/2025
- Updated Knight Wethermon Build, with skills update and notes, gameplay video
- Updated Warrior Spin to Win Build, with skills priority, restrictions and notes, gameplay video

22/12/2025
- Updated intro about what my squad is currently doing
TurukTheCook  [author] 22 Dec @ 12:37pm 
@Sten Thanks for the heads up, I added a note about Footwork in the Skillsets section :dwarfbeer:
Won't add any shortcuts though, I don't have any section for that kind of thing. Though, It might be more suited for Tenoshii's Guide as a hint for convenience indeed, maybe ? Don't know :pug:
Sten 22 Dec @ 12:07am 
Also maybe shortcuts.
F4, for example to collect chests. Needs double tap sometimes, only character(s) on screen.
Sten 21 Dec @ 5:22am 
You should maybe highlight the importance of footwork. At some level up you get a unique skill with choice and iIrc you caould pick it there.
So if anyone does not have it by then it is a good idea to pick it up.
TurukTheCook  [author] 21 Dec @ 1:07am 
- Added Deadshot Advanced build, the Assassin 9-10 speedrunner (4.2s)
- Updated the Commander Traits Exploration section with optimized build
TurukTheCook  [author] 20 Dec @ 8:59am 
@Notperfect There is a plague doctor in the Base Camp, talk to him. Don't buy the chest the rates are against you like everything else.. but you can buy some early platinium and mithril, and later keep the coins to get some aura of darkness and mystic ash if you miss thoses to craft something with it
Notperfect 20 Dec @ 8:34am 
Sorry for asking a third time. What to do with raven coins, where can I spend those?